Barotrauma

Barotrauma

U-2540 Elektroboot
54 Comments
Mudroved 29 Jan, 2024 @ 1:40am 
Реактор не работает, и проблемы с орудиями :steamsad:
Sentient Toaster 8 Aug, 2023 @ 3:20am 
There is a hidden door and some wifi components between the wall of the balast. several of my bots get stuck down in the balast trying to repair it and nothing happens.

If there are too many passengers or bots they cant climb the ladder in the front, they just fall down.

This is a very cool sub and for the most part it works well except some of the electronics are wonky and the coil wont charge for some reason.
SNAFF 7 Nov, 2021 @ 6:11am 
did 8 hour in her 3 of them pinned by a pirateship we took on n sunk on ourself to sea bed, she took it well
198xAD  [author] 24 Apr, 2021 @ 6:47pm 
This sub has been superceded by U-3506. Please check it out and tell me what you think. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2467241369
198xAD  [author] 8 Mar, 2021 @ 5:56am 
It's explained in the Operating Procedures pinned post.

"Ballast tanks have power cutoffs in the command room. Use these to assist dealing with ballast flora. The console above it can command detonators in each ballast tank individually to detonate IC-4 in extreme circumstances."
Bismarck83 8 Mar, 2021 @ 4:46am 
Whats the reason for the C4 near the pumps?
198xAD  [author] 7 Mar, 2021 @ 10:51am 
A new U-boat has been made with the same level of detail and complexity as this one. Please show Ankhimas some support! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2417168142
198xAD  [author] 17 Feb, 2021 @ 3:20pm 
They took damage from shock and leaked hydrogen gas which can't be modeled in the game unfortunately. I'm not strictly adhering to realism of course. It's hard to imagine tech in the future but I doubt it will be analog electronics and extremely unreliable, but that's the flavor of the game.

My general modus operandi is using default equipment stats or less (harder). The exceptions are where features can be tastefully implemented. I try really hard to avoid anti-fun stuff. And normally I'd agree with you if this battery issue wasn't easily remedied by hiring more bots or getting outpost upgrades. I want the players to have to make difficult decisions between power vs reliability.

Finally, if it really bothers you, you can open the sub in the editor, make changes tailored to you and save it.
Millennius 17 Feb, 2021 @ 1:34pm 
I don't think any Uboat crews really did much maintenance on the batteries historically, but to each their own.
198xAD  [author] 16 Feb, 2021 @ 6:34pm 
After giving it some thought, in my next update I'm going to release a version with more randomness on the repairs as I believe it's more realistic. To keep it challenging, I'm raising the repair times a little for skilled repairmen and a lot longer for unskilled. I'm also working on quality of life improvements for entering/exiting the sub and shuttle. Specifically getting them to maintain depth well with a hatch open.
198xAD  [author] 16 Feb, 2021 @ 7:21am 
On a positive note, repairmen grind electrical skill very fast. Just keep a medic handy with lots of bandages and morphine and they'll be at 100 skill by the time you reach the third biome at the latest.
198xAD  [author] 16 Feb, 2021 @ 7:19am 
@millennial prime

I usually run about 10 crew members. 5 assistants on gun. Captain, medic, 1 engineer and two mechanics cross training to electrical repair. The ship can be maintained on two well trained repairmen without upgrades but I like to be more flexible for leaks and such.

I'm trying to avoid going reddit tier overpowered on this thing and at least leaving something to the upgrades. This sub is somewhat challenging as a starter sub until a good crew is secured. It is a warship after all.

Thank you for your feedback.
Millennius 15 Feb, 2021 @ 11:26pm 
This is really cool, but man there are WAY too many batteries that need to be repaired. You should turn down the decay rate at least, it takes like 3 engineers full time to keep that system alone running.
RedHeavyPootis 13 Feb, 2021 @ 2:50am 
kriegsmarine is supreme
198xAD  [author] 13 Feb, 2021 @ 12:02am 
Thanks for the feedback everyone. Check the change notes. Many issues mentioned have been fixed. Will work on more. Your input makes this sub better.
198xAD  [author] 12 Feb, 2021 @ 11:40am 
@syndicake

They say that on the radio because every bot regardless of classification tries to restart the reactor. Only engineers and captains can mess with the reactor when silent running is off. When silent running is on no one can turn on the reactors.

The known AI pathing issues are as follows:

-Leaving ballast tanks
-Entering/leaving shuttle
-Gunners getting stuck on ladders on the way to periscopes

Sadly, I think the devs need to tweak the bots a little more on a core level before I can fix these.
Syndicake ☠ 12 Feb, 2021 @ 3:00am 
Hey you are correct but I wasn't talking about the autopilot. I was referring to the AI bot pathfinding INSIDE the sub. They often call out on the radio "I can't get to the reactor room." and similar. I think it's due to them being unable to understand the auto-opening doors and such. They see a closed door with no way to open whereas a human sees an open passage.

Thanks I managed to figure out the recharging issue it's good to do repairs first, like you said and then turn rapid recharge on. You have to be careful though, I once set the entire outpost on fire by mistake.
198xAD  [author] 11 Feb, 2021 @ 6:23am 
@Syndicake

When you get out of the cold caverns the AI navigation gets much better. I've done entire delivery missions just crafting or whatever. But generally, doing maintenance while docked at an outpost is ideal. Don't forget to turn off silent running mode for free power!
Syndicake ☠ 10 Feb, 2021 @ 11:47pm 
I like that this sub can run most delivery missions on battery power but the AI can't navigate it which makes maintenance a pain in the ass. I have to switch to the other crew member and manually go to the room before switching back.
198xAD  [author] 8 Feb, 2021 @ 5:16pm 
Thanks. I have noticed that clicking noise and would love to solve it. But I'm not sure what's causing it yet.

Bots getting stuck in the ballast happens from time to time. I've reduced it a lot by tweaking waypoints but it still happens sometimes. Hopefully AI will get better over time.

One thing I like doing in campaign is after getting a medic, assign your engineers and mechanics to 'Repair Broken Devices' so they cross train. Their electrical skill will grind super fast but get injured a lot.

Another tip: you can assign bots to clean up. If there are coilgun ammo boxes or railgun shells on the floor, they will put them in appropriate places.

Get the Meaningful Upgrades mod in the workshop and upgrade sonar range. You can really utilize her top speed when you can see farther!

Use macros for assigning large crews after every mission. Very helpful.
Wuszek 8 Feb, 2021 @ 12:52pm 
But overall I still love this mod. Thanks, for your amazing work.

To anyone having troubles: try to make your first 1 or 2 missions safe. Toggle silent run and be ready to blow a decoy. Transport missions are pretty easy. Invest first money in hull upgrade, trust me it makes a difference. When you can afford to have 2-3 gunners and engineer+mechanic to handle maintenace, you're pretty much able to tackle any quest. This subs firepower is insane. You got 10 coilguns operated by just 5 man. And as a captain you can handle railgun on your own.
Wuszek 8 Feb, 2021 @ 12:49pm 
Some more insight fter playing a campaign:

-Bots often suffocate when there is a leak in the shuttle ballast. Already lost 2 mechanics there but don't know what's the problem. Maybe they get locked in here or have trouble swimming out for a diving gear when it's filled with water. Might need to investigate further.
-There is a constant, loud, clicking noise in Amidships area, just below the control room.
-Some cosmetic errors, directional arrows on coilgun loaders appear on characters when walking past them like there are on the most frontal layer, just like some electrical lights and junction boxes.
198xAD  [author] 6 Feb, 2021 @ 1:25pm 
@Wuszek

And thank you for your feedback. Much time was spent making her ergonomic and viable for single player while having it still resemble the real life submarine it's based on.
198xAD  [author] 6 Feb, 2021 @ 1:17pm 
@Wuszek

I'll look into the text displays. I haven't played in a while and maybe the new patches caused a bug.

Sadly, no. The saw blade is only there for immersion/cosmetics. I'd love to make it functional or at least have mining lasers.
Wuszek 6 Feb, 2021 @ 1:02pm 
This has to be my favourite modded sub it just feels so good overall, you can even manage to run solo campaign with enough bots. One thing that's mildly annoying me is that some of the text displays next to the terminal (showing battery capacity etc.) have bugged and have realy small text size now, really hard to see.
Also, how to use this sawblade on the front of the Jewel? Can it mine mineral deposits?
198xAD  [author] 6 Feb, 2021 @ 8:16am 
-I usually operate it on 'maintain position'. Only usual manual with lots of open water. It's made to be agile as it has hardly any defensive capability.

-Its visibility is aimed at mining/wreck salvage on the floor. You're to use the mineral scanner and locate ores. You can:
A. Park the shuttle on the floor next to the ores or wreck. Turn the power off and leave through the top.
B. Hover above it and leave through the bottom hatch with the power on and the nav terminal set to maintain position. The sub will remain steady until the batteries die even with the bottom hatch open.

All in all the Jewel was a small side project of mine. It's made to be very compact, agile and and capable of storing a lot of cargo without 'cheating' too much stuff by shrinking sizes or making God components.
2/2
198xAD  [author] 6 Feb, 2021 @ 8:16am 
@Hans Würst

I'm sorry you don't like it.

-It does in fact have an oxygen generator. It's right by the navigation terminal. I tend to unwire it when I play for better battery life.

-Yes, I have been locked inside the cockpit before but luckily there's a screwdriver and prybar in one of the compartments. They work fine if you don't open/close the vertical doors manually while undocked.

1/2
Average AMD neanderthal 6 Feb, 2021 @ 5:22am 
the submarine itself is really good, but the scuttle is just trash. it is completely blind, has a powerful will of its own, no oxygen generator, and you can get locked inside a compartment with no button to get out.
198xAD  [author] 25 Dec, 2020 @ 3:25pm 
@Mannytko XXI были настоящими лодками и видели сражения. Очевидно, эта игра фантастическая, как и созданная мной подводная лодка.
Mannytko 25 Dec, 2020 @ 1:41pm 
это реальная подлодка из 2 мировой войны?
198xAD  [author] 21 Dec, 2020 @ 10:19pm 
You're welcome ☺️
Matro Da Vinci 21 Dec, 2020 @ 10:09pm 
thanks
198xAD  [author] 21 Dec, 2020 @ 9:45am 
@AnghEel, the gun lights are turned on and off from the command room. It's to the right of the navigation terminal.
Matro Da Vinci 21 Dec, 2020 @ 8:45am 
hello can you fix gun lights?
198xAD  [author] 19 Dec, 2020 @ 1:21pm 
Big update everyone. Please rate and leave feedback!
198xAD  [author] 17 Dec, 2020 @ 5:53am 
@Vulcan I'll make a fix for it and release an update tonight. Thanks for your feedback!
Vulcan 17 Dec, 2020 @ 5:09am 
Ai-controlled engineers were unable to find their way from the upper chamber of the reactor to the two safes below to retrieve the fuel rods
198xAD  [author] 16 Dec, 2020 @ 9:54pm 
This thing really slaps with the meaningful upgrades mod. Increase sonar range, reduce fuel consumption and reactor output and it becomes a very simple sub with a big enough crew.
198xAD  [author] 16 Dec, 2020 @ 9:51pm 
@vulcan bottom or top safe? Top is captain only. Bottom is captain and engineer. I just took control of my engineer and it worked. Not sure if the AI is bugging out on it though.
Vulcan 16 Dec, 2020 @ 9:42pm 
Ai-controlled engineers were unable to retrieve the fuel rods from the safe in the reactor room
198xAD  [author] 15 Dec, 2020 @ 8:21pm 
@tesoul

My battery configuration is sub optimal but it's the only way I could represent a series-parallel battery configuration. My method was a bit ham fisted but it's worked pretty well during my playtime. I figure the battery charge rate should be adjusted manually based on conditions. The charge rate should be reduced to a neutral rate (20ish%) when batteries are near full.

I wanted to leave some room on the crash dive for pump upgrades on the crash dive system. If you hadn't noticed, a lot of my equipment is set to default values.

Yes, I'm still working on getting the cosmetics. Baby steps :)

I would like to put manual overrides for everything while keeping it user friendly for newer players but sadly the electronics don't work as I wish they would (like real life).

Thank you for your feedback. I will check your revision.
tesoul 15 Dec, 2020 @ 4:23pm 
Nice Sub!!!

Sadly the batteries are draining a LOT of power because the cycle is always open. I did some changes and the consumption now is like ~6000. The Base will catch fires when the batteries are full... that's not a bug: that's feature I suppose :/

Changed the crash dive system: it's easy to get water in the submarine... the problem is to take that water out... you will see. Now it's flooding super fast!.

The front gun had some visual issues, changed the shells to decorative stuff. Now it looks nicer.

Add the deconstuctor, fabricator, medical and O2 machines to the "Rig for silent running". Those machines and vents are very noisy.

I named the sub "U-2540 Elektroboot REV1" and I will take it down when you implement those change in your sub.

Thanks for your work man!



S2_McLovin_S2 14 Dec, 2020 @ 8:13am 
Muio bom!
198xAD  [author] 14 Dec, 2020 @ 5:38am 
@DarkDragonHB Ich werde es heute Abend reparieren. Sieht aus wie eine Luke falsch ausgerichtet ist. Vielen Dank.
DarkDragonHB 14 Dec, 2020 @ 3:19am 
Ein kleines Problem hab ich noch:
Mir wird ein Hüllenbruch über der oberen Beiboot Luke angezeigt.
konnte ihn weder reparieren, noch ausfindig machen.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2320443900
⎝⧹Foehammer⧸⎠ 13 Dec, 2020 @ 11:29pm 
Wunderbar!
Kaius 11 Dec, 2020 @ 11:30pm 
Dieser ist wirklich erstaunlich, danke!
198xAD  [author] 11 Dec, 2020 @ 7:17am 
@DarkDragonHB Danke für deine Rückmeldung. Ich bin mir des stotternden Problems bewusst und werde es untersuchen.
Princz 11 Dec, 2020 @ 5:54am 
I like its design a lot, good work!
ilmo (Dude83) 11 Dec, 2020 @ 12:59am 
?? too cheap?? you can set the price yourself in the editor. load ship file. save file and there you have the option to set price and alter classification. :steamhappy: