Barotrauma

Barotrauma

Portable Torpedoes
73 Comments
kellym 23 Oct, 2024 @ 2:14am 
Thank you vectura
Vectura  [author] 23 Oct, 2024 @ 1:33am 
Thanks @kellym
And sure, feel free to use it as the basis.
kellym 23 Oct, 2024 @ 12:12am 
This mod, is so amazing, it is everything the ek and armoury and weaponry mods where missing, a gigantic over the shoulder mounted torpedo launcher tube, with such beautiful sprites, and such nice sounds, such delicious sound effects and the opticals are splended! the speed is right the shapes are right, its just all around a good small mod that changes virtually nothing game play wise yet feels like something missing, with higher quality pictures that are developer quality.

Permission to use your mod selfishly as a basis for my mod to join along side your torpedo tubes mod with a set of custom attributes? including one new launcher and one new torpedo? il share credits of course!
Lexington 20 May, 2024 @ 7:46pm 
I wish there are homing shells mod out there in standalone version.
Lexington 20 May, 2024 @ 7:43pm 
This mod is great, abit of error in console but working.
And I didn't know just now that I can put these torpedo in railgun's ammo loader. Taste the homing bomb, spineling~
Draconis🐊 28 Apr, 2024 @ 12:28am 
This was a seriously good mod that I feel was very close to greatness, it just needed a little more polish on the itemization and balance. Too many ammo types, launchers are small not large weapons and a few other issues kept this from being a back pocket favorite for sub busting and clearing out large groups of monsters especially in mods like Barotraumatic. Do you have any interest in continuing this or is it up for grabs for people to revive or take assets from?
WC? 28 Oct, 2023 @ 10:41pm 
@Justice

You still updating this? I like it a lot but I have problems with its balance. You mind if a friend and I look under the hood and make a re-balance version for personal use? I feel the nuke torpedo's and such are too cheap for their destructive value and too readily available early game. Otherwise I would love to run it but a few issues forced me to remove it from my list.
Vectura  [author] 24 Oct, 2023 @ 4:52am 
The fact that they can be loaded into a railgun was intentional, but I admit I hadn't thought of thalamus spawning with them. Will see if there's a way I can specifically prevent that.
WC? 23 Oct, 2023 @ 9:58pm 
@justice

Found another bug. the portable torps can go into the rail loader and be shot out of it. A thalimus killed our sub with an experimental physicorium torp today. evaporated the entire ship and 90% of the crew. we saved that round.
WC? 16 Oct, 2023 @ 3:57pm 
@Justice

Bruuuh. Nuke torpedo is waaaay too cheap. Also items need to be difficulty locked.
WC? 7 Oct, 2023 @ 12:08am 
Never mind found the problem. Its performance fix surprise surprise.... Anyway Client map interval needs to be set to 1. For dedicated server also server map interval set to 1. Otherwise torpedo drops like a stone.
WC? 6 Oct, 2023 @ 9:03pm 
@justice

Did you break something with your last update? It was working fine yesterday but now all the torps are dropping like a rock.
Vectura  [author] 6 Oct, 2023 @ 6:23am 
Ok, update pushed. Turns out I was just missing a tag on the inventory for the disposable launchers! Now you can't just drag a new torpedo into the slot, they are truly single use only.
WC? 5 Oct, 2023 @ 4:40pm 
@Justice

Oh you arent supposed to be able to reload it? I can. hmmm must be one of my other mods. I run VWO draconis and pockets for all. maybe thats it?

Heres my modlist

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2808536198
Vectura  [author] 5 Oct, 2023 @ 3:49pm 
Mmm, the disposable one isn't meant to be reloadable, you aren't supposed to be able to access the inventory at all :P As for the 'size' of the torpedoes, I've just been bouncing back and forth a bit on that. If you can't toolbar em, it starts to get frustrating, but if you can then it's a bit easy to carry a bunch.
WC? 5 Oct, 2023 @ 2:30pm 
Also it seems the "disposable" one can be reloaded? Is this intentional? its more like they only take one type of shell than that they are disposable....
WC? 5 Oct, 2023 @ 2:28pm 
@Justice

Fantastic mod. Love it. Love that it even accepts 40MM in the small torp and high velocity.

Just one small feedback. I would limit the types of containers the torps can fit in. currently you can just slap them into your toolbelt and hotbar. Makes those special cases your made for them kinda useless. Also I noticed you can put them on railgun racks which is super cool but defeated by the fact that they fit in cabinets. Why would someone put it on a rack other than for it to look cool? Its like you cant decide how big or heavy you want these things to be. Do you want them to fit in your inventory or not?
Vectura  [author] 3 Oct, 2023 @ 9:46am 
No, they're supposed to be neutral buoyancy and not sink at all. I haven't had any issues involving that so unfortunately I can't help you.
John Warhammer 3 Oct, 2023 @ 6:06am 
@Justice are torpedoes supposed to start sink down fast after launch? The torpedoes I launch sink down before they reach the end of the zoomed out screen.

I've seen similar issue with some other mods, when used with Performance Fix mod.
The Weather Man 2 Oct, 2023 @ 5:08pm 
Update: Works great! Sucks to lose the acceleration since those are a pretty cool game mechanic/consideration when aiming, but I'd say the fact they work at range at all right now makes them much more compelling and usable in general. Thanks for the patch!

I had a suggestion if you don't mind adding 'mountableweapon' as a default tag to the launchers. It'd allow for storing them on the backpack slot similar to the vanilla grenade launcher so they're easier to handle.

Tangent:
Would it be possible to steal the sonar tag/functionality and slap it onto a torpedo launcher without much effort on your end? It might make for a very useful addition to have a sonar torpedo launcher that'd allow players to snipe at submarines or molochs from off screen using handheld torpedoes. It'd open up a nice niche for them that isn't being taken by any other weapons in the game currently.
Vectura  [author] 2 Oct, 2023 @ 12:41pm 
Ok, update pushed. The behaviour has now been changed: instead of the (sadly) broken older method where the torps accelerate, they now run at a fixed higher speed when in water. As a side effect this does make it a little bit easier to actually hit things. All the regular torpedoes have a range a little under the length of an Azimuth, the micro torpedoes are a bit shorter range (though quite fast and spammable).

Please let me know if anything is still messed up!
Vectura  [author] 2 Oct, 2023 @ 11:55am 
The reason I expect that one works is that it's the only torpedo meant to go at a constant (slow) speed. The others are all supposed to have a thrust that increases over time - originally they went about 2/3rds the length of a Humpback. Could try and figure something out like you've suggested - they'd end up more like normal projectiles but eh, fine.
The Weather Man 2 Oct, 2023 @ 11:37am 
I noticed later that the only torpedo which works fully aside from homing is the sonar decoy torpedo. Is it possible to just increase the fuse time on all the torpedoes to something similar so they still keep their range despite the thrust issues? It'd be a cheap fix that still makes most of them more functional.
Vectura  [author] 2 Oct, 2023 @ 2:54am 
All of the torpedoes aside from the homing torpedo have a bug at the moment, where the thrust doesn't functional properly. Sadly I just don't know how to fix it - something changed with the modding system in a past update, which broke it.
The Weather Man 1 Oct, 2023 @ 8:27pm 
This mod is awesome! Our group is having a ton of fun with these homing torpedoes especially.

Is the miniature range of the micro-torpedos intended? It would be nice if they shared the same range as the others since they would be very good if not for the fact that they detonate a quarter-second after launching. It's impossible to escape your own blast radius with such a short fuse.
mgiu7t 9 Aug, 2023 @ 12:06am 
There are a couple of problems, with the auto-reload of the lua, you can achieve an insane rate of fire and shoot all the ammo in a matter of seconds. The amount of ammunition is also upsetting, please remove the slots for explosives and make a stack of 4 pieces. Also, after leaving the launcher, they begin to fall rapidly.
Vectura  [author] 23 Jun, 2023 @ 6:07am 
I'll look into it. I haven't been keeping up with changes in baro's modding system so it may take a bit to figure things out. From my quick tests, it looks like the torpedo's launch impulse isn't increasing at a high rate, so in particular the high speed torpedo is detonating before it even starts to speed up
Cryptsy Satoshi 22 Jun, 2023 @ 3:46pm 
So the torpedos no longer work as intended... they have a range of only a few meters before they fall
John Warhammer 20 Jun, 2023 @ 2:58am 
Hi, for some reason some missiles when fired will swim backwards.
Vectura  [author] 18 Mar, 2023 @ 11:07am 
Ah, I see what you mean, I was looking at the filelist. Have pushed another update changing the actual texture path in the rack's file.
TheSpookiestSkeleton 18 Mar, 2023 @ 10:25am 
I'd test it but editing the file changes the expected hash or something and makes the mod not want to work and that's beyond my understanding
TheSpookiestSkeleton 18 Mar, 2023 @ 10:17am 
None of your other items use that for their sprites though, why only the rack?
Vectura  [author] 18 Mar, 2023 @ 1:54am 
That is the correct way to do it, as it's not in the base mod directory but rather a subfolder. And it has always worked up to this point, weird.
TheSpookiestSkeleton 17 Mar, 2023 @ 4:07pm 
That's my best read of the situation from my amateur perspective anyways
TheSpookiestSkeleton 17 Mar, 2023 @ 3:59pm 
I found your issue, you put the file path instead of the file name for the sprite for the rack.
Vectura  [author] 17 Mar, 2023 @ 8:40am 
Just re-published the mod just in case something went missing. On my end all the files are present, and the filelist refers to them all correctly.
TheSpookiestSkeleton 17 Mar, 2023 @ 8:32am 
You might wanna go through and give all your icons a once over for good measure, make sure they work, seems to be a more common issue when it comes to glitches with the new update.
TheSpookiestSkeleton 17 Mar, 2023 @ 6:43am 
Sprite "Mods/Portable Torpedoes/Items/CarryRack/pt_torpRack.png" not found!
Vectura  [author] 17 Mar, 2023 @ 5:11am 
Haven't done too much testing but as far as I can tell it all still works
TheSpookiestSkeleton 16 Mar, 2023 @ 8:07pm 
can you you confirm if this works in 1.0 or not? Looks like it'd be a really great way to stick with a T1 ship into the late game without feeling the wrath of not having any heavy hardpoints
[TC] Toaster Oven 14 Mar, 2023 @ 11:46am 
still work with 1.0?
DoG 23 Feb, 2023 @ 8:13am 
how to craft / where to buy reuseable torp launcher
Krzeszny 4 Jul, 2021 @ 6:12am 
You should update the description some time. I see that the mod now has disposable launchers, special torpedoes, homing torpedoes and mines
Vectura  [author] 4 Jul, 2021 @ 3:58am 
Meant to look like rocket pods, they basically function like SMG mags, 5 shots each.
Krzeszny 3 Jul, 2021 @ 2:32pm 
What are those micro torpedo pods?
DerpyCrafter 10 May, 2021 @ 8:16pm 
can you add a body torpedo that lets you launch a dead body out of it
Operator 8 May, 2021 @ 6:41am 
i will try resubbing >.>
Vectura  [author] 8 May, 2021 @ 6:15am 
See-through is just how all items in the game are. As for the size... heck, I have no idea.
Operator 8 May, 2021 @ 5:02am 
I think I have a pretty strange bug. the launcher is the size of a car and it's semi see through. here is a picture