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In the bow at the bottom, there are two periscopes for them, to the left of the railgun periscope.
If I remember correctly it was to do with how the hull in that section was built. I remember fixing a bot issue there on my Lucky Lady version via redoing the section around the O2 generator.
The angled tip of the room seems to befuddle them.
Yeah, bots and waypoints in this game are a headache, can’t imagine why this could happen because I can’t reproduce this problem.
ill see what i can do
upd: Fixed. For some reason the door waypoint was broken :o
Bots run to fix anything past that door and they just run against it til ya open it yourself.
Even without the ability to swap its turrets, I love it.
well, Mk II is just slightly improved in terms of QoL and has a nicer interior. Enjoy
Not as hardcore and gloomy?
...Is that supposed to be an upsell?
I have noticed that the bots sometimes forget how to open the doors on the front end of the ship tho', had like 6 of them headbutting the door to reach a breach on the nose.
There is a switch on the periscope itself, bots can only use the turret that is currently on as they can't use switches.
Although I have encountered the problem that the bots refuse to fire if both weapons are located in the same place, like on this submarine, because they consider them as obstacles.
By the way, I would suggest you also try Mk II version, it's more polished although not as hardcore and gloomy as this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2896469646
Done, thanks!
-Fixed hull hitbox in oxygen generator compartment.
I took a look, nice one!
If you would like to have a look at it, I have uploaded to variations of the K-24 now.
K-135 Ryza, attack sub. Basically a slimmed down crocodile
K-735 Oberon Deep diving transporter. Larger basically.
K-635 Konesy shuttle for the Oberon.
Hehe, that's great, enjoy
Thank you. Had so much fun with taking your sub apart and learning what actually makes it tick.
11/10.
Hey, of course you can use it
I appreciate it. I'm not very artistic, so it was much easier for me to modify a great design as opposed to put one together myself. Thank you again for uploading the Crocodile, it's brought a lot of fun to my time in Barotrauma, both in the editor and in the campaign.
Sure, of course you can
I was wondering if I could have your permission to release my group's customized version of the K-24 Crocodile, with a title that lets people know it isn't the original and a link to yours and a list of differences in the description. I feel as though it has enough changes to warrant it, and after putting enough time into it maybe someone else will enjoy it as well. If not it's completely fine and I'll happily keep it away from the Workshop.
Hidden ladder setup with waypoints is creative, I like it.
Probably the last update removed some inconveniences.
-Small restyling.
-Swapped laser and coilgun positions (increased laser energy consumption).
-Added additional loader for chaingun, increased rate of fire (vanilla value).
-Added platform and hidden ladder in the central access shaft.
-Minor cosmetic and interior changes.
Definitely noticed the power use on the Coilgun. Considered whether the high burst was too strong despite the power use, but after some thought I think it's good. In short fights it's very powerful, but if you aim poorly or when you get swarmed you can tap out quickly. Encourages better planning (piercing/explosive on swarms, trigger discipline, etc).
Thank you for the advice. I finished setting a platform and the waypoints. Tested it pretty thoroughly, looks good. They fix all the segments of the roof and can reach the junction box (had to move it up; again, I respect your ability to make good-looking wires, it's tough). If they go left out of cargo towards the stairs at a sprint they snag on the platform for a moment then drop down instead of running down the stairs properly, but no issues when they walk the route instead of run. I tried to clean that up a bit, but after an hour or two of testing I got the feeling the bots just kind of do that, so I called it good.
Oh, also don't forget to place the waypoints at the same height as the rest of the waypoints on this deck and place the closest one closer to 1118 instead of 1078, otherwise the bots will get stuck trying to get there from 1078 because it will be closer, even ignoring the fact that it's not connected (stairs problem)
and "debugai" command will help you check if you have any problems.
Wypoints are the most capricious moment in the editor, even worse than wiring, hate them :D
Coilgun isn't just x2 faster, it's also x2 more power hungry.
For the central shaft, I would just copy "Platform Basic" and change the sprite depth to 0.600, then extend it from the upper transport deck to the periscope, and add some waypoints by attaching the closest one to 1118 )
Really enjoy that. I've found a lot more enjoyment from well-designed but purposefully flawed subs than I have from the ones that do everything.
I added mirrored levers to the ballasts and swapped the Coilgun and Pulse Laser. Kept the adjustments you made to the guns. Not sure if faster Coilgun is too strong or not, but it felt good in play so I'll leave it in.
I'm currently trying to fix something I noticed with the bots not being able to weld an area (Central Access Shaft, between Bot Waypoint nodes 1045-1046 and 1079-1080), not sure how to go about it, not enough editor experience. Any tips?
yeah, that's right, the idea is that it will be pleasant but inconvenient due to spartan conditions and economy, and you will have to fight with this and sometimes manage energy by switching any components, because previously the reactor produced 4000 instead of 5000 hehe
No problem. Thank you for the great sub.
Stuck Bots: Makes sense, heard something about updates messing them up. Did some short tests in the editor, adding a lever inside the ballast seems to work. The bots use it and climb out. Just mirrored the already present levers, could link it to Set_State and set a Delay close function though.
Lamps/Vents: Yeah, I figured end-user tweaking was why the lamps were set that way. Mentioned it as something that stuck out to me personally, but likely best left as-is. It's simple to set them as uninteractable in the editor. Vents, maybe the same thing. I set them to uninteractable since my group doesn't play traitor games.
Lighting: Personal note, but I love the lighting. Emergency/red lighting too. One reason I like this sub so much is because it feels like something you'd find in the game, and it reminds me of something old, irritable, and Russian. I get why people would want bright, stark lighting, but to me it's perfect.
oh, thank you for the feedback!
Yep, ballast hatches can only be opened by an external switch or a water detector, they should not close automatically. But I have not encountered bots getting stuck, apparently in recent updates bots began to close them when they go inside the ballast..
And I had to unlock all the lamps so that the players can customize the lighting for themselves, many people don't like that it's too dark, especially when there are voltage drops.
I'll try to think of something with vents and a weapon holder, perhaps the problems may be due to the fact that I tested access to them with 10% aiming help for objects in the settings.
Also "Extra Stuff 1" is a good idea!
I'll think about these extras
I'm thinking about waiting for the next good patch for an update and a little restyling of both of my submarines.
Thanks for the detailed details! I will start with these things when updating.
1) The sluggishness of the rail/laser turret can make hitting things frustrating when you add in the pulse laser's windup time. Maybe consider a coilgun/railgun setup with the pulse laser being moved to the lower rear.
2) Ship could use a spare crate or two of ammo on board for the guns. Or at least the chaingun and coilgun.
3) Kept hitting the fabricator/deconstructor on/off switch while trying to use the fabricator. That area's pretty compact, not sure where to move it.
1) Like the turrets. Adequate coverage without being perfect. Railgun/laser combo is clunky but enjoyable to struggle with. I liked the loaders being set near the guns, lead to some fun moments.
2) Our Electrician was definitely stressed, but I got the feeling they enjoyed being run ragged by the reactor.
3) Had to stop the sub and swim out to kill stuff on the captain's windshield several times. Others may not like that, but as Security I loved it.
4) I love the look of the ship. Shape, gloomy aesthetic...fantastic.
5) Everything is packed together in a way that feels compact without everything tripping all over itself.
6) When I walked my friends through it it was pretty easy to explain where everything was and how things worked, so it isn't overly-complicated.
7) Good amount of storage, never really felt like there was too much or too little.
8) I really like the attention to detail with the wire placements.
Overall, my favorite sub. Great job.
Weird stuff I noticed:
1) Bots drown in the ballast tanks. They run in to fix things and get stuck. Seems like they can't open the hatches from the inside.
2) The high hull section above the midships section (area between cargo and the mineral scanner) is too high for the bots to reach with welders. A human player can, but a couple bots just stood there and refused to move because they couldn't reach damage on the highest point.
3) Having every vent set as Loose and all the lamps interactable gets in the way. You pick them up under your mouse cursor constantly. Maybe having two or three Loose Vents for traitors and the rest as Uninteractable/normal.
4) The weapon holder under the railgun/laser periscope gets in the way when you're trying to use the gun, especially when the ship is slamming around or you're in a hurry. Moving it off to the right, or removing it entirely, would help.