Barotrauma

Barotrauma

K-07 Kasatka
57 Comments
Doomich  [author] 24 Nov, 2022 @ 6:33am 
Doomich  [author] 12 Nov, 2022 @ 5:42pm 
@Heltah
Thanke, enjoy.
Still thinking about upgrading to Mk2, mostly visually. Maybe soon!
Heltah 12 Nov, 2022 @ 11:40am 
This is a really well done sub. Good work.
Doomich  [author] 6 Jul, 2022 @ 8:31am 
@Wes
By default the lamps are powered by a small backup lighting battery, turn it off.
I was unable to replicate and identify the issue with the bots. Slightly tweaked the waypoints on the stairs next to the reactor as the bots could linger there, but nothing critical.
Wes 6 Jul, 2022 @ 7:48am 
Dude, I don't know what kind of update your submarine had, but now it turns off the lights for no reason, even though the reactor is fully pumped and whole boxes. the light just goes out quietly after 10 minutes from the start. And bots are now stuck everywhere if they are given the command to clean the hold or something.
Doomich  [author] 5 Jul, 2022 @ 1:00pm 
@CrucialDude
Yeah, both level generation and outpost generation didn't take into account the end of the bow because Hull but there were shells that also counted as hitboxes, so the levels was less than the length of the sub, I didn't know that the generator only uses hulls.
In a couple of days I will load another submarine and try to improve Kasatka.
CrucialDude 5 Jul, 2022 @ 12:44pm 
Also heres an example of the outpost/passages in a cave the sub had trouble with, no terrain gen mods. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2830986853
CrucialDude 5 Jul, 2022 @ 11:42am 
Oh wow that was fast, thank you so much!
Doomich  [author] 5 Jul, 2022 @ 2:54am 
Updated:
- Added a tiny pseudo Hull to the end of the bow to account for level generation.

@Wes
@CrucialDude
This should help with docking issues.
If you are already in the campaign you can use the save decompressor to get your copy of the submarine.
Just copy from the new version the tiny hull from the edge of the bow into your sub and compress it back.
Doomich  [author] 5 Jul, 2022 @ 2:24am 
@CrucialDude
So this is because of the new outposts generation..
Previously their compartments couldn't be much lower than their docking port..
Well, I was told how to trick it. The problem is that the generation takes into account only Hulls, and the front part extends 12 meters further than the outermost hull of the shuttle docking compartment, so I'll try to add a tiny hull at the end of the bow.
Thankee, cheers
CrucialDude 5 Jul, 2022 @ 1:55am 
Bow, it sometimes hits outcrops that are to the bow side of the outpost docking port.
Doomich  [author] 5 Jul, 2022 @ 1:51am 
@CrucialDude
Hmm, do you mean that the docking port just doesn't reach the outpost because the submarine gets to the edge of the level with its bow or stern?
CrucialDude 5 Jul, 2022 @ 1:46am 
I can confirm that the sub does get stuck or is unable to dock in tight outposts without any level generation mods. I was gonna mention that on me original comment but I forgot. I think a way to fix the issue would be making a docking tower that extends a bit from the hull of the sub.
Doomich  [author] 5 Jul, 2022 @ 1:36am 
@Wes
Hey, I will definitely change the lighting colors and improve the wiring as well, but I won't be able to change the overall size.
This is the first time I hear that it gets stuck because of the size, no one has mentioned so far. Are you using mods that affect level generation?
And maybe it's stuck due to a bug in the last update that causes shuttles to appear undocked and far away, or you're actually in a tight location. It's better not to use it in the second location for sure, because it's sometimes difficult to swim even on dugong there.
I also don't understand what the problem is with the docking port, because it's at the very top and is made the same way as most other submarines.
After all, this submarine is for an experienced and large crew, you may not be familiar with the mechanics or tricks yet.

I'll try to update this, but working in the editor takes me an enormous amount of time, so I'm not sure if it will be soon.
Wes 5 Jul, 2022 @ 12:47am 
um dude. Look, your submarine is generally the first boat that I started using when buying a game. it has a cool design and a nice interior, but it has a whole bunch of flaws. the first is Energy. Not only does it require a whole bunch, but also when it is turned off, it is so dark that it is not even possible to leave the deck. Also, the exit gateway is located so that almost 90% of outposts become inaccessible because it does not fit in because of the size, and when buying it in general there is a chance that it will get stuck in textures that it has already been 4 times. In short, we are waiting for you to update this submarine because it is still good.
CrucialDude 3 Jul, 2022 @ 3:05pm 
No rush, hope to see your new sub!
Doomich  [author] 3 Jul, 2022 @ 2:10pm 
Hmm, I have a big sub in the process, planned to stop after that, but I also wanted to update Kasatka, because it's good but already old.
Can't promise soon but I'll try, the main thing I need to understand is what's wrong exactly.
CrucialDude 3 Jul, 2022 @ 1:32pm 
I can't really recommend this sub right now, I loved the shuttle and drones and the feel inside the sub since it so well done but the docking port is so poorly positioned that it almost impossible to dock most of the time. The sub spends 90% under powered and in total darkness as every creature around you rams you and the hull breaches they make are inaccessible in total darkness. Maybe with a rework it can really shine but right now it's a hunk of slowly sinking steel. really wanted to love this sub.
Wes 2 Jul, 2022 @ 2:00pm 
Need rework
Too big and too many bugs
Gollvieg 15 Jun, 2022 @ 12:21am 
@Doomich Thank you for the fix!
CRVD 6 Jun, 2022 @ 7:57am 
I'm one of the people that had this issue as well. Thank you for the quick update! :steamthumbsup:
Doomich  [author] 5 Jun, 2022 @ 10:22pm 
@Gollvieg
Hey, I looked around the captain's room and found a tiny area without a hitbox between the ceiling and the glass, I inserted a small piece of glass there to connect the hitboxes. Perhaps this should help as similar things happen because of this. If you are in a campaign, you will need to use the save decompressor to add this piece of glass to your submarine.

I also updated the shuttle logic, now the engines turn off when the drone is docked.
The pump is also additionally connected directly to the docking ports so that it always has power even when the drone is turned off.
Doomich  [author] 5 Jun, 2022 @ 8:57pm 
@Gollvieg
wow.. i'll take a look, thanks!
Gollvieg 5 Jun, 2022 @ 8:42pm 
There is a bug where anyone who uses the gun in Navigation sucks the user out into the ocean whenever the sub takes a hit. So far we lost 3 helmsmen during one run and it reliably happens each time.
Doomich  [author] 30 May, 2022 @ 8:17am 
@RadioactiveUnicorn
Oh thanks! Of course it's useful.
Yeah, I didn't find another place for the brig, and the loaders next to the weapons are my "no teleporting ammo" concept", it also adds more interaction as I try to keep the players busy and give them more teamwork. Although I was thinking of placing double loaders in one..
So, i'll definitely update Kasatka, also need to make a few small but necessary QoL things and perhaps adjust the equipment parameters.. but probably not too soon, since I have to finish my abandoned boat, which btw is as vertical as possible and with a boomerang shape :D
Cheers
KJ 30 May, 2022 @ 6:10am 
Hey, thanks so much for replying. I love the ship, and if you need input I can probably whip up a recording during a play session somehow. I do have some key points to bring up though.

I play with 4 players, an engineer, a medic, a captain, and an assistant.
My engineer doesn't appreciate that there's a prison in her engineering bay, and I'm pretty sure the vent isn't connected. The loaders and the periscopes for the guns are separated, so that the loaders are at the actual location of the gun. This makes reloading difficult, especially mid-combat, although the drones make up for this. I especially love the indoor docking bay, it's a very interesting set piece. I love the use of foreground objects, such as the med-bay paneling and ladder covers. The ship is also very vertical and while it's nice to have multiple floors, the actual play-area of the ship is deceptively short.

Thanks again for replying, and I hope you find this somewhat useful.
Doomich  [author] 29 May, 2022 @ 9:47pm 
@RadioactiveUnicorn
Oh, hehey!
it's funny and I don't even know what to say, guess I didn't fully understand some points :D
It seems that you liked it, but some things keep you from enjoying it fully?

Actually, since a lot of time has passed and after my last submarine I consider that I have retired, but I still sometimes want to open the editor again.
So I'll probably update this later, but I'm afraid to break something that already works well, since I don't have the opportunity to test it extensively due to its size and still don't know how some things behave with a full crew. Tried to find some letsplay or stream on it to see how it is played, but nothing.

So if you have specific complaints and feedback, feel free to tell me so I can understand what works or work incorrectly, or maybe there are things that are unnecessarily inconvenient or even broken.
And also thanks for the comment, it's nice to hear that this submarine still gives someone interesting moments :D
KJ 29 May, 2022 @ 12:47pm 
Horrible. The ship is great but it's ruining my games, because the engineer is being a little gremlin.

This deserves an explanation. My engineer is a stupid little guy, and has commandeered the entire left half of the ship. He won't let anyone in or out and has taken my medic hostage. I have to lure him out with computer chips and unstable fulgurium, just to get my morphine hit. He guards his domain vehemently, and threatens us daily with a blast from his funi SWAWS laser.

As the captain, I cannot comment on its efficacy in transmuting materials, however I can say that while the ship is slow, and the coilgun loaders are scattered across the ship for some reason, It gives off a nice, cool atmosphere, and the emphasis on drone combat is both interesting and practical, and I would love to try it out if the ships reactor wasn't consistently in jeopardy.
God help me.
woo wooo wooo wooo 27 Apr, 2022 @ 11:39pm 
cooooooooool!
Doomich  [author] 14 Apr, 2022 @ 3:01am 
@Colt
You can just get their files from the mods folder and transfer them to the submarines folder, then just open them in the editor and resave by unchecking the "shuttle" box and selecting the class of the submarine.
But the drone will not work because it's configured for remote control, this will require a complete overhaul.
Beuford B. Pikl 13 Apr, 2022 @ 8:15pm 
can we get the spotty and drone as their own subs?
Doomich  [author] 27 Feb, 2022 @ 1:01pm 
@Shiva
Hey-hey! it should be fixed now
Shiva 26 Feb, 2022 @ 5:27pm 
I took a look myself and found that its recharge rate was set to 2% (20). I increased it to 50% and that solved the issue. Easy fix :steamthumbsup:

Unfortunately, increasing the recharge to 100% will put too much load on the drone and it won't handle properly.
Doomich  [author] 26 Feb, 2022 @ 3:32pm 
@Shiva
Got it, I'll take a look and try to fix it a bit later.
Shiva 26 Feb, 2022 @ 2:30pm 
The supercapacitor in the drones does not charge, rendering the laser useless!
I think this may have been caused by the very recent update.

I would love to see a fix, I really like the drone!:barotrauma:
Doomich  [author] 17 Dec, 2021 @ 5:05pm 
Small updated:
-Connected Research Station (500 consumption).
-Storage adjustments.
-Minor cosmetic changes
Soggerston 21 Jul, 2021 @ 9:29am 
Good.
Doomich  [author] 19 Jul, 2021 @ 8:27am 
Critical Update (The next one will be for hidden vents to make it more convenient for the traitor).

-Fixed battery loop (Sorry about that, the batteries are working like clockwork now. But they still have huge power, be careful with them).
-Fixed relays (limited power equivalent to connected equipment).
-Engines are now directly connected via relays, the junction box on each one is left as decoration.
-Fixed sprite depth for shuttle.
Doomich  [author] 19 Jul, 2021 @ 3:22am 
@ tons0phun
Oh, thank you so much for your feedback!

1) Yes, in fact, I just made all the vents open, because the traitor doesn't know which of the vents is open and will still check them all.
I can close all the vents and leave only a few with the clown graffiti mark, but maybe then other players will be able to find the hidden item before the traitor..

2) this is strange, I haven't changed the Deterioration settings, all items should have them by default.
If it meant switchable equipment, then I'll update right now. I'll check all the relays, most likely I forgot to limit their maximum power.
It is also possible that this is due to batteries.

3) Perhaps someone tried to dock to the docking ports of the gate, otherwise I have no idea what could cause this, I will try to repeat it in the test ..

4) Nice to hear that someone is enjoying. Hope the rest of the compartments look the same!

Thank you again for your feedback! It helps a lot since I'm not able to fully test this alone.
tons0phun 19 Jul, 2021 @ 12:11am 
Hosted this on a public server for traitors, here was some player feedback from the round:
-Traitor item was in stowage vent somewhere, but player had a difficult time finding it.
-Players said that equipment/machines deteriorated too quickly
-One of the minisubs (the long one) on occasion seemed to rapidly dock and undock, caused lag and desynch
-The medics really liked the medical bay
Operator 17 Jul, 2021 @ 2:30pm 
Oh I mean inside the ship, it seems very dark, I will try the new update.
Doomich  [author] 17 Jul, 2021 @ 1:39pm 
@Operator
Oh, if you mean the ship's outdoor lighting, this is intended to emphasize the Deep Diver class and add a bit of creepiness..
an integrated flashlight in your suit, searchlights and turrets can illuminate almost any part of it, there are also patrol drones..
Doomich  [author] 17 Jul, 2021 @ 1:16pm 
*Updated
-Added the engine status indication in the command room.
-Slightly increased the color value of the lighting, now it should not be annoyingly dark.
-Small fixes for sprite depth

@Operator
Thanke!
Yes, I am trying to find a balance in the lighting. With this latest update it should be okay, I hope, because this is the maximum I can afford, otherwise it will nullify all the shading work.
Operator 17 Jul, 2021 @ 10:39am 
Man I love this sub so much, but it's way to dark, 90% of it is just pitch black not even emergency lights.
I would really suggest adding some light due to the dark blues you used to make the sub.
I LOVE the design though very nice, and the sub pods are cool to!
Doomich  [author] 16 Jul, 2021 @ 10:52pm 
@Insert Multiple Insults
Strange, I fixed this in the last update..
Insert Multiple Insults 16 Jul, 2021 @ 10:48pm 
Medical deconstructor starts unwired.
Doomich  [author] 16 Jul, 2021 @ 7:48am 
@K_BOMBA Fixed :3
Doomich  [author] 16 Jul, 2021 @ 6:33am 
Bugfix update*
K_BOMBA 16 Jul, 2021 @ 4:24am 
tho not obvious that you need to open hatch to go up and down the main access shaft
K_BOMBA 16 Jul, 2021 @ 4:14am 
Very cool design