Barotrauma

Barotrauma

IKATERE
121 Comments
Deathblade 5 Feb @ 8:47am 
my only issue is with this is that its underpriced is there a way for me to alter its price?
The People's Hero 30 Mar, 2024 @ 6:58pm 
Unsure if intentional, but the sign for the Foward Pump below ballast tanks is spelt "Foward Puimp".
Satu 2 Mar, 2024 @ 10:30am 
The minisub is still spawn inside the sub, when i bought it on single player campaign.
CaptainBadger 3 Feb, 2024 @ 1:46am 
With my campaign, the best solution I had was to constantly undock and dock with a station until I got lucky and the minisub was far enough outside of the ship that I could undock it (assuming I was able to reach the controls) and it would somehow phase through the ship so that was free-floating and could be docked properly to the designated collar.

The process was painful, slow, and totally reliant on my getting lucky that the minisub would phase through the ship and let me dock it properly; I did this before the update, so I don't know if it's actually fixed now or not, but ever since I fixed it it's been behaving fine.
Opa Guck 2 Feb, 2024 @ 12:47am 
I really enjoyed playing with your Paraki. CaptainBadger stated that the Minisub was spawning inside the sub in campaigns. I'm facing a similiar issue with my sub, could give me a few tips or hints what the problem was and how you fixed it?
rohlik 30 Jan, 2024 @ 11:08am 
alright, thank you! great work on the sub:steamthumbsup:
Rocket  [author] 30 Jan, 2024 @ 5:35am 
Minisub should now be fixed, at least from what I can tell. let me know if not or other issues.
CaptainBadger 15 Jan, 2024 @ 9:20am 
I have noticed that the minisub spawns exactly where it should when tested in the editor, but that's all the more annoying as it shouldn't be doing this in a campaign and yet it is.
CaptainBadger 15 Jan, 2024 @ 9:18am 
The minisub has been consistently spawning inside the Sub and is basically breaking our game at this point as we can't progress with it doing this. I love this Sub, but this is issue needs to be fixed ASAP as it's totally destroying players' ability to use the ship.
rohlik 1 Sep, 2023 @ 5:31am 
i love this sub and finally got to buy it in my campaign, but the shuttle spawns inside the ballast tank, please fix this
DeathDealerX3 2 Jul, 2023 @ 12:23am 
ducts in the nose can be tricky to reach and repair the ai get stuck indefinitely trying to repair them plz fix
Phaseshift 24 May, 2023 @ 5:11pm 
The minisub still spawns inside the subs ballast tank
Sparklefart 16 Mar, 2023 @ 6:37am 
Oh man! I truly look forward to trying this sub! Looks amazing!!
Brein  [author] 16 Mar, 2023 @ 3:16am 
I haven't tested yet but the 1.0 update doesn't bring anything new that might break old subs
[TC] Toaster Oven 15 Mar, 2023 @ 9:00pm 
1.0 created any issues?
Archon 3 Feb, 2023 @ 10:49pm 
Thanks so much for keeping this updated! It's nice to have such an inspiring, feature rich large sub.
Rocket  [author] 22 Oct, 2022 @ 9:12pm 
Updated to latest baro version and tweaked as well.
Jägerfalke 7 Oct, 2022 @ 10:51am 
please update
subhelios 19 Aug, 2022 @ 1:53pm 
Ok. just bought it and didn't 'purchase and switch' or transfer items and it worked fine. something weird going on but not unbearable.
subhelios 19 Aug, 2022 @ 1:43pm 
I loaded it up in the editor and tested it and it still works just fine there. So I am wondering if it is unexpected behavior with the purchase and switch thing or the item transfer or something.
subhelios 19 Aug, 2022 @ 1:29pm 
I'm not sure what exactly is going on but for some reason the last two times i bought the sub and switched into it, the gunship was inside the rear ballast tank and to some degree inside the reactor room. my engineers also refused to do anything with the reactor and at least one of them got herself killed by trying to fix the gunship. I have no clue how that happened or if it is even related.
Archon 30 Jul, 2022 @ 8:14am 
This sub is absolutely astounding. There are so many good things to say about it.
It's clearly undercosted campaign-wise, but that's easily ignored once you load in and are stunned by this monument. The drone is really cool as well.

Haven't been able to test it much in campaign yet, I do miss having an autodoor option, and I'm uncertain how good the autosorting is, but the Ikatere is a real accomplishment of design. Thanks Rocket!
Rocket  [author] 29 Jul, 2022 @ 10:48pm 
Now has:
* New grow room
* Doubled walls to the exterior to rear ballast
* Improved ballast handling
* Graphical improvements
* Switched to deep diver so can be used for a full campaign
Digby 27 Jul, 2022 @ 9:05am 
I kinda wish the shuttle was stored internally.
Bzepha 26 Jul, 2022 @ 7:43pm 
sick! thanks for the update!
Brein  [author] 20 Jul, 2022 @ 7:33pm 
An updated has been released to make the engines usable again, please let us know how does it feel :)
Brein  [author] 19 Jul, 2022 @ 4:26pm 
For all the people trying to use this sub here's good way to rebalance the supercapacitors in the engine room:

- Set max recharge speed to 3500 (from 1000)
- Set max charge to 1000 (from 100)

you still will not have fully stable capacitors when the engines are at 100% but you have room to manouver (also you will need a good engi/mechanic to take care of them)..
Upgrading engine efficiency and the supercapacitors will improve the situation ;)

if you want to fine tune it yourself you can use this spreadsheet to do the math: https://docs.google.com/spreadsheets/d/1XcXo4zoneKcp0ophIfXIWUcwKx1wvfpOYU8S7ljEkcc/edit#gid=0
RainbowCrow23 6 Jul, 2022 @ 10:04am 
i feel asthough it is abit overpowered and comes with too many systems already installed for the price point it is at in the campaign, though i do really love the design.
CaptainBadger 31 May, 2022 @ 1:17pm 
I think I speak for all of us when I say we sincerely appreciate it, this really is one of the best campaign-friendly subs on the Workshop if you ask me and I've had a group wanting to try it out for a while now.
Rocket  [author] 30 May, 2022 @ 5:19am 
Thanks folks - looking into it!
Appenzaller 27 May, 2022 @ 11:52am 
Only found this sub after the update broke it, but looking forward to a fixed version! Definitely one of the nicest designs I've seen.
Besides the engine issue I do some to have one other problem, not entirely sure why by the O2 alarm at the generator is on constantly.
Emu 27 May, 2022 @ 1:31am 
now im no sub builder, but if you're looking to make the engines functional for more than a few seconds while we all wait for a fix, it may be worth opening the sub up in the editor and editing the supercapacitors
i bumped the capacity to 1250, and the charge as well so i dont have to wait for it to charge up, the max recharge speed to 2750 and the recharge speed to 2450. seems to work for me.
it still drains but way slower now so you can move for way longer, and setting the recharge rate to really high actually recharges the supercapacitor. i also changed some other values but i know fuckall about sub editing so i have no idea if they made a difference lol.
this is just a really shitty bandaid on the problem but i hope it helps
Emu 27 May, 2022 @ 12:21am 
engine supercapacitor is indeed unable to cope with the energy requirements. i believe a few updates ago,supercapacitors were changed in a way to drain faster as a balancing act for guns, since supercapacitors are traditionally linked to guns. having the engines tied to the supercapacitor may not be a good idea as of now
i suggest for those out there with engine issues to hop over into the sub editor and either edit the supercapacitor properties or just hook the engine straight to the power grid
subhelios 21 May, 2022 @ 11:16am 
New run, having the engine problem. It looks to me like the super capacitors that feed the engines aren't able to keep up with the demand which is very strange. Unsure if that is the actual cause but they are definitely running completely dry once you get about 150 meters away from your starting point. i may edit my save and upgrade the capacitors and engines to see if that fixes it
Mc.turdle 17 May, 2022 @ 4:18am 
having issues with the engines as well unfortunately
Rocket  [author] 16 May, 2022 @ 4:40pm 
@jet it *should* do but I will check. Is this a new run with the sub? Old saves will have the old code. I will check shortly, sadly I have COVID right now!
Digby 16 May, 2022 @ 12:47pm 
Correction. Engines don't work. At all.
Digby 16 May, 2022 @ 12:30pm 
Seems to work with urban expanse. Didn't notice anything wrong when I took it for a test spin
Mc.turdle 15 May, 2022 @ 7:41am 
does this work with urban expanse?
pyr0kid 18 Apr, 2022 @ 12:00am 
headsup, the next update is redoing power logic and relays. looks like it might break the engines once it goes to stable.

and uh, the capacitors are levitating. also the fab power switch has the wrong tooltip.
Jesus Christ The 8th 9 Apr, 2022 @ 9:12am 
Love the ship, was wondering if there is a mute alarm button and a way to manually change the lighting, i might just be blind
Emu 7 Apr, 2022 @ 3:36am 
disregard. might just be a mod issue
Emu 7 Apr, 2022 @ 12:06am 
hmm, for some reason as soon as i spawned in the ikatere the part above the captains quarters just lit up in flames
Dobro 6 Apr, 2022 @ 11:12pm 
Thanks for the update!
Rocket  [author] 6 Apr, 2022 @ 6:33am 
Should now be working great with the latest version. I also fixed a bunch of other bugs I'd found, rebalanced all the capacitors, and extended the electrical terminal functionality. Rolled in some other updates I had done as well, including better signage.
Rocket  [author] 6 Apr, 2022 @ 3:06am 
I have pushed a new update, fixing the issues with the new version of the game. Sorry for the delay!
Rocket  [author] 6 Apr, 2022 @ 2:37am 
@Nebual, you can set the max depth using the terminal in the bridge
Emu 1 Apr, 2022 @ 4:59am 
Figured out why, the ballast supercapacitors drain in an instant.
Was this sub updated when the new baro update dropped?
Emu 1 Apr, 2022 @ 4:09am 
for some reason the sub wont dive
Nebual 30 Mar, 2022 @ 1:03am 
One suggestion: move the "max depth alarm" memory component inside the bridge and visible in-game, as we've upgraded the max depth of the hull this campaign, and 4000m is now considered merely a yellow alert, so being able to edit it without the sub editor is nice. That alarm is really loud otherwise haha.

Thanks again for a fantastic sub, the terminal is a hilarious addition, it makes clearing out ballast flora a great teamwork activity (alright captain open the rear ballast, doc stand by with fire extinguisher, engineer cut open the ballast floor to force drainage, clown team 6 you are clear to flamethrower!)