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Got something I would like to share as feedback, so feel free to disregard as non-critical (this sub is already near perfect for a small team anyway). Cheers for reading my tangent above. :P
I've noticed my crew seldom uses the lower airlock in favour of the moon pool - probably only once during a beacon station mission where the moon pool was inaccessible because we were docked and flush. Other than that, it's a large chunk o' access area that never sees use.
Conversely, the medical bay is up a floor and removed from the pool as the main entry point when not docked. Rather than having to drag wounded crew up the airlock access area and past the reactor to get to a medical bed for surgery (Neurotrauma) or just the main supplies of medicine (Vanilla) it's time they could be dying in.
Not asking you to go make changes unless you want to, just things I observed. If one did make a separate version or something, what would one even have in it's former area if relocating the MedB for faster response times; a brig or storage area? In the Vulture class it's the airlock, but that doesn't work for an attack class as while it's a neat space near the upper dock area, it's vulnerable from top boarding entry. Dunno. :shrug:
Thank you for your valuable feedback, I really appreciate it, even though it got overshadowed a bit by some longer posts.
Now to some of your points:
The submarine, as evident from its description, was built around the moon pool feature. So I placed the deconstructor closer to the moon pool to make it easier for players to manage large amounts of loot and quickly dispose of minerals, rather than having to climb up the ladder each time.
The so-called "random chair" and others are simply there to help the crew brace for impact and avoid getting thrown across the room, thus preventing injury.
Regarding the rear ballast area loader, it didn’t exist originally, and the chainguns used to share a single loader. In later revisions, I added the loader to create a more interesting gameplay loop and better utilize the available space in the submarine. This also gave players the option to decide which turrets they want to use, rather than being locked into a single option due to the shared loader.
And as for the AI stuff, I’ll definitely check it. And again, thanks, I really appreciate your input!
Container and cabinets and other storage space, this is often different for some there may not be enough space, especially for those with PC's whose cores also have single core support, and you'd rather have too much space than then have to disassemble loot you want to sell or everything lying around on the floor, and space is also good for those who sort manually and like to leave space in cabinets.
The submarine is also suitable to go to the end with it, the electronics because of the operation makes it difficult only for beginners, it reminds roughly of the “Barsuk” only Changuns are simply too weak for the tower quantity.
Example original submarine “Barsuk” 1 pulse in front and a coilgun above and below , many players start with the submarine first , and do not get to the other station on their first trip , coilguns need time to kill swarms.
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Pulse , Useful here as a strong Turret, instead of like so many others where there is then a railgun.
Railgun as support against big slow enemies that are often in front of you.
This can lead to the submarine, depending on where a device is, a character is then pushed where there is too little space for it.
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I have adapted a submarine from someone else that I use for long journeys rather than just for launching, as it has things that you can use for longer anyway, but important things are missing.
The Fabricator and Deconstructor I put in have been resized to fit in better visually, and since the update they all duck when in use.
This is useful for any size, especially those where you have to use doors manually, no matter how many diver exits there are, you only need a single chair at the best accessible top and bottom. ( If one has more exits above or below, only one chair up an down. )
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To the Question why there is a railgun mount, because the submarine has a railgun.
Or is it another bearing that is somewhere else, then I don't see it in the pictures, and when I looked at it months ago I didn't pay attention to how much bearing space it has for anything anyway, I was primarily looking at the wiring of the systems.
A few days ago there was an update from the game that should improve the navigation of the bots on ladders, it could be that the navigation points that were previously set manually no longer fit so well, if they are set automatically it would also have to be redone because the submarine is very compact.
Chairs are often used as decoration, and most people don't know that beds of all kinds heal over time, even if extremely slowly, all beds have the same value.
Then the character count can be exceeded on any submarine, some submarines are specified for minimum to maximum of , but do not even have that many diver suits for the minimum amount.
I don't know why we have extra railgun storage here (I rarely use it).
Scrolling text is hard to read.
There is a random chair.
Airlock Access
AI will sometimes try to repair the right side of the rear ballast through the doors.
AI gets stuck on ladders trying to replace the suits/oxygen tanks.
It's quite easy to misclick onto storage when trying to use the battery charger.
Gunnery Compartment
There is no toggle for the turret searchlight.
Cargo
I would prefer the deconstructor in the reactor room (no need to haul things as far). The only other use case is for deconstructing thermal artefacts, which I rarely do.
There is a random chair.
Command Room
Could use 5th diving suit locker for captain's use (to match the max crew of 5).
Overall
Could use more ammo box storage.
I prefer switching to coilguns (no spin-up, suits fast ship better).
Instead of chairs could use some crew bunks.
Medbay
Medical Fabricator is small and difficult to click.
No research table is present.
There is a lot of (imo too much) storage. This could be replaced with an extra bed or a research table.
Reactor Room
I would prefer to have the deconstructor here (closer to the fabricator).
Airlock buttons are difficult to click/reach (could be more centred).
For some reason, I fall through the floor sometimes when I stand on the left side of the fabricator. I almost drowned when I was scrolling in the fabricator.
Rear Ballast
The rear turret loader is in an awkward place (long distance from ammo storage). The AI gets stuck on the ladder trying to repair it.
also i plan on providing a link in the video descriptions ofc but i wanted to ask is it okay if we used this one and the Eternity in our youtube videos? we're in the beginnings of starting up a channel where one of the many games we play together is Barotrauma and i love both this one and the Eternity
it didnt seem to and i was wondering if that was intentional or an oversight, still an absolute banger design though and i love it, just a tad saddening that we have a deconstructor, and both types of fabricator but no way to actually detect minerals
Great Job !
Thank you so much!!! :D
But sorry, I didn't understand which lever you were talking about. Are you referring to the screen that appears when you click on the small pump? Even if you manipulate it, the pump will not work.
Hey. You just need to toggle the 'small pumps' lever. :)
P.S. No awkwardness detected
@сясь тьмы
It sounds like the submarine or its complexity might not be the best fit for you. It might be helpful to review the description more closely.
However, there is a problem. Drain pumps other than ballast tanks do not work. After just a few simple outings, water can build up and become unseaworthy.
This is very sad, because I really want to use your submarine. I would appreciate it if you could resolve this issue.
(Because a translator was used, the sentences may be awkward.)
So I went into edit mode and unlocked the panels and connected my custom fabricators (from Enhanced Armaments) and plugged it into the other junctions and they worked fine.
For some reason its that unlocked junction isnt working and has 0 power supply, no idea why.
And yes I've tried all the switches to make sure power is being supplied, including in the captains room.