Barotrauma

Barotrauma

FDF-Vortex
223 Comments
Wayjourner 2 Jul @ 7:13pm 
1/3
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
Wayjourner 2 Jul @ 7:12pm 
2/3
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.
Wayjourner 2 Jul @ 7:12pm 
3/3
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:
Vootfer  [author] 20 Jun @ 7:33am 
Thanks for all the support and feedback, everyone!
Cultist ⁧⁧ ඞ 19 Jun @ 4:18pm 
Amazing subs, sadly all of them have the issue that bots can't open the doors unless you leave it as an auto-door which is a massive security issue.
Wayjourner 14 Jun @ 7:47pm 
This is hands-down the best light crew sub I've ever found on the workshop. Cheers for the hours of fun you've given us, mate.
DRDZD 26 May @ 5:53am 
好船
Ivan_Blitzkrieg 11 May @ 3:30pm 
I love your submarines, the best I encountered on the workshop honestly! Keep it up!
Vootfer  [author] 13 Apr @ 9:44am 
@Plod 1/2

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:
Vootfer  [author] 13 Apr @ 9:43am 
@Plod 2/2

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!
Moon-Shadow 13 Apr @ 5:21am 
But the navigation problems need to be fixed.

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.
Moon-Shadow 13 Apr @ 5:07am 
Chainguns are a bit expensive because of the ammunition, especially at the beginning because they are rarely available from dealers and are cumbersome to build, but with only 3 turrets, only one coilgun each at the top and bottom would be a bit weak, many then switch to chainguns if they only have a few small turrets.

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.
Moon-Shadow 13 Apr @ 4:44am 
Important to say: The developer made it a few updates ago that characters take certain body postures on devices, so they are also pulled towards them when using them even if you can use them at a greater distance.

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.

-

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.
Moon-Shadow 13 Apr @ 4:33am 
Depending on the size of a submarine it is useful if there is a chair near a diver exit so that you can take the one you want to go out quickly by sitting on the chair, in my case a doctor with the Gene Collecting Perk, before that it is the combat diver that I still use for everything else.

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. )

-

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.
Moon-Shadow 13 Apr @ 4:17am 
I had only looked at the submarine in the editor several months ago.

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.
Plod 13 Apr @ 3:37am 
Junction Compartment
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.
Plod 13 Apr @ 3:36am 
I played the campaign with this sub. There are many good things about it, but I will only talk about the negatives (issues I've had) here. There is no need to respond, this is all my opinion. Overall would give this sub a 4/5.

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.
Vootfer  [author] 19 Jan @ 10:10am 
Appreciated. And yes, the turrets are swappable.
ZeGuardsmen 19 Jan @ 9:36am 
@Vootfer Roger ill try it in campaign and let ya know if theirs any isssues with current build also can the turrets be switched? i never tried to changed the turrets in your subs before:barotrauma:
Vootfer  [author] 19 Jan @ 5:13am 
I'm unaware of any significant changes, so it should work fine.
ZeGuardsmen 16 Jan @ 5:37pm 
is it updated to 1.0?
Vootfer  [author] 28 Dec, 2024 @ 7:26am 
Looking forward to it! Always nice to see some shenanigans :steamthumbsup:
Valentine 27 Dec, 2024 @ 1:00pm 
thanks! i'll post a video link in the comments when i can so you can see the shenanigans if you want :D
Vootfer  [author] 27 Dec, 2024 @ 12:35pm 
Ye, sure go ahead.
Valentine 27 Dec, 2024 @ 11:51am 
i figured that might be the case, once again though it's still a super awesome submarine! my buddy (second time playing) killed a hammerhead first try with the top gun last night while i was captaining 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
Vootfer  [author] 27 Dec, 2024 @ 11:43am 
It does not, as only "Scout" and "Transport" class submarines can receive it. Glad you're enjoying it; appreciate everyone's kind words!
Valentine 27 Dec, 2024 @ 11:20am 
does this submarine not have access to the mineral detector upgrade for the sonar?

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
Chamallow 24 Nov, 2024 @ 11:09am 
I love this sub <3, Works really fine with bots and this is the only sub I can manage to do more than 1 expedition with my current modpack (Barautraumatic + Dynamic Europa mainly)
Great Job !
General Riazska 15 Nov, 2024 @ 2:53pm 
Why do the shock coils constantly burst?
basic 4 Nov, 2024 @ 3:23am 
Thanks for the awesome sub. Do plan to nerf it slightly though. But nice work!
Vootfer  [author] 8 Sep, 2024 @ 10:41am 
It's above the "grey piece" in the command room; check the layout guide.
zx040cvb 8 Sep, 2024 @ 9:40am 
nice work! but where's the railgun?
PN0 24 Aug, 2024 @ 10:43pm 
Oh!!!!!! Finally the problem has been solved! I can sail again!
Thank you so much!!! :D
Vootfer  [author] 20 Aug, 2024 @ 7:16am 
No, I'm referring to one of the levers in the command room, located under 'Power Distributor'.
PN0 20 Aug, 2024 @ 7:12am 
Thanks for your reply.
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.
Vootfer  [author] 19 Aug, 2024 @ 11:04am 
@PN0
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.
PN0 19 Aug, 2024 @ 8:08am 
Hello. Your submarines are really cool. I like the color, design, and neat furniture arrangement.

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.)
сясь тьмы 12 Aug, 2024 @ 4:17pm 
А ну и да, добивающий фактор: насосы в нижней части корабля(там где скафандры и багажный отсек) НЕ работают. Они есть, но отказываются выкачивать воду. Серьёзно, небольшое повреждение нижней части и всё, больше никуда не уплывёшь. У меня была небольшая пробоина, но даже после починки корабль ныл и заливался красным светом, хотя пробоин больше не было и все системы были в порядке
сясь тьмы 12 Aug, 2024 @ 3:49pm 
Бесспорно, дизайн корабля сам по себе интересный, но отсутствие удобства напрочь убивает желание им пользоваться. Особенно с ботами, которые без посторонней помощи даже дверь не могут открыть здесь
сясь тьмы 12 Aug, 2024 @ 3:49pm 
Хуетень ёбаная. Тысячи кнопок, рычагов, хуй пойми как расположены ящики, а двери так и вовсе отказываются открываться без нажатия кнопки. Блять, кто вообще подумал, что автоматические закрытие люка на аванпосте это хорошая идея? Каждый раз приходится выцеливать этот ебучий пиксель кнопки, чтобы вылезти и залезть обратно. Люки в багажном отсеке это вообще отдельный разговор. Нахуя они нужны? Зачем? Почему? Никто не скажет, за то, если случайно их открыл, то будь добр ищи способ их закрыть(я вообще их к хуям заварил).
Cakes 3 Aug, 2024 @ 12:50am 
Yes the switch next to the relay is on. But when I read the panel it still says " 0 / 0".

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.
Vootfer  [author] 2 Aug, 2024 @ 8:29am 
I’m not sure I fully understand the issue. Have you tried using the switch next to the relay? If you have, are you certain that the device you're connecting to the relay doesn’t require a toggle signal or some other form of activation to draw power?
Cakes 2 Aug, 2024 @ 7:31am 
I need help with the exposed relay. I'm trying to connect wires to it but the junction box always reads as 0 power/ 0 load no matter what I do.

And yes I've tried all the switches to make sure power is being supplied, including in the captains room.
DJ.JUNKO 31 Jul, 2024 @ 3:55am 
Anyone know how to fix the "no oxygen problem" at the cargo/ moonpool room? The oxygen is slowly reducing and even worse when water leaks at that room. Or is it normal for a moonpool room?
Mondian 23 Jul, 2024 @ 3:41pm 
I can't live without depth charges so I added one and replaced some cargo racks with a couple of loaders, but aside from minor tweaks to personalize it, this sexy beast is easily one of the top 3 subs of all time. Just sub shopping for a new campaign after a long hiatus and was reminded of how much I enjoyed this on a prior run, figured I'd pop in and say thanks!
Azurren 10 Jul, 2024 @ 3:17pm 
Currently my favorite ship for a smaller crew
SlobSlore 2 Jul, 2024 @ 1:53am 
One of the best ships made, thank you for this beautiful electrified battering ram <3
Vootfer  [author] 5 Jun, 2024 @ 12:03am 
In the sub editor, yes. During a mission, no.
UltraWhite 4 Jun, 2024 @ 8:26am 
is it possible to transfer the loader from the ballast to the armory?
Vootfer  [author] 26 May, 2024 @ 4:59am 
Via the button next to them