Barotrauma

Barotrauma

D.B.E Buchanan (campaign set)
23 Comments
Sbeve 8 Feb, 2024 @ 10:18am 
bots are also not able to use the top chaingun without glitching out
Sbeve 8 Feb, 2024 @ 9:26am 
bots cant open the doors on the t1 version
Pikasatupu75 28 Sep, 2023 @ 12:21pm 
The top battery charger in engineering in T1 is not powered. The simple fix is to connect it with a red wire. Really fun submarine btw! Though bots tend to get stuck in ballast tank A and battery array(in t1 at least).
Gasoline Ghost 23 Mar, 2023 @ 9:14am 
Yup, depth charge just blows up in the chamber on t2
Pavel 15 Mar, 2023 @ 9:28pm 
It would appear that the T2 sub does not have a thumbnail
Aspen 8 Mar, 2023 @ 4:53pm 
hey on the tier 1 (might be on more) mots get stuck on the door ad stairs on the left of cargo, and the right door is on too high a layer

otherwise love the subs, Rock and Stone!
Nategore 5 Mar, 2023 @ 7:41pm 
Coming in to say that something similar has happened to us on one of our runs with the t2 a few weeks back. Never reported it cus we never needed the Depth Charges but still.

Basically what'd happen is if we launched it, it just instantly blew up. We were nowhere near the floor (in fact we were in the Abyss, trying to lose a Latcher)
Flightless Lobster  [author] 5 Feb, 2023 @ 5:08pm 
...it is not supposed to be like that. Is it possible you bombed the ground and blew yourself up? I'll look into it, its possible something changed.
Warli 5 Feb, 2023 @ 1:30am 
hey, quickquestion about the depth charges. on the t2 you can send them from the navigation terminal but when i do the whole bottom of the boats gets destroyed. is it supposed to be like that or is there a bug here?
Flightless Lobster  [author] 18 Dec, 2022 @ 2:08pm 
I think you may have upgraded the reactor output without updating the reactors controller. There's a memory component labeled that needs to be adjusted if you do. or you can just turn it off and use the vanilla controller.

I havn't tested since this most recent patch though. I didn't know they'd changed reactors again.
Gsprfdude 18 Dec, 2022 @ 4:42am 
Hey I really love this ship but I could use some advice. Is the reactor supposed to be so delicate? I don't mean in terms of durability but the power fluctuation. The reactor seems to work fine on the default single thorium fuel rod that is in it (though it burns though it really quick), but a single uranium rod is not enough for it. Two is barely enough to power it and risks it overheating as well. I suspect some of this might be because of the most recent barotrauma update breaking many people's automated reactor controls. Do you know of a way to fix this or would you be able to update this sub somehow?
Flightless Lobster  [author] 1 Nov, 2022 @ 5:39pm 
They are connected to storage containers. But I forgot to link the display of the large cabinet. I've fixed it now.
Miszuk 1 Nov, 2022 @ 10:37am 
Can you connect the two fabricators and deconstructor to storage container?
Flightless Lobster  [author] 31 Oct, 2022 @ 5:46pm 
I just tested that chaingun again, and that doesn't seem to be happening for me. could you check again, and if you're sure describe which box is the problem? is it possible you were shooting the closed airlock door?

The fancy passive sonar is hard to tell the difference in the editor, so its not a dumb question at all. It was a thing I found on the workshop. It increases the range of the passive sonar for the captain. You can turn it on with a switch in the nav consol, it costs a hundred or so watts. It gives you an extra second to panic before slamming into that wall you're going to hit anyways.
PlaZphaZe 31 Oct, 2022 @ 5:05pm 
very stupid question but what precisely does the passive sonar button do relative to the already existing passive sonar option?
PlaZphaZe 31 Oct, 2022 @ 5:01pm 
Yo, I was wondering what's the idea behind the guns mounted outside that are controlled from the outside periscopes, it's a very interesting choice. Also, the chaingun mounted in the airlock to the left of the medbay can't be used because the rounds impact the cargo strapped to the back.
Flightless Lobster  [author] 31 Oct, 2022 @ 4:25pm 
Hatch idea isnt bad. I'll take a look at the hatches again. I used to have a fancy circuit that would slide the doors open across the 3 as if it was 1 long hatch. but with performance fix installed it would break and hang up. so I simplified.

The sardine sonar is a little different on t2 and t3. but on t3 its centered between the two large hard points, not the actual screen. I thought this would be easier for gunners spatially. I also reduced its range quite a bit, as it almost felt better than real sonar.

Thanks for the comments.
Gasoline Ghost 31 Oct, 2022 @ 2:04pm 
I'm honestly shocked this isn't on the front page of the workshop.
Gasoline Ghost 31 Oct, 2022 @ 1:59pm 
Amazing, I love it. The manned turrets on the top are a truly inspired choice. Excellent use of the Sardine's passive radar display, though I notice it's not quite aligned with the centre of the ship, giving it less forward range. I do wonder if the moonpool hatch couldn't be two long hatches instead of three, but it's not like I know my way around the sub editor.
Glorakoth 6 Oct, 2022 @ 5:20pm 
For Karl!
Flightless Lobster  [author] 6 Oct, 2022 @ 12:37pm 
Thanks, I haven't really figured out how to get AI working without some amount of derp. Something I need to learn more about still. They work, but not as well as a vanilla ship.

I've heard the warhammer thing a few times. I'm not very familiar but I thought they were cathedral like?
Darkside99x 6 Oct, 2022 @ 12:20pm 
Love some of the design choices on this one and am saddened that I could never trust the bots to use some of them.
lelkr 6 Oct, 2022 @ 3:05am 
Very interesting, gives off Warhammer vibes +1.