Barotrauma

Barotrauma

Riftpiercer X91-B
93 Comments
lufeeeee  [author] 18 Nov, 2023 @ 5:33am 
True, my procrastination went a bit overdrive as I was supposed to work on my master thesis

I suspect its the button logic part - converting binary to string to support written commands - that should be reworked, as the other logic does not have this issue. Should be pretty easy to just remove out.
spobely 17 Nov, 2023 @ 7:54am 
Thanks for the heads up. Thats an interesting problem to solve. I couldn't believe the amount of logic in your sub, Charlie working at the post office is no joke.
lufeeeee  [author] 17 Nov, 2023 @ 1:33am 
@spobely Is that it? is the play over? :D

Small warning - One thing i noticed with these ballast logic is that the ballast buttons appears to sometimes NOT execute properly when used by (non-host) players when the host player is located outside of direct viewing distance. And that's not great when they often must be rebooted after detecting water breach (for power saving / flora defence).

I am not sure if its caused by a new update or what part of the logic gates must be reworked. Testing is such a hassle with this server-only bug.
spobely 16 Nov, 2023 @ 9:51pm 
Saw your post on reddit, and saw the first image. I'm subscribing now. Making another one of my own subs after a long hiatus- I will be looking at yours for your logic systems(I'm working on a ballast flora set of gates and thats what the reddit post was about)

Maybe when one day I make a good sub, it will go something like this:

I was that little boy that baby boy was me

I once was a boy, but now I am a mahaaaan

I fought the nightman and lived as dayman

Now im here to ask for your ballast flora logic

So if you want to marry man will you marry me

Will you come on stage and join me, in this thing called matrimony?

Please say yes and do not bone me, please just marry me
lufeeeee  [author] 21 Aug, 2023 @ 6:18am 
sorta, they wont be doing proper hull repair though
fish3464 18 Aug, 2023 @ 4:38pm 
is this ai friendly?
lufeeeee  [author] 17 Apr, 2023 @ 9:59am 
@Scotchitona in the armoury, they should share loaders - are they not working?
Scotchitona 13 Apr, 2023 @ 2:35pm 
I can't seem to find where to rearm the Autocannons on the ship. Where do I put the ammunition?
ScaleSkin 5 Apr, 2023 @ 6:30am 
@lufeeeee Aye that was quick response, thank ya.
Yea I read the previous messages and just wanted to inform that there are more cases of that auto-turret fail issue. During typing of this message I'm testing it out through mods. The result is, in vanilla game the turrets half trigger 6 times, then make 1 shot. They still pack a punch in sandbox mode. Obviously same for modded version as well. Multiple triggers, ending up with single shot. That works.
I've no idea what HW is, my OS is Win 10.
Last part is probably misunderstood. What I was telling, when you activate navigation there is a linked status monitor next to it. This status monitor is placed at the fabrication. So if the status monitor in fabrication is broken, you can not see ship status from navigation.
lufeeeee  [author] 5 Apr, 2023 @ 4:54am 
@ScaleSkin hmm i haven't tested out replacing the cannons, not sure why one of them cannot be replaced, might look at it soon
The auto-turret system issue cannot be reproduced on my end, so difficult to fix... what kind of HW and OS do you have?
There are 3 status board, whereas two of them are linked to the navigation to allow steering from other areas, is there a reason you need all 3 linked?
ScaleSkin 5 Apr, 2023 @ 4:32am 
While searching for non-op duable ship I discovered this, obviously a lot of work had been put.
The ship can survive against most monsters, especially bigger ones thanks to ballast tanks surrounding it.
However there are a couple nitpicks that bothered me. Such as, one issue explained earlier by another user;
The auto-turret system doesn't work. Laser guns charge for a second then break without shooting, rinse and repeat.
Thus I replaced laser guns with coil guns but the top left laser gun remains, it is untouchable and after the replacement, can not shoot due to loader providing coilgun ammo now.
A smaller nit-picking would be the status board linked to navigation is located at fabrication, instead of being navigation room. This is rather a leg work to go down there and fix the correct panel, instead of just fixing the panel next to navigation.
These issues do not sound intentional, especially the former.
Jufo 19 Mar, 2023 @ 9:10am 
@lufeeeee Don't worry about it. I appreciate the response, I'm sure it's a mod on my end somehow. If it works for your testing, then It lets me know its on my end. Sorry for the false report! I'll figure out what's causing it. Thank you!!
Antinomy 18 Mar, 2023 @ 11:47pm 
Autocanons work fine for me, so it's probably something on Jufo's end.
lufeeeee  [author] 18 Mar, 2023 @ 11:35pm 
@Jufo If you are really sure there is nothing wrong on your end - I could try one thing
I could implement a conditional delay, ensuring that once triggered it will have an unbroken signal for the required fire time
lufeeeee  [author] 18 Mar, 2023 @ 11:32pm 
@Antinomy It appears you are correct, but If I enable the Auto Control, there is not any input I can control - like enable disable and range
The targeting system is also connected to the alarm system, might have bigger consequences of functionality
I'll think about it some more
lufeeeee  [author] 18 Mar, 2023 @ 11:26pm 
@jufu - not sure what the problem as i cannot reproduce it - they work by converting any positive location signal to a single continuous fire signal - they should only spam if the target rapidly moves inside and out of the detectors
lufeeeee  [author] 18 Mar, 2023 @ 11:14pm 
Huh, interesting, I will look into it
Antinomy 14 Mar, 2023 @ 11:26pm 
With the new 1.0 update, auto turrets are now a thing. Should probably remove the custom system with tons of motion sensors,that will optimise the sub.
Jufo 14 Mar, 2023 @ 4:44pm 
We just found this sub and it is absolutely awesome. One problem though, the autocannons don't seem to work. They just spam trigger input instead of holding it. It could one of the mods we're running, but I was unable to find any causing it. wondering if you've checked this sub recently. If it is still working fine, its something on my side.
Omega 8 Mar, 2023 @ 5:38pm 
While not bot friendly, it's an absolutely dope ship. I seriously recommend it to anyone looking for a top quality sub.
-Z- 30 Jan, 2023 @ 5:41pm 
It's an awesome sub but not really bot friendly, I hope you consider making a bot friendly version in the near future (:
lufeeeee  [author] 31 Dec, 2022 @ 9:50am 
@Antinomy
Good to hear the labels work, still, its so weird text scales differently for you...
Hmm, I'll investigate the shuttle hatches - maybe you have the shuttle turned on? It also opens the hatches when you do that...
I had that exact same CPU... I think a decade ago lol, was pretty decent back then. Hmm, it might be worthwhile optimising some more with OR comps then.
I used SIGNAL comps initially, as they are a lot more flexible and the game's logic is enough of a headache as is, but this likely comes with some performance penalty I would imagine.

Thanks for the feedback and happy new years to you as well!
Antinomy 31 Dec, 2022 @ 9:39am 
I have 1920x1200, 16:10, borderless window, all scale 100%. I checked quickly your update - all labels fit now, and fuel color is noticeable, thank you :)
As for CPU - I have pretty old i7 3770k. Vanilla sub like humpback is 150 fps, yours is 45-50, with can go as low as 20 during combat, I think because of autocannons. I just turn it off when playing with friends, which helps. After your current changes, I think I even gained like +3fps :)

Regarding hatches - I can swim through them when they are seemingly closed, and saw thresher halfway in, shuttle also gets damaged, while they seem to be untouched, so they do not do anything outside of looking cool/immersive, I think.

Anyway, happy New Year!
lufeeeee  [author] 31 Dec, 2022 @ 2:26am 
v1.8.8
Added research station
Changed fuel/reactor colour
Increased spacing for labels
Minor visual fixes
Fixed 4th diving suit input
Performance enhancement, changed 50+ SIGNAL comp to OR comp, should maybe help weaker systems, could do more if it works
lufeeeee  [author] 31 Dec, 2022 @ 12:52am 
@Antinomy
I'll think about the Research Station...
True, the text colour should be changed, maybe gonna make an offset line colour to indicate its origin instead.
I think you might be playing with a different display setup than mine, which creating the label discrepancies (i do not see it on my end), whats your display resolution and windows display scale? (not sure what would affect this, but its a guess...)
The hatches help keep unwanted guests outside, and not get stuck in the shuttle area, its really annoying navigating around without from my experience.
Damn below 30 fps? I get minimum 160 fps - what do you get on a vanilla sub and what CPU/GPU do you have?
Antinomy 30 Dec, 2022 @ 3:03pm 
Will you add research station? It is called research submarine after all :) Or have I missed it? Also, can you please change colour of fuel % KPI display on top of the rooms, it's pretty small, and red on green is a bit hard to see. May be orange or white? Oh, and some labels like for fabricator and battery % display do not fit, there is 1 letter bellow, no big deal, just small imperfection.
And hatches below shuttle don't really do anything, may be remove them for a bit more optimisation? The sub is so loaded I get sometimes below 30 fps :( Will probably not help that much, but still.
lufeeeee  [author] 28 Dec, 2022 @ 11:54am 
@Antinomy
Bots will struggle to repair this sub, no doubt, but since it is actually an auto door (just stand closer to it and it will open) they might be able to fix it if I increased its range. But this would make unintended flooding happen more easily. Either way, I am not sure I can reliably fix it, as is.
I might redo the whole glass area to allow more sight line and remove the blast door, not sure yet. Could look cool though
Antinomy 28 Dec, 2022 @ 6:58am 
So there is glass behind blast door in command room, and bots who are trying to repair that stuck on ladders. Can their ignore that if told to repair leaks? :) Because it seems it can only be repaired from outside.
lufeeeee  [author] 26 Dec, 2022 @ 12:53pm 
@Madd Ladd
I could not reproduce the ballast issue at all with Lua, i suspect you have some sort of custom performance setting or mod, but i have no clue what
I did however find the cannons misbehave a lot. It came from priority issue/misconfiguring of the state control (specifically reset pos). I reworked the wiring here to something more readable, and should be improve performance due to reduced signal comp, even though more components are added overall
lufeeeee  [author] 26 Dec, 2022 @ 8:52am 
@Madd Ladd
Alright, I'll investigate and check if can reproduce it
Madd Ladd 26 Dec, 2022 @ 7:49am 
we are using lua but no performance fix
lufeeeee  [author] 26 Dec, 2022 @ 1:32am 
Update 1.8.2
Fixed shuttle dock door, wire was accidentally deleted, thx @Antinomy
Added manual ballast maintance continous power surge requirement check (memory component on bridge nav). @Madd Ladd You can increase this value, if the ballasts are disabled for no reason. It works fine vanilla, but i am not sure what happens with lua etc. This might help, try for example 0.20 (e.g. 20%).
Added manual engine limitor (mem. compoment on nav) this can help make stealh travel more easy to manage. @Projekt Pleasure
lufeeeee  [author] 26 Dec, 2022 @ 12:10am 
@Antinomy
hmm, ill investigate, not intentional for sure
@Madd Ladd
are you using Lua w/ Performance Fix? Or other mods? Should work fine vanilla

Thanks for feedback
Antinomy 25 Dec, 2022 @ 2:50am 
Just discovered this beauty, I assume the is no reason to use old non B version?
Right off the bat however, I noticed that a door that leads to the shuttle is forever closed once it's undocked(button always red no matter how many times clicked). Docking back doesn't unlock it. Or have I missed something?
Madd Ladd 24 Dec, 2022 @ 7:44am 
Ballast system: issue detected in [every single ballast] awaiting maintenance even though nothing is wrong with them
Madd Ladd 24 Dec, 2022 @ 7:43am 
the ballasts seem to all simultaneously turn off for no reason while moving, prompting us to have to manually open and close each one individually until it happens again inevitably
lufeeeee  [author] 14 Dec, 2022 @ 12:59pm 
okay this is fixed, not sure if other stuff broke though
lufeeeee  [author] 14 Dec, 2022 @ 12:20pm 
wtf must be the last update. omfg
lufeeeee  [author] 14 Dec, 2022 @ 12:12pm 
@Aleccia Rosewater
okay i have fixed the cannons. typed in the wrong field
there seems to be an issue with the displays. so far have no clue what happened, not sure if anyone else sees completely over brightened displays?
Aleccia Rosewater 14 Dec, 2022 @ 9:46am 
Why does the gun capacitor drain from me just being in the periscope
lufeeeee  [author] 12 Dec, 2022 @ 4:13pm 
'Artic (Jimmy)#3338' yeah should be, but you need the whole thing :D
Projekt Pleasure 12 Dec, 2022 @ 4:05pm 
are you sure thats the right #? I sent the FR a while ago but they have yet to be accepted.
lufeeeee  [author] 12 Dec, 2022 @ 2:47am 
@Vodik_VDK
Oxygen shelves has been fixed and changed cannon light to contrast better with bg, thx
HotMess_Actual 11 Dec, 2022 @ 6:14pm 
None of the Oxygen Shelves, except those on the drone, are interactable. Bottles may only be taken and restored at the Oxygen Generator.
Perhaps it's just me, but the lighting for the ship's guns is far too mild for them to be usable.
lufeeeee  [author] 11 Dec, 2022 @ 10:42am 
@Projekt Pleasure
Haha, let me just warn you that logic in this game is a super painful endeavour, but maybe I can point you in the right direction if you are stuck. You can dm me on discord at Artic (Jimmy)#3338
Projekt Pleasure 11 Dec, 2022 @ 4:21am 
sooo uhhh... how inclined would you be on teaching someone how to make logic systems?
lufeeeee  [author] 11 Dec, 2022 @ 3:32am 
@Syλdiyλ
hmm yeah might be, but it should be pretty simple
you can hide all wires to get a better overview :)
Syadiya 10 Dec, 2022 @ 12:01pm 
The unlabeled shit connected to all of the status displays
lufeeeee  [author] 10 Dec, 2022 @ 3:02am 
@Syλdiyλ
I have added short descriptions to most of the logic, just follow the wires and you should figure it out in no time. Is there anything in particular this does not make sense?
Syadiya 9 Dec, 2022 @ 4:49pm 
I really like the status monitor bit used in all of the rooms, how would I go about using this standalone?