Barotrauma

Barotrauma

Real Sonar
1,489 Comments
Cae_swat 4 Jul @ 11:24pm 
thanks @Plag
Wzlomshchyk 4 Jul @ 4:19am 
1488
Wzlomshchyk 4 Jul @ 4:18am 
I need 2 comments for cool number
Plag  [author] 3 Jul @ 9:24pm 
@Cae_swat - You can disable the features you don't want (like damage) from the Real Sonar settings menu located at the bottom of the pause menu. If you don't see this menu, follow the instructions on the Lua For Barotrauma workshop page to install client-side Lua.
Cae_swat 3 Jul @ 7:34pm 
is there a mod that only adds the visual effects (sound and ui)?
Plag  [author] 2 Jul @ 9:43am 
@Headless Horseless Helldiver - Like bün described, you need to install client-side Lua. There's also a new install method that uses a Steam launch option. It's arguably easier and saves you from doing the old install steps every time Barotrauma updates. See the Lua workshop page for instructions on both methods.
bün 2 Jul @ 8:23am 
@Headless Horseless Helldiver

Host a match, with the Server Executable set to "Lua for Barotrauma" then when in the Lobby press F3 and type "install_cl_lua" wait for the pop-up to appear and restart the game
i have lua for barotrauma but i can't see the settings, how can i fix?
Mac 1 Jul @ 11:48am 
Awesome, that is super assuring to know. I am a little bit paranoid about performance myself, minus all the knowledge that usually comes with that paranoia. One previous issue that I thought was related to this mod (passive sonar ceasing to work when you zoom out) seems to be a basegame issue, so no issues there. Anyway, thanks for the awesome mod/absolute piece of technical avant-garde art. Hits all the right nerves in my head. No pun intended.
Plag  [author] 1 Jul @ 10:58am 
@Mac - All of the settings have effectively zero performance impact - some may cause extra code to run periodically, but the scale of this is inconsequential. The “may improve performance” note was just me being paranoid.

Settings aside, Real Sonar can have a minor performance impact, but it depends on how many entities are being hit by the sonar and therefore have afflictions that need processing.

During normal gameplay, I doubt there would ever be enough enemies around to cause a noticeable impact - especially since the sonar only applies one simple affliction to creatures. Maybe if 20+ humans are being hit at once, you might notice an FPS drop, but that also depends on your CPU. In conclusion, I wouldn’t worry about it unless you experience issues.
Mac 1 Jul @ 10:16am 
How heavy is this mod on performance? Especially the Custom Terminals setting.
Plag  [author] 29 Jun @ 10:37pm 
@B.A.B. Gaming - Because the sonar pings are done using afflictions and god mode prevents afflictions from being applied.
B.A.B. Gaming 29 Jun @ 9:59pm 
why does having godmode on cause the sonar pings to be silent?
Пряник 29 Jun @ 10:10am 
thanks <3
Plag  [author] 29 Jun @ 6:27am 
@Пряник - Смотрите первый ответ в FAQ. Вот переведенная версия:

"Маяковые станции наносят половину урона и имеют на 33% меньшую дальность, чем стандартная гидролокационная система. Несмотря на это, рекомендуется надевать новый безэховый гидрокостюм и направлять гидролокатор станции в сторону, противоположную вашему пути выхода. Безэховый гидрокостюм можно купить в магазине или изготовить, используя стандартный гидрокостюм, титано-алюминиевый сплав и шесть единиц каучука, которые можно получить путем деконструкции или кражи в начале игры."
Пряник 29 Jun @ 4:25am 
а как активировать маяки в начале игры??? 🥲🥲🥲
Plag  [author] 26 Jun @ 3:57am 
@ThePhantomX64 - It's a list of character IDs (e.g., crawler, spineling, human) that are ignored by active sonar.
ThePhantomX64 26 Jun @ 1:32am 
What is the Ignore Character ID?
Plag  [author] 25 Jun @ 5:06am 
@ThePhantomX64 - Yep, they take just as much damage as your crew.
ThePhantomX64 25 Jun @ 3:30am 
enemy NPC humanoids take damage from the sonar too right? and not just my crew?
Plag  [author] 25 Jun @ 2:31am 
@ThePhantomX64 - Yes. With Real Sonar, pirate submarines (which are also in the vanilla game), will occasionally toggle their active sonar, provided the captain is conscious, near the terminal, and the submarine has no hull breaches.
ThePhantomX64 25 Jun @ 1:42am 
is Enemy sonar the sonar from stuff like pirate subs from stuff like Dynamic Europa?
Plag  [author] 25 Jun @ 12:16am 
@Drakund - This is an error caused by the 2nd submarine on a level not having a captain. I forgot to include the fix for this in the last update. A temporary solution should be disabling the "Enemy Sonar" option.
Drakund 25 Jun @ 12:06am 
errors during sub v sub?
[SV LUA ERROR] LocalMods/2936760984/Lua/think.lua:(9,12-97): attempt to index a nil value
ThePhantomX64 23 Jun @ 4:31pm 
Thank you more tbh, it is a surprisingly interesting way of playing it. Most times Me and others who play barotrauma normally leave the sonar as it had no consequences and only time you want to have it off is to not be detected by some fauna. This now makes it so you need to consider more factors and changes play styles. It's enjoyable.
Plag  [author] 23 Jun @ 2:52pm 
@ThePhantomX64 - That's awesome, I'm glad to hear it. Thanks for the comment, I hope you continue to enjoy the mod!
ThePhantomX64 23 Jun @ 10:34am 
Ok, so at first when I tried the mod in the early days, i played with real Sonar Lite back then, Now playing with the full mod, it has made me play in a completely different play style. Especially when activating beacons and fighting fauna, flora, and Pirates (thanks to Dynamic Europa for adding them). Been instinctively now turning off sonar when hull breaches occur and when getting into fights with pirates or larger fauna. Been real fun.
ThePhantomX64 22 Jun @ 12:05am 
Thank, I was worried and thus turned off a beacon since I was worried I would take damage since I didn't have the vanilla suits with the setting turned on so i was worried I would take a lot of damage getting back to my ship.
Plag  [author] 22 Jun @ 12:01am 
@ThePhantomX64 - They are similar, but beacon sonars are less dangerous. See the first answer in the FAQ titled "How do I activate beacon stations with this mod?"
ThePhantomX64 21 Jun @ 11:39pm 
Question, are beacon sonars similar to Sub sonars? And if so does that mean activating a beacon is a big risk to me if I do so?
Plag  [author] 21 Jun @ 11:33pm 
@BroDimm - There are two sets of sonar ping sounds, "default" and "shuttle". You can change which one is used by each terminal by editing the text in the "Sonar Terminals" box in settings.
BroDimm 21 Jun @ 11:12pm 
are there selectable sonar ping sounds from different 'bassy' ping ?
Plag  [author] 20 Jun @ 3:31am 
@Deidara 先輩 - No worries! I get comments about the hydrophones all the time, nothing to be embarrassed about. They're both my mods anyway :)

Sometimes the hydrophones can disappear if you change your graphic settings. Also keep in mind you can't use the active sonar at the same time.
Deidara 先輩 20 Jun @ 2:18am 
Oh, so this feature comes from entirely another mod, how embarrassing :D
Yeah, I have Lua installed and running, I'll try to do something with sound proof walls then, thank you!
Plag  [author] 19 Jun @ 3:57pm 
@Deidara 先輩 - Hi, thank you!
The hydrophones are a feature from Soundproof Walls, and because Soundproof Walls does not override any files, it is unlikely to be a mod conflict. Have you got client-side Lua installed and running?
Deidara 先輩 19 Jun @ 12:49pm 
Hi there, great mod brother!
I'm playing modded campaign and for some reason hydrophones are not working at all, though other features are working fine.
Any idea which mods can cause this problem, maybe you can tell which files hydrophones are affecting?
My mod list in case needed:
Baroverhaul
Barocraftables+
COL
DynamicEuropa
Soundproof walls
Enhanced Immersion
Of course with relevant patches.
Plag  [author] 18 Jun @ 12:15pm 
@Poly - Good catch! Thanks for letting me know. I believe that was normal for sonar monitors back when Real Sonar came out. I'll compare it with the modern vanilla setup and make the necessary changes to bring it in line.
Plag  [author] 18 Jun @ 12:08pm 
@Ladripper - Rhabdomyolisis is a latent symptom of untreated vibration damage and is intentionally difficult to treat. The best approach is to treat any vibration damage within 1-2 minutes, as doing so will prevent rhabdomyolisis from presenting altogether. If rhabdomyolisis does develop, it's important to treat it (and any lingering vibration damage) immediately, before it starts progressing independently (happens around the 20% threshold). If it gets that far, it's probably more cost effective to throw your patient out the airlock.

Quick tip for applying manna extract, make sure you wait for the previous dose to wear off, otherwise subsequent injections are considerably less effective.
Ladripper 18 Jun @ 10:38am 
How do you heal Rhabdomyalysis? It doesn't go down on its own, in fact once you have it (with no other afflictions mind you, I tested with commands) it just keeps rising. Manna won't do anything more than a few percent and I hope you're not expecting us to dump 20 manna extract per leg, right?
Poly 18 Jun @ 5:28am 
noticed a bug with the sonar terminal, the one the beacon station uses: it is missing its light components, so that even when powered, it doesnt look like it is turned on. from what it appears, the xml overriding the sonar terminal has maybe left out the light component for the sonar terminal
niko 9 Jun @ 9:50pm 
ive killed my whole team about 38 times because left active sonar on:isaac:
mikroplast 8 Jun @ 5:38am 
loaded up the same save, no different settings or anything at suddenly it was working perfectly... very cool:winter2019happydog:
Plag  [author] 7 Jun @ 4:19pm 
@mikroplast - That's strange. Are you using the custom sonar feature? If so, you could try using the "low latency" mode if you're playing online. Otherwise, I can only imagine it's related to other mods, or weird config settings. If you find a way to replicate the issue, please make a bug report and let me know, thank you.
mikroplast 7 Jun @ 10:07am 
using the sonar works just fine when im playing sandbox, but when i load up my campaign it suddenly stops working properly. im using the same sub in both cases, and the UI is the same on both, but some sounds stop working and the damage from the sonar stops entirely on my campaign, any idea as to why this happends?
Тупой зомби 5 Jun @ 9:30am 
@Plag Thank you very much!
Plag  [author] 5 Jun @ 9:18am 
@Тупой зомби - Hi, that's a good question! Real Sonar is still perfectly up to date with the latest version of Barotrauma, as far as I know. You should have no issues. Всего хорошего)
Тупой зомби 5 Jun @ 5:42am 
Hello, Plag! Will be this mod updated to last barotrauma update of 29th April? Will i have any issues with this mod if i play on last version of barotrauma?
Plag  [author] 26 May @ 10:26am 
@StalkerGame - See the 2nd answer in the FAQ. In short, it's accessible via pause menu. If you don't see it, it means you haven't installed client-side Lua correctly (a different process from subscribing and enabling it). For this, I also recommend reading the FAQ.
StalkerGame 26 May @ 10:03am 
How to open "in-game menu" for edit ?
Plag  [author] 18 May @ 9:24am 
@Alley - It's working fine for me. Let me know if you run into the issue again.