Barotrauma

Barotrauma

Sundowner
106 Comments
Aether 2 Oct, 2024 @ 5:06am 
This is a very good ship, but could the "Ballast Flora" Emergency Lever be located outside the ballast tank?

It becomes really hard to turn off when the whole ballast is on fire and the vents keep providing oxygen.
Red9  [author] 12 Mar, 2024 @ 5:05pm 
@Aetheriant thank you for the report, i will take a look at it and will fix it within the next few days
Aetheriant 8 Mar, 2024 @ 11:22pm 
@Red9 Oh hey, I loaded up the latest Sundowner version so I could nerf it for my campaign, and noticed the "Separatist Submarine Exterior Part" sprite above the camera periscopes (topmost exterior of sub) was accidentally offset. The sprite is awkwardly split in half, and just needs the Y texture offset fixed.
Aetheriant 5 Mar, 2024 @ 2:13pm 
Still one of the best sub designs on the workshop, love it. Always the go-to endgame sub for my modded crew.
Aether 29 Jan, 2024 @ 2:53pm 
@Sky Serpent

Use the docking hatch to connect wires between the main sub and the drone.
Check the docking state, and use that to switch between which inputs is used for the ballast.
sky serpent 29 Jan, 2024 @ 2:28pm 
I am trying to make a drone of my own, but I cannot figure out how to make it so that a drone/shuttles ballast tanks are synched with the main submarines while it is docked; how did you do it?
sky serpent 28 Jan, 2024 @ 6:16pm 
Thank you!
Red9  [author] 28 Jan, 2024 @ 5:05pm 
when you look through the periscope just click as if you were firing
sky serpent 28 Jan, 2024 @ 9:37am 
I'm loving the sub, but for the life of me I cannot figure out how to switch between cameras
Red9  [author] 20 Dec, 2023 @ 2:12pm 
Yes, they should be, if any tags are missing let me know so i can correct them
MonkeygodUSA 20 Dec, 2023 @ 1:31am 
are the containers tagged for bots?
Draconis🐊 17 Dec, 2023 @ 11:28pm 
I will take a look at it again here shortly, its been in the short list of subs I want to use in campaign due to its interesting layout which lends to it having a interesting gameplay flow due to the novel compartment layout.
Red9  [author] 17 Dec, 2023 @ 8:12pm 
Updated
Draconis🐊 16 Dec, 2023 @ 1:15pm 
Some things you can do with the duct blocks is have them work off of an AND gate so they shut if water in the room below gets too high. So water touches top detector and gives a 1 and the bottom detector is knee to chest high and is reversed so it gives 0 when water hits it but normally a 1. So when the the water gets too high it gives a 0 and shuts the top duct. Lots of ways to do this to prevent back flooding and ensure good drainage.
Red9  [author] 16 Dec, 2023 @ 10:58am 
im still quite new to making submarines so all feedback its appreciated, update will be out later, perhaps tomorrow
Draconis🐊 16 Dec, 2023 @ 10:53am 
Yeah sorry if I came on a little strong, this submarine is a solid 9/10 for design and aesthetics. It just has some very odd issues that make it hard to run in campaign due to its reactor use, I turned all of the batteries and super caps way down to try to get a bit more life out of the rods.
Red9  [author] 16 Dec, 2023 @ 8:23am 
Ty for your feedback! ima take a look into it, wanted to rework a few thing for a while now
Draconis🐊 16 Dec, 2023 @ 8:03am 
Large amount of slightly hidden tiny pumps across the ship set to 300 pumping speed to negate the weakness of a central protected ballast, 100 is default, 200 is standard for a small airlock room, maybe 150 so they aren't slow but don't just quickly empty entire rooms of water?
Draconis🐊 16 Dec, 2023 @ 7:55am 
Hiding the water detectors for the basic duct blocks prevents people from doing custom flood protection circuits easily though they can still just bypass these. Medical bay being one large compartment is a huge weak point it could probably use a hatch to prevent it from being a total death trap.
Draconis🐊 16 Dec, 2023 @ 7:43am 
A lot of the decorative cabinets are also set to auto fill btw. The big wall of bottles seems to be a bit of a space boggart. I like the aesthetic but the bottle racks in the dive bays seem like more than enough for even a large crew. Possibly turn that into a empty space with a relay power plug for people using EHA or Baro Craftables.
Draconis🐊 16 Dec, 2023 @ 7:39am 
Also a neat trick is if you take those custom cabinets that are invisible via 0 alpha, make them visible but behind all of items in front of them, that way when you mouse over them they highlight the cabinet area.
Draconis🐊 16 Dec, 2023 @ 7:34am 
Reactor is set to .800 at 14000 vs default reactor .200 at 5000, While I see the linear increase you have to take into account at max power this thing eats a fuel rod in 300 seconds drastically reducing the operating time and causing a ton of problems in regards to fuel rod consumption. Meltdown is also 30 vs 120 which is kind of a dirty trick as it will pop very easily. Fuel Should be .250 to .300 tops as its more about simulation. Over use of junction and super caps, most large submarines have 4-6 supercaps and this has 12 solo dedicated, similarly the lack of relays means an immense amount of junctions.

No AI target on large glass window in captains, causes monsters to get stuck and bug out unable to attack submarine due to being held by a force field. set health to 100-150 and make it reinforced looking.
Draconis🐊 16 Dec, 2023 @ 7:34am 
Sub has a very cool layout and some neat features but it has several very glaring issues. Top armor of captains room extends into the Hull space so if the 50 damage albative sections take damage the room floods, reactor room doesn't have this problem, may cause AI pathing issues but the sections are small so its not a big deal.
Fortunate Bum 23 Sep, 2023 @ 1:18pm 
Hey don’t sweat it, our crew liked the ships features, it just felt underwhelming when we came against even the scariest of creatures. Our next campaign we are planning adding a bunch of difficulty mods.

But keep making more subs!
Red9  [author] 21 Sep, 2023 @ 1:10pm 
@Fortunate Bum, glad u like the ship! Now, sad to say that the original point of the ship was to be kinda overpowered, i build this to play with friends and to test the limits of the builder. We usually play with mods like neurotrauma and the real sonar so the difficulty in that aspect ramps up a lot for us. I'm currently working on another smaller ship, so i will keep in mind your feedback for a more balanced experience.
Fortunate Bum 18 Sep, 2023 @ 7:29pm 
Just did a campaign on this vessel, and the only problem we had with the boat was, just the fact it was too easy and overpowered. We never found ourselves in danger even against multiple Endworm's or getting hit by an enemy sub with a nuke. The water pumps were set ridiculously high making the idea of hardships only occurring when we stepped outside the sub. My suggestion to you Red9 is leave the idea of realistic flaws in a boat, like blind spots which it had and was countered by the electrical coils which stun-lock anything. The only time when I was told that the ship was difficult to manage, was just electrical with the amount of boxes it had (which is a small difficulty for us).

In other words, its a great boat for a captain who is afraid of a little water. Don't get me wrong we had a lot of fun with the sub, it's just too easy.
Red9  [author] 29 Aug, 2023 @ 12:56pm 
@avaster all of the levers functions are detailed within a text box right beside them.
Red9  [author] 29 Aug, 2023 @ 12:55pm 
@panjico ship is fairly expensive to get so if you do a normal run you will have to wait a while to get it, reactor consumes fuel at 2 times speed (might teak it to 3 times) beyond that you will need a crew to operate the ship efficiently.
PAИJICO 28 Aug, 2023 @ 5:14am 
Does the ship have any flaws that will make the game harder? Like reactor overloads, ship vulnerabilities, anything?
avaster 23 Aug, 2023 @ 12:36am 
what do all of the levers in captain's room do? @Red9 @SpicyBigDad
Klaus Ze Flammenwerfer 15 Jul, 2023 @ 6:10pm 
If anything thank you for building such a great sub mate
Red9  [author] 15 Jul, 2023 @ 6:05pm 
great!, ill take a look and update the sub tomorrow, ty for the troubleshooting haha
Klaus Ze Flammenwerfer 15 Jul, 2023 @ 5:57pm 
Yeah it works, if you'd like I can send you the sub file with the updated way points, nothing you can't do yourself in a few minutes though.
Red9  [author] 15 Jul, 2023 @ 3:25pm 
have you tested this? ima take a look at it anyways. Kinda weird tho since like 80% of the waypoints are automatically generated.
Klaus Ze Flammenwerfer 11 Jul, 2023 @ 4:36pm 
Also I believe I found the reason why the hatches are broken @Red9 It is because the ladder waypoints are too close to the hatches, the AI tries to get to the ladder waypoint first before unlocking the hatches but because the waypoints are inaccessible without opening the hatches, they get stuck.
Klaus Ze Flammenwerfer 11 Jul, 2023 @ 4:24pm 
Great submarine but like the previous guy said, hatches and bots have issues, otherwise perfect sub.
Red9  [author] 29 Jun, 2023 @ 5:12pm 
ill take a look again, idk whats going on with those hatches honestly
Con 28 Jun, 2023 @ 11:06pm 
Recently subscribed post-update and I'm still having bots frequently becoming stuck on most horizontal hatches in the submarine. Wiring them to stay open helps as a workaround but eventually one of them will close a hatch behind them and result in somebody else hanging up on the ladder again. This happens most often in the engine room and the armory.

Otherwise the submarine is excellent and fits really well both aesthetically and functionally as an endgame flagship.
CHF-888-02 "Larkins" 14 Jun, 2023 @ 2:43pm 
I'M FUCKING INVINCIBLE!!!!
Aetheriant 11 Jun, 2023 @ 11:09am 
tysm, we're loving the sub
Red9  [author] 11 Jun, 2023 @ 9:58am 
Took a look at it and should be fixed by now, regardless if this issue keeps persisting please let me know.
Red9  [author] 11 Jun, 2023 @ 9:16am 
working on it, update should be up soon enough
Aetheriant 10 Jun, 2023 @ 11:56pm 
Same issue here on our playthrough, the bots have an issue getting stuck on the ladder leading down into the engine room either:

-On the top of the ladder until you manually open the hatch, at which point they usually sort themselves out.

-Or even worse, they latch on to the bottom of the ladder leading up out of the engine room, and don't budge until the round ends. Haven't found a way to conveniently fix them in this situation.
Red9  [author] 10 Jun, 2023 @ 8:59am 
Ima take a look at it, could you tell me the exact location where this is happening?
Karasukage 5 Jun, 2023 @ 6:46pm 
As a previous commentor said there's definitely a waypoint problem next to the engine room. Possibly the engine room itself as well, though I'm not certain about that one. I only just started using the Sundowner in my longest campaign yet and my entire crew got stuck in there. Hope it gets fixed cause I really don't want to switch ships after all the organization I just did, lol.
I hit jellyfish with hammers 12 May, 2023 @ 6:18pm 
my metal gear lovin ass read this and instantly subbed
Red9  [author] 3 May, 2023 @ 3:50pm 
i think i know how to fix it, ill take a look when i have the time, thx for letting me know
Guyugnoognagnakagnee 3 May, 2023 @ 2:12pm 
@Red9 They spam the inside button and doesn't like to let the airlock cycle in time before pressing it again, getting stuck in a loop of water almost filling, and water almost draining
Red9  [author] 3 May, 2023 @ 11:43am 
@finngerlicker64 (xd) ima take a look at it, how are the bots getting stuck? they get like into walls or cant open de doors?
Guyugnoognagnakagnee 1 May, 2023 @ 2:49pm 
Any way to fix the bots getting stuck in the airlock after being told to return to the sub after EVA?