Barotrauma

Barotrauma

MECH D4U-2 (Military Inc.) by OO
63 Comments
Emberbum 8 Mar @ 6:41pm 
To make this thing not wipe out every station you dock into, remove the two power_outs from the docking hatch itself.
ZeGuardsmen 21 Jan @ 1:52pm 
is this thing updated?
Zentradi 24 Nov, 2024 @ 10:53am 
yeah this thing destroys stations shame
Aether 7 Aug, 2024 @ 7:56am 
Also, remember two things :
1. If you plug the mech into the station, you're gonna blow every fuse on that station.
2. Reactors don't actually consume fuel rods when you're docked at a station.
Big Love 7 Aug, 2024 @ 6:56am 
The reactor at the exit only exists to power up the batteries. You can't put it in auto, because the reactor is not in the same power grid of the other eletrical devices. It is only connected to the batteries, and it doesn't identify the batteries as a device which syphons electricy. From what I understood, it views batteries as a target to send excess energy.
Big Love 7 Aug, 2024 @ 6:56am 
If you're wondering why your submarine has no power, it's because this mecha submarine runs on batteries. Do the following:

1. Go to the exit area and take some fuel rods in the medical compartment. (Press ALT if you can't see it. You probably can't see it)
2. Put it in the reactor and if I'm not mistaken, you can't put it in auto. You have to manually mess with the two pointers to generate output power.
3. Make sure that the batteries are receiving power. To do this, go to the center area and select one battery. Just see if the numbers are rising (Press ALT if you can't see it)
4. If it's not rising, you're gonna need to activate the button which toggles battery charging. It is the button near the chair in front of the sonar
Chuckles the socipath 4 Aug, 2024 @ 6:33pm 
are you planning to make more mechs?
perhaps smaller ones? i love this mech alot
Shredder 15 Jun, 2024 @ 1:24pm 
I found that leaving the reactor on while docked creates the over-voltage with the station causing the junction boxes to break down and eveything to catch fire.
@Scletro 19 May, 2024 @ 5:19am 
Very good
Azeban The Raccoon 1 Feb, 2024 @ 9:36pm 
Absolutely loving the mech! One of the perfect things I was looking for while attempting a solo play, question though, is there any way to shut the whole sub off 100%? Planning to modify mine if I can find space to add a way because unfortunately any outposts I dock to become a ticking time bomb into a fireball if I stay too long, or can this be accomplished by turning off something like battery charging?
Aether 10 Nov, 2023 @ 8:04pm 
This sub is good. But when the batteries are charging at a station, it pulls so much powers the junction boxes completely break down AND catch fire constantly.
ChickenHeart 16 Jul, 2023 @ 2:08pm 
10/10 fired buckshot wildly through the moonpool like some kind of hillbilly fisherman
Dragon 5 Jul, 2023 @ 6:04am 
sooo the mech became completely unusable after it got flooded, couldn't get water out at all no matter how much I fixed and struggled to keep the batteries charged. Anybody got any tips on how to git gud?
Master Jay 27 Jun, 2023 @ 6:00pm 
would it be possible to add a button to open the docking hatch? as i can not open it from inside when docked to the bottom of my sub as it says controlled elsewhere
Ohmyori 21 Jun, 2023 @ 11:04am 
Can we maybe get a shutter to seal that moonpool? NPC's unfortunately fall into it with no hope of survival after.

Literally the only negative feedback I could give since everything else is well-placed.
Angelica 20 Jun, 2023 @ 8:08pm 
Let's fucking go, mech designs are the best
ranch  [author] 4 Jun, 2023 @ 1:31pm 
There are detonators just nearby the blinking lights, you can add the fixfoam to each of the detonators. The ballast's blinking light is actually outside of it, it is on the floor of the ballast.
Torterre 4 Jun, 2023 @ 2:52am 
question: how do you replace Fixfoam when the light blinks? I don't see any any storage dedicated to place the fixfoams?
ranch  [author] 19 May, 2023 @ 8:36am 
Fixed power related issues regarding recharging, low voltage and discharging.
Fixed some clipping issues.
Increased interior storage capacity.
Added Emergency fixfoam repair system. You can manually trigger this with the button located to the right of periscope. It also automatically gets triggered when a compartment reaches 50% flooding (Or reaches High Pressure for the Balast Tank).
Added a little sleeping compartment above the loaders.
Moved the battery charge indicator to the window of the mech to create a Heads-up Display.
Added a vertical velocity indicator and a horizontal velocity indicator to the mech HUD.
Added a very simple "proximity warning and bearing indicator" to the mech HUD.
Fixed engine not being interactable.
Fixed oxygen generator not being interactable.
Optimized pumps with water detectors.
Slightly nerfed engine output.
gyeet 18 May, 2023 @ 2:47pm 
░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█
░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█
░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌
░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ THIS IS DOGE
▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ COPY AND PASTE HIM
█▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█
▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌ SO HE CAN TAKE OVER THE WORKSHOP
▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌█▌
█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓▐
Geep Geep 18 May, 2023 @ 9:45am 
cant wait for a mod that lest you make working mechs that are builds and not entities
Ailor 17 May, 2023 @ 12:08am 
Looks fantastic, feels good for solo campaign runs. Looking forward to new updates and qol features as they are indeed needed.
ranch  [author] 16 May, 2023 @ 5:21pm 
will get better with the upcoming update, new balance/qol stuff underway (thanks BasicallyAPotato).
TheMan 16 May, 2023 @ 4:59pm 
Holy cow this thing is quick as hell! I like it but I may need to finally learn some restraint.
ranch  [author] 16 May, 2023 @ 2:34pm 
I think we can merge these changes in this version! sent you a friends request :steamhappy:
AnAverageJoe  [author] 16 May, 2023 @ 1:35pm 
Oh two things I forgot: I found you can't interact with the engine, meaning if it breaks, it's broken unless you can somehow get to an outpost for repairs. I resolved this by shifting it upwards a bit so it became intractable.
I also installed water sensors so that the bilge pumps won't waste power and will only turn on if there's flooding, but this is just for probably unnecessary power saving.
AnAverageJoe  [author] 16 May, 2023 @ 1:24pm 
Today I learned that comments can only be 1000 characters :steamfacepalm:
AnAverageJoe  [author] 16 May, 2023 @ 1:23pm 
Here's what I've changed at least on my version of the mech:

---------------
Power: I found three major issues relating to the power system of the mech.

Recharge: Even with external lighting off, the batteries discharge faster than the reactor can recharge them. If you needed to recharge your batteries in the middle of a "dive" you'd have to go around physically unplugging systems. I resolved this by increasing the recharge speed and max recharge speed from the current 500 to 2500

Low Voltage: While I was writing this, I was investigating the issue of the mech suffering from "Low Voltage" that was rapidly damaging the batteries and circuit breakers in the mech in game. I found that it was because of the relay component all the batteries pass through. It's capped at a max throughput of 3500kw, but the mech needs 4600kw just while idling. This was solved by increasing the Max Power from 3500 to 10000 (just to give plenty of overhead)
AnAverageJoe  [author] 16 May, 2023 @ 1:23pm 
Discharge: Even fixing the Low Voltage issue, the mech can not supply enough power from the batteries to the mech to fully satiate the mech's power needs. This was because all the batteries were set to the default Max Output of 1000. By increasing the output of all the batteries to 2500, the power issues of the mech were solved (There may still be some power issues, such as relay components needing more power going through them than they let through, but that will come with testing, or just by increasing the Max Power of every relay component to 10000).
AnAverageJoe  [author] 16 May, 2023 @ 1:22pm 
---------------
Clipping/layering:

The boxes on the ammunition shelf in the reactor compartment love clipping in and out of each other, but by increasing their scale to .4, it still snugly fits back there while solving most of the clipping.

The pipe that connects the pump in the suit locker room to the oxygen generator is layered over the pump. I'm assuming that's not intended as the pipe doesn't reach the floor.

The ladder in the mech is half on top of and half underneath a compartment near the floor of the command area (It's hard to notice, but once you see it you can't unsee it), and climbing on the ladder causes the player to clip through a number of objects in the sub, but strangely it only happens if you grab the ladder while facing the back of the mech.
AnAverageJoe  [author] 16 May, 2023 @ 1:22pm 
-------------
Now, finally, my QOL Upgrades:
Made a Fabrication Bay (Med Fab, Fab, Deconstructor, Research Station) which can be toggled on and off with a switch.

To support the fab bay, upgraded the small storage compartments by hiding steel cabinets behind them, which I then linked to the different devices (ie. medical compartment to the med fab, engineering compartment to the fab and deconstructor, etc), providing much more storage for the player.

Created a physical separation between the ballast tank and the command compartment.

Added an emergency fixfoam repair system that can be triggered manually or automatically when a compartment reaches 50% flooding (Or reaches High Pressure for the Balast Tank). (This set up saved my rear when fighting a hammer-head in-game)
AnAverageJoe  [author] 16 May, 2023 @ 1:21pm 
Removed the door separating the command compartment from the compartment with the diving suit.

Added a little sleeping compartment above the loaders (just makes it feel more cozy and realistic to me for solo runs, idk)

Moved the battery charge indicator to the window bubble of the mech to try and create a sort of "HUD" for it.
Added a vertical velocity indicator and a horizontal velocity indicator to the mech HUD
Added a very simple "proximity warning and bearing indicator" to the mech HUD
------------

I think that just about covers what I've found and done with it! Feel free to message me here if you have any questions about what I've done!

Also, if it's no mind to you, I'd like to try my hand at making a D4U-2 "Heavy", a scaled up version of the mech for more crew, such as two or three people in it, but still operable by a crew of 1. Naturally you and Arthas would get all the credit for the design. Thoughts?
ranch  [author] 16 May, 2023 @ 4:03am 
Thanks for the kind words! What changes would you suggest to make it more solo friendly?
Small fixes:
*Disabled the decorative searchlight on lower leg.
*Disabled the engine damage (there is a cap on engine propellers, gameplay wise it should have been disabled anyway)
*Removed a ghost ladder that was used for testing
AnAverageJoe  [author] 15 May, 2023 @ 2:27pm 
Loving this thing! Going to try a solo playthrough with it after making it "solo friendly". All looks great, though I did notice that there's a decorative spotlight you can still interact with on the lower leg joint. Also the engine will injure crew if they try to exit the moon-pool while it's running. I just fixed it in my version of the mech with a motion detector that detects if the player is in the way of the motor.

Otherwise though, this looks great! Keep up the good work!
M12 15 May, 2023 @ 6:49am 
Ooo, another "invention' i used to play even before abandoned outposts were a thing, love it)
ranch  [author] 14 May, 2023 @ 2:12pm 
New update!

Added weapon switching by changing periscope angle. You can toggle this with the button just left to the Electrical Discharge toggle button.

Fixed turrets FOV getting blocked by a hull parts.

Moved around some objects to prevent accidental clicks.

Added button descriptions on mouse hover.

Added User Manual in form of logbook. It can be found inside the cabinet below Captain's chair.

Improved neutral ballast level.

Some object depth fixes.
Audentes fortuna iuvat  [author] 13 May, 2023 @ 2:59pm 
@mrfreasyt I might implement an auto turret for the next mech
mrfreasyt 13 May, 2023 @ 2:32pm 
@ranch Why not add some automatic turrets?
Desperado 13 May, 2023 @ 3:46am 
This ship is great just need a tutorial book.
Tem黄 12 May, 2023 @ 8:18pm 
cool
ranch  [author] 12 May, 2023 @ 4:45pm 
We hope you enjoy it! Feel free to give feedback so we can adjust things
Omega 12 May, 2023 @ 4:25pm 
Now this is awesome. There are a few mech mods but they're usually too complex, not very good, and/or doesn't at all fit with the game setting (which I usually don't mind). This however looks very promising, and I look forward to using it.
ranch  [author] 12 May, 2023 @ 4:00pm 
thanks for the kind words, the mech is work of Arthas, i just did the steam page/art and some fixes after release :) That is a really unique and niche idea, i hope you good luck on your journey!
Kaizer 12 May, 2023 @ 3:53pm 
cont: Your mech just really inspired me, that's all. Ideally, I'd find/commission a mod to make grapple hooks just able to attach to terrain, but that's beyond the scope of my immediate abilities. If TOTK wasn't coming out today, I'd probably be fiddling with that on your mech sub and theorycrafting how to pretend that it's walking and figure out how to hook up stomping audio, possibly with a random number generator (I know there's one in either Item Assembly for Sub Ver.0.9 by Py20m4n or the Subbuilder's collection by Patrixon)for different audio clips. A "hop" might be easier. The problem at the end of all this is realizing that the 'sub' I just described would have a hard time docking at the end of a mission, but could easily be attached to a larger sub and picked up later.

Ultimately, the legs don't have to move if you never see them. Hearing them would sell the illusion.
Kaizer 12 May, 2023 @ 3:49pm 
No worries @rach. I actually started thinking about alternative move systems, and whether or not you could 'fake' mech walking at the very least. I have fond memories of grapple hooking around in spidermanning through Subnautica and was thinking of how to relive that experience in Barotrauma. I know there's alternative movement system that people use typically for rapid ascent/descent involving shooting yourself internally with modified thalamus guns (look at the vertical "engine" by Sunesun) and I theorized I could probably control my view by periscope and then have those movements mirrored by a 360 internal thalamus ammo gun. The problem with that is you'd be pulling yourself in the opposite direction you'd want to go in, so I thought you might be able to pass a logic component to make the second gun's controls off by 180 degrees for the desired effect.
beast902 12 May, 2023 @ 2:41pm 
hell yeah
ranch  [author] 12 May, 2023 @ 1:57pm 
@Kaizer Swapping with periscope movement is a good idea, I might be able to add it in a new update, but I'm not sure about hopping movement.
ranch  [author] 12 May, 2023 @ 1:55pm 
Fixed more depth issues.
Fixed AI Waypoints
Fixed Small Pump in Airlock not being accessible.
ranch  [author] 12 May, 2023 @ 12:25pm 
Updated with a couple of fixes:

Fixed status monitor not being linked.
Replaced "doors" with "doors with buttons".
Fixed gap between command room and ballast, and removed the extra pump on command room.
Fixed overlapping items.
Fixed depth being incorrect on some places.
Kaizer 12 May, 2023 @ 11:17am 
Have you thought about implement alternative movement like the Mech Nancy where the engine uses it to hop around rather than being a mech shaped sub? After briefly testing the sub, I'd probably also implement the ability to swap between by facing alone (the Narwhal solo sub does this). As such I ended up clicking components by accident rather than the swap weapon button.