Barotrauma

Barotrauma

Apotheosis
39 Comments
Target Practice 2 Aug, 2024 @ 1:51pm 
The reactor control instantly overheats the reactor.
Klaus Ze Flammenwerfer 30 Jul, 2023 @ 7:25am 
Honestly might be the best submarine I have ever seen on workshop but it runs terribly on my end, I can't get more than 50fps with no mods on a regular campaign and when you add mods to the mix it drops down to 20fps (performance fix included) unless you have a good computer I can't recommend this, if you do however probably the best sub on the workshop save for ai waypoints.

AI waypoints that have issues include, going entering Ballast C hatch, (ladder waypoint is too close to the hatch) fixing the drainage in the brig (AI tries accessing it from the floor below, easily solvable by deleting the waypoint on the top of the ladder), and going down from the hatch to the left of the upper airlock when autodoors aren't working (same issue as in ballast c) and lastly going in/out of shuttle/shuttle ballast, but despite these, this sub is amazing.
uberdrück  [author] 22 Jul, 2023 @ 8:12am 
Cheers!
Klaus Ze Flammenwerfer 22 Jul, 2023 @ 8:02am 
Thank you mate, appreciate the input
uberdrück  [author] 22 Jul, 2023 @ 8:01am 
@Klaus ze Flammenwerfer
It's a bit tricky, and I had similar problems when developing it. The important detail is that the sequence in which you connect the railguns matters - if you have one periscope and two railguns, the one connected last (position, not trigger) in the editor will be displayed.
That's the initial setup, to make sure the right gun is selected when loading the sub - afterwards the connections can be swapped with relays (in my case, it uses some sort of timing mechanism to swap after 2.5 seconds after firing). The same principle applies when connecting the periscope via relays, the last one will show first (I think I also switched the initial state of the other relay off in the editor to make sure).

It's been a while since I worked on it, and I'd need to look into it again to give a full explanation. I might do a standalone version of the circuit, but I don't have much time for baro stuff at the moment.
Klaus Ze Flammenwerfer 21 Jul, 2023 @ 2:33pm 
Hey man I love your dual railgun system and have been trying to make something similar, but I run into the issue of the relevant railgun not displaying when swapping, how have you managed to make two railguns move together while displaying the ammo of the one that is currently active?
uberdrück  [author] 14 Jun, 2023 @ 4:20pm 
@CELSAR Diving suits get spawned automatically in six of the lockers. Kept the rest empty, I hate shuffling items when buying a new sub, and that way old ones get placed there quickly when switching. If that's not enough, just open the editor and place how many you like;)
CELSAR 14 Jun, 2023 @ 3:59pm 
where are the suits tho
uberdrück  [author] 12 Jun, 2023 @ 2:46pm 
Thanks :D
Spaghetti 10 Jun, 2023 @ 11:59am 
Every time I open Barotrauma this mod has an update and frankly I'm impressed. Please post a donation link or something.
uberdrück  [author] 22 May, 2023 @ 9:47am 
No problem!
Apo 22 May, 2023 @ 7:41am 
Thanks a lot uberdrück !
uberdrück  [author] 21 May, 2023 @ 7:22am 
@badbar10
Nope, new ships will appear at sub dealers even if you added them mid-campaign (as long as they're in the active mod list). It's tier 3 though, and will only show up in larger/more developed outposts, and too expensive to be available right from the start.
badbar10 21 May, 2023 @ 5:09am 
did i need to start new game to use it ?
Ailor 21 May, 2023 @ 12:17am 
Mad respect for continuous and fast support
uberdrück  [author] 20 May, 2023 @ 11:31pm 
@BioRadical
Thanks for spotting it, power for the charger has been fixed. As for the airlock, I couldn't replicate the problem at first, until I damaged the ducts too. One of them was located fully inside the wall piece (white boundary), so it could only be accessed and repaired when the wall itself was broken. Moved it a little so that one side always sticks out towards the hatch, I hope that will fix the problem.
BioRadical 20 May, 2023 @ 10:01pm 
Also found another issue where the battery charger by the fab room/lower airlock isn't powered.

And there's a glitch where the lower airlock, if broken into, keeps leaking water despite repairs. Not an end of the world issue in either case, but I thought I'd mention it.

Thanks for working on the AI pathfinding issue.
uberdrück  [author] 20 May, 2023 @ 8:18pm 
@Apo
The problem is fixed now, I forgot to add forced docking directions to the ports. Sorry to hear about your bankruptcy, but you can continue the campaign:

1. Open the sub in the editor and make the changes you want
2. Press F3 to open the console and ented "debugdraw"
3. Open save menu, set the price to 1mk, hit enter, and save
4. Enter debugdraw into console again to turn it off

That way, you can buy a copy that works (if you can cut through the shuttle and get into the outpost somehow). It doesn't count as a cheat, and you can continue the campaign and get achievements.
Apo 20 May, 2023 @ 7:24pm 
/!\These problems are more like unrelated to this mod, Great sub here /!\
Probably it is a stupid question... But you seem aware of question and I'm sticking to this sub for the last part of game. I do play solo and it just look like a perfect solo sub with AI.
I love this sub, but when I bought a local edited version at late campaign (simply removes some unliked decoration objets for immersion and updated the price to 120k), once bought in campagn the shuttle dock to the sub the wrong way (shuttle lower port up the classic sub dock port) resulting a huge mess and a sunking sub, I am doig something wrong ?
I'm not running a lot of mods trying to keep the game "clean", but I somehow ruined my solo game (went bankrupt to buy the edited version)
/!\These problems are more like unrelated to this mod Great sub here /!\
uberdrück  [author] 20 May, 2023 @ 6:21pm 
@BioRadical
I've moved the reactor to a more "normal" position. Hopefully, this will make it easier for AI pathfinding (I think having it hover above the ground might have caused problems). Test results seem good so far, please let me know if you keep encountering problems.
uberdrück  [author] 20 May, 2023 @ 2:56am 
@BioRadical
Thanks for pointing that out, I'll look into it again.
BioRadical 20 May, 2023 @ 12:21am 
Love the sub, but the AI pathfinding is really messed up when they get into the reactor room and are tasked with repairs. Can't seem to reset them properly.
Shadow Quill 19 May, 2023 @ 10:00am 
Thanks a bunch!
uberdrück  [author] 19 May, 2023 @ 5:02am 
@Shadow Quill
Thank you for the info! Suit and tank storage has been fixed now.
Shadow Quill 18 May, 2023 @ 4:16pm 
it seems like the diving suit storage and the oxygen tank storage racks are hooked up to power, but only refill o2 cans in 15% increments for some reason?
uberdrück  [author] 18 May, 2023 @ 9:10am 
@Kookoorooza
Orderly wires keep me from going insane when working on this thing;)
Kookoorooza 18 May, 2023 @ 4:21am 
So many wires, and placed very accurately...)
M12 17 May, 2023 @ 3:41am 
Truly an apotheosis of ugly blinding red and orange lighting and dumb ladder placement. You somehow made it worst than vanilla subs bro
CheeseWheelGuy 16 May, 2023 @ 12:13am 
this ship looks awesome, but i feel like my computer would melt and/or explode if i tried to run it
uberdrück  [author] 15 May, 2023 @ 4:40pm 
Alright, thanks for the info. I'll see what I can do.
PlaZphaZe 15 May, 2023 @ 3:26pm 
Spotlights work fine, the railgun has to be manually clicked again to fire
uberdrück  [author] 15 May, 2023 @ 3:15pm 
Okay, I think I roughly know what the problem is (circuit for controlling light changes relies heavily on oscillator timing and got out of sync). I think it would be possible to add a compatibility switch in a future version, to automatically deactivate such features. Need to do more testing for that myself though. For now, from the top of my head, a few more questions:
Does the searchlight switching from the bridge periscope work for all 4 lights (should only switch once for each click)? And, does the Railgun fire properly? It should keep firing every 5 seconds as long as you keep holding down the trigger, if it stops something is off.
PlaZphaZe 15 May, 2023 @ 3:07pm 
Can confirm the test version works
PlaZphaZe 15 May, 2023 @ 3:03pm 
Yep, I'm using client side lua for some other mods, I'll be sure to test, and yes the ones in the captains room and brig work.
uberdrück  [author] 15 May, 2023 @ 12:41pm 
*poke hole in ship*
uberdrück  [author] 15 May, 2023 @ 12:41pm 
@PlaZphaZe
Hmm, you mean the lamps stay dark at the beginning?
Just a hunch, but are you using a LUA-based mod to increase performance?
Does causing an alarm (just poke in ship) or going silent (nav console) change the lighting?

Please try this version and tell me if it's brightly lit after the start: test

Also, do the lamps inside the captain's room and the brig (left and right of the crew quarters in the upper right side) work if you use the switches?
PlaZphaZe 15 May, 2023 @ 10:17am 
dumb question but I literally for the life of me can't get the lights on lol, everything else is fine but I can't get them on
uberdrück  [author] 14 May, 2023 @ 6:32pm 
Yo, thanks! I'll keep updating it, there are a few visual details I forgot or want to change.
Jogni 14 May, 2023 @ 2:54pm 
God Damn this is a nice sub - Amazing work with all the details:captainsmooth: