Barotrauma

Barotrauma

Timberwolf
61 Comments
ZeGuardsmen 17 Jan @ 2:09pm 
good to know might wanna tag them with a different title for people to spot updated ones:barotrauma:
Keni  [author] 17 Jan @ 1:23am 
Not the older ones, it takes a lot of time to fix all the things that break with each update. I update the ones I like to use myself.
ZeGuardsmen 16 Jan @ 7:46pm 
are your subs still updated to 1.0?
Keni  [author] 13 Dec, 2024 @ 12:44pm 
Bottom docking works, but not from the nav terminal. I had problems with trying to emergency dock to a station while dragging along a shuttle, so I opted to a second button for bottom docking.
You have to align the docking rings with the nav terminal, but there is a button to the left of it that triggers the bottom docking. It will glow yellow when it's in range, green when docked.
President_David 13 Dec, 2024 @ 12:32pm 
It's great to hear such an explanation. I encountered another issue: Can you check if the sub's lower airlock is functional? I was in a public server running this sub and they said the lower airlock cannot dock to beacon stations and such.
Keni  [author] 12 Dec, 2024 @ 1:18pm 
Thanks for the feedback.

I didn't intend it to be endgame, more like a sub that has the possibility to be used. I didn't intend to add a vending machine for that reason.
The medical cabinets work for me, both in campaign and in the editor. But this isn't the first time that I test, and it works for me. That should be only accessible for someone with a medic id.
My subs usually aren't feature full, so there is something to upgrade during campaign. I usually only add features that are annoying to wire in during campaign.
Personally not a fan of timed airlocks, especially for bottom vertical ones. It helps a lot with looting if the water pushes you in when you open it.
The mechanic has a talent that lets any sub become a T3, so you can finish the game with a Barsuk if you want. That is the best talent addition :)
President_David 12 Dec, 2024 @ 9:31am 
I just saw this sub is T2. That would make it impossible to take to The End since it cannot get the T3 hull upgrades? That's really sad, because I absolutely love this ship design. Such excellent QOL in a tight ship.
President_David 11 Dec, 2024 @ 4:23pm 
Oh also please check to see if the lower medic-only container to the left of the medfab works. For some reason it was not clickable last time I played Timberwolf.
President_David 11 Dec, 2024 @ 4:21pm 
Great! How do you feel about adding a vending machine in the sub for increased self sustain ability? Also, how about making the airlocks timed so that pressing the button will close the open door, give a few seconds for the room to flood or drain, and then the other door opens?
Keni  [author] 8 Dec, 2024 @ 12:10am 
Thanks, I simplified it and it works now properly. Also removed the periscope I forgot about in the nav terminal, but the changes won't affect already purchased subs.
President_David 7 Dec, 2024 @ 11:46pm 
Battery system is messed up somehow (locked default wires in public mode so it was messed up before anyone got to it). https://litter.catbox.moe/2pldcy.png
Keni  [author] 20 Aug, 2024 @ 12:33am 
Thank you for pointing that out. Don't know why it worked for me in the editor, as it shouldn't have worked while testing.
Really good find, thanks for noticing.
BFGfreak 19 Aug, 2024 @ 11:35pm 
I think I found the problem with the battery charging. The right side Signal Check Component's Signal_In input is wired to the number 4 battery's Charge_Out output instead of Charge_% so instead of turning off at 100% it's instead turning off at 100 charge

Other than that, it's one of my favorite submarines.
Vlad the Train Driver 21 Jun, 2024 @ 7:38pm 
Thanks for looking. Great boat
Keni  [author] 21 Jun, 2024 @ 9:45am 
Looked at it again in the editor and did some testing, it works fine in the basic setup. Has 0% charge rate when full or on battery power, and 100% charge rate whennot on battery power and not fully charged.
The two battery arrays are mirrored, if one is bad, the other should be bad too, so really weird that only one doesn't work for you.
Then again, I made this three updates ago, and a lot of things changed, so any random thing could mess things up.
Keni  [author] 21 Jun, 2024 @ 6:35am 
Really weird, it worked fine for me though I only tested it in the editor. You can't change the charge rate of the two middle batteries, because those are set automatically to not charge when the batteries are enabled to avoid an infinite loop. The others are charging from the previous ones. When battery mode is off, then they should charge at 100%
Vlad the Train Driver 21 Jun, 2024 @ 4:08am 
ill look into it. The mods... ahhhh yes.. the mods. So i was having problems with no 4 battery not charging (left to right). I disconnected set charge rate and it started charging. For some reason i cannot move the set charge rate. More of an FYI. Ill remove mods and see if that is the issue
Keni  [author] 20 Jun, 2024 @ 9:05am 
Power spike issues are due to the reactor controllers being nerfed. Since this isn't a too op sub, power is limited, so you're supposed to drive more carefully to avoid spikes. If power is insufficient for a long time, you can reset speeds for engines, or turn on the batteries for extra power.

For the 57% charge problem I have no idea, I just tested it and it works fine for me. Currently I have no mods in my game though.
Vlad the Train Driver 20 Jun, 2024 @ 4:10am 
I did have a question. I seem to be having problems going over 57% charge on batteries. Also do you have any suggestions on power spike issues
Keni  [author] 20 Feb, 2024 @ 12:49am 
Visitor alarm is just for flavor or roleplay. No other purpose.
spivel 19 Feb, 2024 @ 4:02pm 
really good submarine ive been loving using it, whats the visitor alarm for? is it like when it docks to something or is it for something else. I just never saw it turn on before so im wondering
Keni  [author] 9 Dec, 2023 @ 12:15am 
I didn't intend it to have a heavy hardpoint, that is why the small ones can be doubled
party_rocker™ 8 Dec, 2023 @ 5:53pm 
will you ever add a heavy hardpoint to the ship?
Keni  [author] 21 Nov, 2023 @ 9:25pm 
Yes, based on speed. It gives a fev seconds to stop the sub when going full speed.
Mavvie 21 Nov, 2023 @ 8:32pm 
Is the nav view supposed to move left to right?
Agitatio 29 Oct, 2023 @ 7:38am 
It did work. At least for the one I posted. But there are others. Maybe it's my mods. Could use someone else to confirm.
Keni  [author] 29 Oct, 2023 @ 7:30am 
Thank you for showing it to me, not sure why it is wrong though. I increased the label sizes so maybe they will not reposition the text within them, but I don't know if it works. This doesn't happen for me.
Keni  [author] 29 Oct, 2023 @ 12:49am 
Not sure which labels you mean, they seem to be the same for me as they are on the screenshots. Could be some of them get automatically translated by the game.
Agitatio 28 Oct, 2023 @ 5:32pm 
Some of the text labels don't seem right. They don't fit or look like they did in preview. Did one of game updates mess them up?
Keni  [author] 6 Oct, 2023 @ 8:28am 
There is just a simple value for hull hp. Nothing fancy in the editor.
spaceweezle 6 Oct, 2023 @ 5:54am 
@Keni - Okay cool man. Thanks for clarifying. I'm going to look at some of these ships in the editor so I can work out how hull integrity values are normalized.
Keni  [author] 6 Oct, 2023 @ 4:55am 
@spaceweezle it's not OP, you will still be breached really fast by everything except crawlers, but you can atleast land a couple shots more before that. Your bottom part has the basic value, so still pretty vulnerable from there.
spaceweezle 6 Oct, 2023 @ 3:59am 
@Keni - I don't really understand how hull integrity works in this game. I just assumed every sub uses the same baseline value only to be modified by shop upgrades.

Just didn't want to have OP hulls or something lol. I should do some research into how it works. Cheers!
Keni  [author] 5 Oct, 2023 @ 10:42pm 
It's just that the top shell is set to +50% hull strength to fit the purpose and to compensate for the lack of large hardpoints giving you a few extra seconds before getting breached. You get higher hull bonus in the upgrade shop, that has an effect on every shellpiece.
spaceweezle 5 Oct, 2023 @ 2:18pm 
This looks very majestic. Would anyone know how I can remove the hull integrity bonus and make it a purchasable upgrade instead?
Keni  [author] 2 Oct, 2023 @ 9:17am 
Thank you :) I don't like the humpback, and I didn't notice the similarity until I put the size comparison together. Humpback is burned in our minds wether we like it or not.
Behrg 1 Oct, 2023 @ 5:20am 
This is the sexiest fiercest looking Humpback I've ever seen
Keni  [author] 12 Sep, 2023 @ 8:05am 
Sorry for not replying, I was away for a few days.
You can disable it, but it's very finnicky. You have to cut a hole above the visitor alarm in the hull, that is where the controls are. You will be flooded, and some will be invisible due to structure, so you have to try a couple times. I made a picture on how to do it. This will still keep the forward position change, when you switch to railgun controls.
https://imgur.com/FMMWgwe
Senko 9 Sep, 2023 @ 8:09pm 
hey love the sub, but there's one thing that's a little irritating;
what's with the control point of the sub moving around constantly when steering the ship? i've noticed it doesn't actually affect the steering the but it throws me off constantly.
is there a way to disable it with wiring?
Keni  [author] 31 Jul, 2023 @ 10:17am 
Mainly an elevated ridge part with indents, but the most important design part is the space-magic :) It is symmetric when you want it to be, like dream.
nanÓg 31 Jul, 2023 @ 8:20am 
Great sub.
Aesthetically, very beautiful, but something bothers me...
The hull background extends from all sides of the ship! but the guns are mounted to the physical hull... so how does that work in 3d?! is there a crevice running along the centre of the ship with guns nestled inside?? Or is there a ridge along the centre with the guns arranged toward either side of said ridge? Ew, potential imagined asymmetry!!
Ain't easy being cheesy haha. Autistic nagging aside, great work, for real.
Vlad the Train Driver 17 Jul, 2023 @ 5:09am 
Oh that makes sense. Cheers. Love the sub.
Keni  [author] 16 Jul, 2023 @ 11:15am 
Sorry for the delay Berserkus.
If you put a storage crate in the deconstructor bottom row, it will put the resources in the crate instead.
It is linked for the deconstructor for faster deconstructing unwanted stuff from the outside.
Vlad the Train Driver 15 Jul, 2023 @ 5:36am 
great sub my dude. one problem im having for some reason the output from the deconstructor is sending all materials into the outside locker
NotaKing 12 Jul, 2023 @ 6:57am 
thanks for the quick response :steamthumbsup:
Keni  [author] 11 Jul, 2023 @ 4:03am 
There is a relay component next to the railgun, Wire the periscope controls to that, and disconnect other signal in-s.
NotaKing 10 Jul, 2023 @ 11:19pm 
How do I go about fixing the railgun to the periscope next to the nav terminal? the method I used caused a issue with the nav map jittering around when trying to pilot in manual mode
Keni  [author] 18 Jun, 2023 @ 10:47am 
Thank you. I hope you enjoy it.
Leonidas 16 Jun, 2023 @ 5:31pm 
Pure genius