Barotrauma

Barotrauma

Lemma I
64 Comments
Rancher_Ma  [author] 25 Jun @ 11:28am 
@.seph, may I ask what kind of bug or negative experience you encountered?:lunar2019piginablanket:
.seph 24 Jun @ 10:03pm 
This submarine is genuinely atrocious. never use this in any slightly modded gameplay or you will suffer
Rancher_Ma  [author] 14 May @ 3:45pm 
Version 5.0.0
Major Update – Details as Follows

Omni
1) Fixed texture depth issues and added storage shelves to the engineering bay
2) Modified the storage locker configuration in the cargo chamber

Spec
1) Completely reworked the beyond-visual-range (BVR) strike system and its associated Distance-measuring drone, achieving true BVR capabilities (previously, precision BVR strikes were only possible against targets located directly beneath the submarine at a fixed depth of −40 m)
2) Added a Deconstructor to the engineering chamber
3) Fixed texture depth issues and added storage shelves to the engineering bay
Rancher_Ma  [author] 14 May @ 3:45pm 
版本 5.0.0
重大更新,细节如下

综合型
1) 修复了贴图深度,为工程仓添加了货架
2) 修改了货舱的储物柜配置

特化型
1) 重做了超视距打击系统及其配套的测距无人机,真正意义上做到了超视距打击 (之前只能精准超视距打击位于潜艇下方-40m固定深度的目标)
2) 为工程仓添加了粉碎机
3) 修复了贴图深度,为工程仓添加了货架
Rancher_Ma  [author] 12 May, 2024 @ 6:10am 
@Spoopy_PP-Man, thanks for sending me the save file. The problem is solved; it was due to a signal wire in the docking hatch being incorrectly connected to the power pin.

Just a reminder for anyone who might face a similar situation:
in my schematic, all wires for signals are blue, while red wires must be power wires and should only be connected to power in the design.

If any problem arises after a while but not initially, it is usually because a wire was accidentally reconnected incorrectly.

In the next update, I will lock the essential wires to prevent this from happening.
Rancher_Ma  [author] 12 May, 2024 @ 4:23am 
@Spoopy_PP-man, I am sorry that I can't find the exact problem with the information you provided. But I have two suggestions for you to fix the save:

1) Check my discussion 'How to Update the Submarine,' which is a relatively easy way.

2) You could send me your save file via email, then I can check it. (It will take longer). (In 'Load Save' -> 'Show in Folder,' you can find your save; please send the entire folder.) I will send you my email address in a private chat.

Hopefully, that helps!:lunar2019piginablanket:
Rancher_Ma  [author] 12 May, 2024 @ 4:22am 
@Spoopy_PP-Man, The dock system should be alright, because I did not change any design in the 'control state' of the dock since publication. However, since I didn't lock the wire connect for the entire control system, and some of them are above the battery or behind the state monitor, it makes the diagnostics hard.

About the automatic door, I asked the bot to follow me, and it seems like the failure of the autodoor to work properly didn't occur. Could you mean the glitch is that the door is making strange noises? It may be caused by the press at the control button of the door, because once the door is controlled by the motion detector, it continuously sends its signal, while the button for the switch sends a pulse that can be easily overwritten.
Spoopy_PP-Man 12 May, 2024 @ 1:36am 
And the automatic door starts to kinda glitch when two people try to go through
Spoopy_PP-Man 12 May, 2024 @ 1:23am 
Both dock hatches dont work for our sub. At the start of our campaign it worked just fine but after some time we couldnt dock at any station. I also tried starting anew campaign to try docking again with the use of levers and it worked just fine for some reason. I have tried looking at the wires but i have no idea how each component works so i gave up 😅
Rancher_Ma  [author] 11 May, 2024 @ 3:52pm 
@Spoopy_PP-Man, I just checked it in a new campaign and haven't encountered your problem yet. But if it worked before, it should work again. Could you compare the wire connection of your dock with the one in the shipyard?
Rancher_Ma  [author] 11 May, 2024 @ 3:42pm 
@Spoopy_PP-Man, you mean the upper/lower dock? If you mention about the lever, then maybe you are trying to use the lower dock?
Spoopy_PP-Man 11 May, 2024 @ 3:21pm 
I need help, the Docking for this submarine doesnt work after just few missions, i've tried all the possible levers and none of them worked
Rancher_Ma  [author] 9 May, 2024 @ 11:00am 
@凌晨,我去检查一下,压载舱那个则是游戏的问题,我在置顶讨论里写了,目前没有太好的办法
凌晨/Ling.Eslandka 8 May, 2024 @ 9:59pm 
想问下,AI过楼梯的时候有时会在上面不断地跳以及从船头拾取东西往装弹器方向走的时候会卡在压载舱的矮墙上,是路径点的设置问题吗
Rancher_Ma  [author] 28 Apr, 2024 @ 3:53pm 
版本 4.2
综合型 + 特化型
1)修复所有舱门的景深问题
2)全舰配备自动门
3)修复了下对接仓船壳漏光的问题

综合型
4)修改了连射炮的供弹系统,由于游戏更新不在允许连射炮使用电磁炮的弹药,故改为配备特制电磁炮弹药,可用于连射炮,使用殆尽后充电补充,请勿于加工台重填,那会使其无法用于连射炮。

Version 4.2
Omni + Spec
1)Fixed the depth of picture issues with all hatches.
2)FIxed the leaking light problem in lower docking chamber
3)Auto-doors

Omni
4)Modified the ammo supply system of chaingun. Due to game updates, the chaingun no longer allows the use of coilgun ammunition. Therefore, it is equipped with specially made coilgun ammo, which can be used for chaingun. Once depleted, recharge to replenish. Do not refill at the fabricator, as that would make it unusable.
Rancher_Ma  [author] 6 Nov, 2023 @ 1:32pm 
@m13796624212 感谢!完全过誉了!还是有不少小毛病,其中关于压载舱ai修复困难的问题,可能在未来的定理I型攻击系列里解决,敬请期待
m13796624212 3 Nov, 2023 @ 10:15pm 
不得不说,引理I真的是原版环境下小型船设计的巅峰之一,我个人觉得给作者一个Dugong 2设计师的称号完全不过分
m13796624212 3 Nov, 2023 @ 10:11pm 
@陈陈陈 直接打EK得了,啥船都能开:steamhappy:
Rancher_Ma  [author] 3 Nov, 2023 @ 5:13am 
加工设备方面:侦察型强化研究台,运输型加强分解仪+医药合成台,攻击型加强加工台。主要目前游戏内不同潜艇间转移物资不如前哨站购买/出售潜艇物资那么方便准确。使用不同的潜艇来完成不同的任务,会大幅度增加可玩性和趣味性,其次也有相当比例的硬核玩家更喜欢沉浸式体验。毕竟优秀的轮椅船有很多,但选择都有对应的代价
Rancher_Ma  [author] 3 Nov, 2023 @ 4:58am 
@陈陈陈 嗯,其实是全种类9艘潜艇都完成后特化型会有较好的体验。这也是推论系列运输型潜艇存在的意义。 侦察型用于快速突进,运输型用于生产储备,攻击型用于暴力攻坚。最后两个海域,对于非运输类潜艇,计划是用储物箱储存原料,存放于集装箱货柜。(因为后期没有货运任务了)
陈陈陈 2 Nov, 2023 @ 9:20am 
特化型我用到T2是在受不了了,T3换回综合型了.
每次上岸都要用港口的分解仪,在港口等分解材料玩手机十多分钟。很难受呢。
试想一下最后两个海域基本没有港口的情况下,没有分解仪要多难过呀:laughing_yeti:
陈陈陈 29 Oct, 2023 @ 8:45am 
超视距狙击我还没用过,等会试试。
Rancher_Ma  [author] 28 Oct, 2023 @ 11:06am 
@陈陈陈 是的,但其实特化型已经做了妥协,最初计划的侦察型潜艇的特化系列只会加装医疗加工台,但考虑到过于不便,选择了保留加工台。作为补偿,特化型的航速会高于综合型且重点部位获得了船壳硬化与内衬装甲。超视距”狙击“是侦察特化的功能,得当使用会有意想不到的效果(视距范围仅50m,声纳范围100m,但超视距射击范围150m+),也因为是狙击功能,所以没有过度强化链接了超视距功能的重炮属性。
陈陈陈 28 Oct, 2023 @ 10:31am 
个人感受是:特化型有些太极端了:crying_yeti:
陈陈陈 28 Oct, 2023 @ 10:28am 
但是为了无人机,牺牲了一个铁柜子,一个分解仪。确实是特化呀。
陈陈陈 28 Oct, 2023 @ 10:21am 
今天开着I的特化型走了第一个海域,我看到船头多了一个无人机控制室,然后无人机炮台也在船头了。
综合性的医疗用品是在船头的,特化型的医疗用品在船尾哦
MexaHuk 14 Oct, 2023 @ 4:04pm 
Осталось теперь разобраться в новом оружии 😄
Rancher_Ma  [author] 14 Oct, 2023 @ 4:03pm 
Version 4.0 released! Now, Lemma I has been split into two models: Omni (omnipotent) and Spec (Specialized). Both of them are installed with an interactive manual in the command room's terminal. For details about the differences between the two models, please check the newest description photo(or change Notes). Enjoy!:lunar2019piginablanket:

版本4.0发布! 现在引理I被分为了 Omni综合型和Spec特化型号。两者都在船长室的终端里加装了可互动的说明书。更多细节详见新的介绍图片(或更新日志)。航行愉快!:lunar2019piginablanket:
MexaHuk 13 Oct, 2023 @ 10:36pm 
Ну наконец то)
WorldMachine 13 Oct, 2023 @ 4:10pm 
:barotrauma: yoloo
WorldMachine 29 Aug, 2023 @ 5:37am 
Looking foward to see how it comes out. Myself tryin to make sure my last sub is worthy of getting an full detailed workshop page :barotrauma:
Rancher_Ma  [author] 29 Aug, 2023 @ 12:01am 
@ChronoDev, I'm glad you like it! Lemma I's 4.0 version is in the works. It's going to be super interesting and playable.:lunar2019piginablanket:
WorldMachine 25 Aug, 2023 @ 10:50am 
didn't play it but as an sub editor this looks mighty tidy and comfy
Rancher_Ma  [author] 20 Jul, 2023 @ 4:32pm 
我正在考虑在之后的引理I 4.0版本的大更新中修改后压载舱的尺寸来减少手动维修的量。

这个更新将包括“于潜艇上安置终端,内含交互式说明手册”,将引理I分为引理I 综合和引理I 特化。各位可以猜测它们之间的区别。这属于标准化更新,会应用于我所有的潜艇。

但它的优先级将低于完成推论I和推论III的设计。"舰载说明书"和"型号拆分"将首先应用于推论II:lunar2019piginablanket:
Rancher_Ma  [author] 20 Jul, 2023 @ 4:26pm 
I am considering deleting that part of the rear ballast in the upcoming big update of version 4.0.

This update will include a "terminal on the sub that contains an interactive instruction manual," splitting Lemma I into Lemma I Omni (Omnipotent) and Lemma I Spec (Specialized). You guys can guess the difference. This update will be standardized and applied to all my submarines.

However, its priority is behind the design of Corollary I & III. The "manual" and "split" will be first applied to Corollary II.:lunar2019piginablanket:
Rancher_Ma  [author] 20 Jul, 2023 @ 4:04pm 
@Money @Your Girlfriend, Thank for your feedback and appreciation on Lemma I. I apologize for the delayed response as I've been conducting a series of tests on it. The current results are disheartening.

The waypoint problem cannot be solved due to bot's algorithm. If room's height is lower than height of the bot, they get stuck/wander at the broken point because their measuring point is not inside ballast tank and the design of Lemma I makes it impossible to have a normal height ballast tank.

Adding ladder allows them to place their measuring point inside ballast tank, enabling them to fix. The ability to fix things while swimming (when overflowing) is based on same principle.

Thus, the only practical solution is to place ladder, but this requires ballast tank to have a minimum height, or else bot's feet will hit the bottom and get stuck first. This becomes a significant issue for rear ballast below crew berthing. If that part is broken, it can only be fixed manually.
Rancher_Ma  [author] 20 Jul, 2023 @ 3:55pm 
@Your Girlfriend, the order of ammo supply is fixed to be alternating (by the game). Therefore, it's impossible to use chaingun ammo first and then coilgun ammo. The "easy fall into ammo shortage" is a deliberate design choice, as it's intended to be a scout sub rather than an attack one. (In my upcoming "Theorem" series attack submarine, you will experience what is called an attack sub).
Rancher_Ma  [author] 20 Jul, 2023 @ 3:42pm 
@Money, I create a new campaign to check whether the reactor consumes fuel once connected to the station. I have been testing it for 10+ minutes, and the rod's durability is always 100% (I am in vanilla). I can only assume that your situation is caused by the mod (then you can connect a wire between batteries and the upper dock directly in-game).
RemieSchwarzkopf 20 Jul, 2023 @ 10:07am 
Another problem I forgot to say is that the Custom Chaingun uses up Coilgun Ammo BEFORE using Chaingun ammo, causing it to consume the entire ammo reserve way too quickly
RemieSchwarzkopf 20 Jul, 2023 @ 6:27am 
While I do love the ship, the pathfinding issue, especially during leaks in the ballast, is a big problem for me; which killed my run on too many occasions
$Money$ 19 Jul, 2023 @ 9:30am 
In single player, the reactor stays on and burns fuel. You gotta have the docking port power connected to a junction for it to automatically stop using reactor power.

Haven’t tested in multiplayer.

Great sub by the way, I do like the design.

A few other things, your ai waypoints don’t quite reach some areas for hull repairs. I connected a path through the ballets and a path all the way to the wall by the engine. That seems to fix the problem.

AI don’t do so well with short ladders it seems!
Rancher_Ma  [author] 19 Jul, 2023 @ 5:53am 
@$MONEY$ because I remember that in a previous update, they locked the durability of the fuel rod once you docked to the regular station (equivalent to connecting power to the station). However, I am not sure whether they have changed or will change it. If they have, please let me know. I would really appreciate it.:lunar2019piginablanket:
$Money$ 18 Jul, 2023 @ 8:30pm 
Why do all your subs lack the power wire on the docking port? That's how they receive power from a station....
Benja117 14 Jul, 2023 @ 7:21pm 
Thx!
Rancher_Ma  [author] 14 Jul, 2023 @ 6:14pm 
"@Benja117

Lock: The locking mechanism of the brig (the toilet).
Dock: The process of docking the lower docking chamber to the submarine/station below.
Hatch: The manual control mode of the upper hatch (otherwise, the upper hatch could not be closed once tdock to the station, which can prevent hostile enemies from entering the submarine when docked to an abandoned station).

Hopefully, that helps. :lunar2019piginablanket:"
Benja117 14 Jul, 2023 @ 5:42pm 
Hello, what is the porpuse of the 3 levers at the Command Room ?
Rancher_Ma  [author] 12 Jul, 2023 @ 1:44pm 
版本 3.0!!!:lunar2019piginablanket:
重大更新,更多细节见更新日志。
动力系统重做,重新设计匹配了技能/船厂升级所带来的性能提升曲线。作为T1侦察型潜艇,需要在船厂完成之前/对应梯级的升级以达到合格/理想性能(作为T1自动合格)。理想性能下电池组充电速率匹配引擎功耗,全程无需减速充电。合格性能下,可正常使用但电池组续航有限,需不时减速充电。详细参数见我的 动力包
Rancher_Ma  [author] 12 Jul, 2023 @ 1:43pm 
Version 3.0 !!!:lunar2019piginablanket:
Significant update, full detail in Change Note.
The power system has been redone, redesigning the performance improvement curve to match the skills/shipyard upgrades. As a T1 scott submarine, it needs to achieve qualifying/ideal performance through corresponding tier upgrades in the shipyard (automatically qualifying as T1). Under ideal performance, the battery charging rate matches the engine power consumption, allowing continuous operation without the need for deceleration charging. Under qualifying performance, it can be used normally, but the battery endurance is limited, requiring occasional deceleration charging. For detailed parameters, please refer to my power package .
Rancher_Ma  [author] 27 Jun, 2023 @ 4:58am 
@Motakai Haha! That's part of the intention behind the design. You may have noticed that I strive to make the engineering compartment closely connected to the gunnery compartment throughout the entire Lemma series. This is because I have experienced difficulties in carrying ammunition. I aim to maximize the efficiency of the movement path. Additionally, I am currently developing my Corollary series (transport submarine), which will incorporate a standard feature of a mobile cargo holder capable of moving in and out of the submarine which is going to be super useful and improve the salvage experience.:lunar2019piginablanket:
Motakai 26 Jun, 2023 @ 2:35pm 
I will try it out! this ship is very nice for single player as everything is close and accessible!