Barotrauma

Barotrauma

Hourglass
37 Comments
Rendoe  [author] 26 Dec, 2024 @ 9:22pm 
Here's an explanation for duct blocks logic:
Smart duct that only open if `water % > room below's water detector signal_out (output: 100, false: 0)` positioned 3 pixels above the hull's bottom so that it outputs 100 when > 3%. The flow rate of ducts seem to flood the room with 3% of water thereby you only really need to prevent opening the duct if the room below exceeds 3% of water to prevent upwards, downwards and sidewards flooding and broken/offline pump scenarios. You use water % instead so that it can fully drain since signal_out will detect water at 3%. If room below is ballast, use high_pressure instead of signal_out otherwise duct won't open if ballast descend level exceeds the threshold. This handles all scenarios of broken pump, no power, upwards, downwards and sidewards flooding by simply not opening the duct if the room below's water% > 3%. So with 1 extra component, the sub will sink much less as non breached rooms may only flood down the line to 3% instead of 100%.
Rendoe  [author] 26 Dec, 2024 @ 9:22pm 
@kenanthebarbarian I'm currently optimising some circuits and adding some features so I got some updates queued for this sub btw. The door only has a motion detector connected that closes the door when no one is within range (I'm still working on a low component count 'perfect' smart door design as there's too many edge cases to consider).
kenanthebarbarian 26 Dec, 2024 @ 9:45am 
I've been editing this sub to suit my personal tastes, and what you've done is very impressive! I love being able to micromanage all the systems with the flip of a switch. However, I'm not great at wiring and understanding circuits. What is the function of Greater components connected to doors and duct blocks?
Clumsy 5 Jul, 2024 @ 8:19pm 
@Rendoe thanks for clarifying
Rendoe  [author] 5 Jul, 2024 @ 6:44pm 
@Clumsy The battery maintains itself to 95% charge so it will drain when above and idle charge at 10% rate when below.

This is because the surge protector works by increasing recharge rate to instantly produce load to absorb excess power whenever the grid load drops to reduce overvoltage damage on junction boxes. The battery can't recharge to produce load when close to 100% full thereby drains to 95%. It recharges at the lowest 10% rate to still allow load up to 90% recharge rate to absorb excess power whereas increasing the recharge rate will reduce the amount it can adsorb.

The battery is connected to the grid so that whenever power is below load or if the reactor is offline, it will provide buffer/backup power until the reactor catches up which drains the battery.

The fast charge switch charges at 100% recharge rate but disables the battery buffer & surge protector system. It's best used at outposts for free power to charge to 95% especially when on low charge.
ChickenDodo 4 Jul, 2024 @ 8:23pm 
@clumsy 1nce the reactor power runs out the ship will automatically switch to the emergency batteries, consuming them quite quick. You may want to turn off suit o2, fab x decon power, and charging dock to save on the extra power. if you still need more time, carefully turning off the ship o2 and turning it back on when you are about to suffocate/opening doors should help

if you wish the batteries to charge faster, there is a fast charging option available, but it may screw with the rest of the sub's power. recommended to charge only when stopped or docked

however if youve upgraded the reactor output from the upgrade shop you'll need to adjust the A.R.C. iirc? since that wont automatically adjust power output properly with all that extra power
Clumsy 4 Jul, 2024 @ 8:17pm 
just wondering something, the batteries on the ship don't like staying at 100%. is that normal or is there something i'm doing wrong?
Rendoe  [author] 17 Jun, 2024 @ 5:39pm 
@dedaF You need to have the Dronefin enabled in mods!
dedaF 17 Jun, 2024 @ 8:22am 
when using either the periscope or nav console for drone, the drone just seems to go straight upward and does not respond to either periscope or nav console control, am I missing something?
Rendoe  [author] 13 Jun, 2024 @ 11:22pm 
@retry0326 I've updated the sub to include a drone-fin among other new features!
retry0326 23 Mar, 2024 @ 10:03pm 
I don't know if it's possible with my knowledge, but I'll give it a try...thanks.
Rendoe  [author] 23 Mar, 2024 @ 9:56pm 
I was planning to add a drone at the bottom dock but was unsure about it. I might try again in the future. I haven't tested it yet but you could technically edit the sub and link any shuttle of your choice to the sub. In the sub editor, select the shuttle from the top dropdown menu "Add a submarine" then place it below the sub. Click on the + icon then hold space and click on the bottom docking port to link it (green line). Then save the sub with a different name but I'm unsure since the docking button may undock it from the navigation terminal so you might have to unwire the bottom docking port from it.
retry0326 23 Mar, 2024 @ 9:18pm 
I hope that when making T3, a small shuttle will be added to explore mineral areas... I'm too scared to mine...
Rendoe  [author] 23 Mar, 2024 @ 7:11pm 
The bottom circuit box contains 4 systems. The top one is the supercapacitor controller (adjusts rate to demand):
[Faster charge rate from 70% up to 100% when in demand <60% charge]
RECHARGE_RATE = 130 - CHARGE, clamp [70,100]

[Step down 70% rate to smooth/reduce load when >82% charge]
Greater: CHARGE > 80%

​ OUTPUT: sqrt((100-CHARGE)*2) * 10, clamp [20,100]

​ FALSE:

​ -> Delay 0.10
The next one is the suit coloured depth meter, then the lighting system (stealth and battery mode) and the last one is the 3 mode RGB lighting that overrides the previous lighting system with the delay.

I can make item assembly for each system so it's clearer when I'm a bit more free!
Rendoe  [author] 23 Mar, 2024 @ 7:07pm 
The top circuit box contains the auto reactor circuit. Top part is the a.r.c, fission rate is set to 0 on meltdown warn and stealth mode. Turbine output is set to 0 when stealth is on. The bottom part contains the chat message system for the reactor.

The middle circuit box contains the battery buffer and chat message of battery mode status. This one is complex so check https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3175181098 . I did update it later to get undervolting working with the system but it's a little unstable (value sometimes flickers at 0.6x multiplier before it stabilises so I haven't updated the item assembly yet).
Rendoe  [author] 23 Mar, 2024 @ 7:04pm 
Thanks, it does take some time to get accustomed to wiring. Would recommend to start small by modifying small parts of a sub and experiment with any ideas to become proficient if you're keen!
retry0326 23 Mar, 2024 @ 6:58am 
I feel like my head will explode while learning circuits.
You are truly amazing.
INTVIСTUS 23 Mar, 2024 @ 6:30am 
Which electric box is which it's quite confusing opening them trying to figure out what they're for
Rendoe  [author] 22 Mar, 2024 @ 6:37pm 
I mostly played as engineer in campaigns and initially wanted to try out wiring for a bit. I first read https://docs.google.com/presentation/d/1HMWxQz4kTAiuxCsNaXcmfEbgCmMzLVxUTDJp8JOqzas to get the basics then pretty much experimented by trial and error throughout gameplay as ideas flowed through. For the sub, I did reference vanilla subs (orca2, orca, dugong), https://barotraumagame.com/wiki/Wiring_Components and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870254600 to get ideas but I already had a understanding of basic logic circuit so I was able to come up with simpler designs for much of the sub.
INTVIСTUS 22 Mar, 2024 @ 5:21pm 
Seeing as its your first sub where did you learn to do the electrics like that?
ChickenDodo 13 Mar, 2024 @ 8:40am 
@retry0326 never had prisoners take the weapons and rebel so seems safe enough. you can rip off their id cards so they cant exit the armoury
retry0326 13 Mar, 2024 @ 8:26am 
@ChickenDodo Is there any possibility that the prisoners could use the weapons in the armory?
ChickenDodo 13 Mar, 2024 @ 4:47am 
@retry0326 you can store the prisoners in the armory
retry0326 13 Mar, 2024 @ 4:21am 
I wish there was a prison where prisoners could be transported safely.
Lupa 11 Mar, 2024 @ 11:24am 
Your ship seriously needs more attentions. Its such a great little ship. Well done man <3
Rendoe  [author] 10 Mar, 2024 @ 4:17pm 
I do have some ideas to make a few more animal shaped subs including tier 3! Not sure how long it would take as I'm a bit busy, though.
retry0326 10 Mar, 2024 @ 6:54am 
I really like the compact size and efficient movement route.
Are you interested in designing a Tier 3 submarine?
Rendoe  [author] 9 Mar, 2024 @ 3:27am 
@retry0326 don't worry, I encountered it once as well after the docking hatch was welded shut by a bot crew member. You should still be able to continue the run even without a suit by quickly entering the sub from the entrance to the left then grab a plasma cutter to cut through the welded docking hatch if that was the issue. Alternatively, you could buy a plasma cutter or crowbar to force open the hatch. I'm investigating for ways to avoid this other than making it non interactive (unweldable). Thanks for the feedback, glad that you like the sub!
retry0326 9 Mar, 2024 @ 1:49am 
It's okay to play a new game...
I think I did something wrong...
I really like submarines!
thank you..
Rendoe  [author] 8 Mar, 2024 @ 4:36pm 
@retry0326 was the docking port giving off a green or red light? If it was green and the hatch was closed, it's likely that it was welded shut (need plasma cutter etc) as it is using the default docking hatch assembly so there shouldn't be an issue with the logic. You may still be able to access the sub through the regular hatch entrance to the left of the docking hatch. I think outpost stations do have exit doors to the left but not sure for all.
ChickenDodo 8 Mar, 2024 @ 8:07am 
@retry0326 it's probably because the AI welded the hatch door shut due to welding too much in that specific area
retry0326 8 Mar, 2024 @ 7:15am 
When you try to return to the submarine after docking at the station, you cannot enter because the hatch is closed.
retry0326 8 Mar, 2024 @ 2:47am 
very very Goodddd!!
Rendoe  [author] 7 Mar, 2024 @ 4:00pm 
Comfy was more of the layout relative to the Orca(2) but I suppose cosy may fit it better overall.
The Pizza is Aggressive 7 Mar, 2024 @ 9:29am 
this is feature packed and compact for sure, but comfy is certainly not a word to describe it
BirdOfPray 5 Mar, 2024 @ 1:22am 
I love this. :47_thumb_up: