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Here is the mod needed to play a multiplayer match with soundproofwalls (it's called Lua for Barotrauma):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559634234
freecamera
toggleaitargets
debugai
Once those are active, zoom out slightly and place your cursor somewhere outside the submarine (a bit far). Then type:
spawn crawler cursor (Be aware: the crawler will spawn exactly where your cursor is when you hit Enter.)
With this setup, you can experiment and observe how detection works — helping you understand what’s giving away your position during gameplay.
Can you avoid internal noise detection without the Soundproof Walls mod? Yes, but it requires caution and human-only crews. Here are a few tips:
>If you need to move around inside the sub, press Control to crouch and walk slowly. This makes your footsteps nearly silent.
>Always keep the doors open. Door sounds are louder than footsteps, and leaving them open prevents accidental noise (especially from bots, if you're not playing solo).
In Barotrauma, monsters have a detection range, and certain objects generate a detectable area. For example, an active reactor creates a very large signature — if that detectable area enters a monster’s detection range, the monster will move toward the source. As it gets closer, it inevitably spots the submarine and switches its focus to it.
I’m guessing you’re not using the Soundproof Walls mod (which isolates sounds between rooms), because what’s probably happening in your case is the following:
For the mines, I’ve set them to detect only humans and monsters — not walls — because if walls were included, you wouldn’t be able to place the mine near map structures or cave walls to secure an area. Unfortunately, this also means that the submarine’s own hull (which counts as a wall) doesn’t trigger the mine either.
I could change this, but then there would be no real difference between Whisper’s mines and its torpedoes. Still, I’ll see if I can come up with a workaround.
Since the whisper doesn't have a majority of these, we can assume it has to do with sight. With a majority of enemies having a sight level of 1, we see that enemies will "see" you from ten meters away. Sonar, Ship Weapons, Engines and Reactor are the four loudest non-item sources you need to be wary of. If you are not using these, and are beyond ten meters from the ship, most enemies will not see you.
The mines seem to only arm when very close to the sub. They dont explode at all except when the mine is pretty much right next to the sub.
Other than that, maybe I´m doing something wrong but even when running on silent going as slow as possible enemies still b line towards me most of the time. Is that the issue of generating too much noise or why is the spotting distance still so great?
Again, thank you for updating the sub. It really has become my favorite one thus far.
One more big thing: when leaving the sub you have to pretty much flood it every time, making the sub descend rapidly. This has cost me a couple of missions already.
I'm really glad you're enjoying the submarine, and again, thanks so much for taking the time to write all this. I’ll try to make a few tweaks soon to polish up some of the rough edges.
5. Once armed, the mines are supposed to detonate on proximity with anything nearby. But I’ll definitely take a look at this — it could be a bug or maybe I just missed a connection. We recently updated from EK.1.x.x.x. to newer, more stable versions, so it’s possible something broke in the process. I’ll check it as soon as I can.
6 & 8. I’ve noticed this too, and it bothers me as well. I’m still thinking of a solution that doesn’t hurt gameplay. I have something in mind, but I need to develop it further.
1. It would be easy to add a spotlight, but I feel like it would take away from the atmosphere I'm trying to create — the idea is to rely entirely on the sub's innovative sensor system. That’s why both the upper and lower cameras have little to no lighting (and it also helps avoid drawing attention in multiplayer).
2. No, the red lights are specifically there to let the player know that stealth mode is active. In normal mode, the interior uses regular white lighting.
3. That’s possible — I just need to find a good spot to place the extra crate rack so it doesn’t negatively affect gameplay. Space is already tight, and I don’t want to overcrowd the screen during click interactions.
6. When the mines and the big mine on the bottom gets damaged, water starts pouring in and the sound of that echoes troughout the whole sub even with the soundproof walls mod. I dont know if theres anything you can do about that in the editor though.
7. I think the sub moves quite a bit too fast when not in stealth mode.
8. When the mines on the outside are damaged, the ai sometimesgets stuck in place inside the sub trying to fix the mines outside.
This sub really is awesome and one of a kind. I really, really hope you continue to work on this. If you want I can keep sending suggestions because I´m having a ton of fun with it.
1. Would it be possible to add some kind of searchlight or other way to get visual outside of the sub? I´d love to obersve the world around me undetected.
2. Is it possible to turn off the red lights while in stealth mode? I find myself being on stealth trough most of the mission so the nice interior of the sub never really lights up to be seen.
3. Adding a crate rack where you can put your own crates and have the one delivery mission crate it can carry sitting on there.
4. Maybe its just my imagination but I have the feeling the music changes when in stealth mode. If there would be option to stay with the vanilla music that would be great.
Please try it and feel free to report any errors or bugs (lets hope for the best)
I'd like to use it, but due to EK deprecating it no longer works.
Dockyard: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3012187347
Utilities: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3008781099
Gunnery: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000949045
Armory: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2995424153
The RR-03 ROAR is ready to sail:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3437228308
One of Europe's oldest submarines will soon be restored, bringing the RR-03 ROAR back into lethal service. Its impact on the current battlefield remains unknown.
The periscope can switch between a bottom-mounted electrical discharge coil or a top-mounted using the button right over it.
When you are watching the top of the sub with the periscope, you can active the ESD holding the trigger for 4 seconds in total to ensure proper discharge and to avoid impairing future uses.
The massive sound explosion produced will damage any nearby creature, being particularly lethal against unarmored creatures. It causes serious internal damage.
its still cool as fuck
The DRAY is ready to sail:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3421945719&searchtext=
Enhanced Husks, BaroTraumatic, More Artifacts.
EK won't fit here, it's an older lesser quality mod.
In this mod I do not like only that requires ek mods and more turrets mod, I do not want to play with them. That's why I do not put your mod
Feel free to ask anytime you need or if you have any other questions. Best regards!
Keep in mind that all torpedoes are designed to become completely unusable after deployment. Simply repairing them won't suffice to recover them, as they will be empty (lacking explosives). If you're playing in campaign mode, you'll need to purchase new ones from the store.
Torpedoes must be armed only once the device is at a safe distance from the submarine to avoid friendly fire. If you decide to arm a torpedo after launching it but change your mind and decide not to use it, simply press the "arm" button again. This will make it safe to dock the torpedo back into the submarine.
I hope this helps!
There's the assembly.
@Natomen thank you so much, that means a lot!
@Patriots1007 i told you it was painful lol
Iam planning to add more types of drones/mines in the future, so you can pick wathever you want on the shop.
@Patriots1007 No, sorry. There are some modifications that i wanted to do with the sensors but iam to lazzy for that, imagine if i had to pick every sensor and every light one by one without picking anything else, that sounds painful too lol.