Barotrauma

Barotrauma

EK WPR-06 WHISPER
72 Comments
Kalen 1 Jul @ 9:11am 
Man, yall really know your shit. Guess I learned quite a bit. The AI moving around the sub are most probably the reason for the issue. I do have soundproof walls installed though. I´ll see what I can do about the AI. Thank you both very much.
CORR3QU3T3M4TO  [author] 30 Jun @ 1:18pm 
Here is the mod of Soundproof Walls if you wanna take a look at it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3153737715&searchtext=sound

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
CORR3QU3T3M4TO  [author] 30 Jun @ 1:14pm 
If you want to see how monster detection works, you can use the submarine editor. Load the Whisper and press "Play." Then hit F3 and use all the following commands:
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.
CORR3QU3T3M4TO  [author] 30 Jun @ 1:11pm 
The submarine in stealth mode is nearly undetectable — I designed it to pass right by groups of Molochs (which are extremely sensitive to sound). What’s likely happening is that the monsters are hearing your crew moving inside the sub, or opening/closing doors. These actions briefly produce a sound signature up to three times larger than the engine running at full speed in stealth mode. That brief noise is enough to attract nearby monsters to investigate, and once they’re close enough, they spot the sub and go after it.
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).
CORR3QU3T3M4TO  [author] 30 Jun @ 1:10pm 
And regarding what you mentioned about detection (special thanks to @Patriots1007 for helping with the explanation), here’s a quick breakdown:
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:
CORR3QU3T3M4TO  [author] 30 Jun @ 12:48pm 
@Kalen The main problem with the mines is that, unlike torpedoes, they are only triggered by movement from enemy entities — and that doesn’t include the submarine itself, but rather the crew moving inside it. This happens because the game's motion detectors can only respond to a limited set of targets: humans, monsters, pets, and walls.
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.
Patriots1007 28 Jun @ 9:57am 
I can't tell what your issue is entirely, but hopefully knowing that type of information can help you understand why exactly you're getting detected. Maybe you're getting too close? Maybe you're facing enemies with acute hearing? Maybe a mixture of both? It's up to the situation.
Patriots1007 28 Jun @ 9:55am 
Non examples of this would be a watcher, which can see you from further away. Another example would be Abyss Creatures, all of which have a very high level of sight and STUPIDLY high levels of hearing, to the point where any noise at all will be heard, so don't bother hiding. Submarines can see you as long as you are within 100 meters of you, regardless of sight or noise because they have sonar.
Patriots1007 28 Jun @ 9:55am 
Kalen, to respond to your issue you need to understand how the AI of enemies are interpreted first. Outside of noise, AI doesn't "see" per say, but they have AI-targets that they will try to follow, for example flares, which have a higher priority over humans. Weapon lights (handheld flashlight and ship weapons) also generate an AI target, which will cause enemies to beeline towards those. Enemies will pursue the AI-target until they aggro onto something or the AI target disappears. This means to avoid a fight, you will have to be very consistently quiet for a long period of time.

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.
Kalen 27 Jun @ 10:28pm 
Dude the battery upgrade is perfect. Two more things though:
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.
ThePhantomX64 27 Jun @ 2:50am 
Ok this sub actually sounds neat and very unique. Tho it would make the Kill Target missions very difficult.
CORR3QU3T3M4TO  [author] 26 Jun @ 9:44pm 
@Kalen not really, but it should be a little better now
Kalen 26 Jun @ 2:43pm 
Is there a reason why the battery needs so long to recharge?
Kalen 19 Jun @ 4:56am 
Thank you for looking into these things. I love the sub and hope you will continue to improve upon it.
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.
CORR3QU3T3M4TO  [author] 18 Jun @ 8:32pm 
7. That part is intentional — if needed, the player can reposition quickly at the cost of stealth. The engine noise outside of stealth mode is roughly five times louder and increases with speed.

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.
CORR3QU3T3M4TO  [author] 18 Jun @ 8:32pm 
4. I wish I knew enough about the game to actually change the music when entering stealth mode — but unfortunately this is just a sub built in the editor, so that was just an epic and lucky coincidence!

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.
CORR3QU3T3M4TO  [author] 18 Jun @ 8:30pm 
@Kalen Thank you so much for taking the time to try it out and write down all this feedback — it's genuinely helpful.

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.
Kalen 18 Jun @ 3:01am 
5. How exactly do the mines work? I press arm mine A and it never does anything. When it runs into an enemy itjustgets knocked around and never explodes.
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.
Kalen 18 Jun @ 3:00am 
@Tmzl ^ is right. This is one of the coolest subs around. So I´d like to get some feedback and I have some questions as well.
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.
CORR3QU3T3M4TO  [author] 17 Jun @ 9:33pm 
@Tmzl ^ Thanks to you! I wouldn't say it's the coolest sub, but if you feel that way, it really means a lot!
VØRN 15 Jun @ 10:08am 
coolest submarine in the game and get update? thanks :3
CORR3QU3T3M4TO  [author] 14 Jun @ 3:03pm 
This is my first try at making the sub compatible with the latest EK mods, instead of the older EK 1.x.x.x version I had used before.

Please try it and feel free to report any errors or bugs (lets hope for the best)
CORR3QU3T3M4TO  [author] 14 Jun @ 3:00pm 
@Patriots1007 I'm glad it inspired you! Thanks for coming back to share the news — don't forget to drop a link here when your sub is ready!
Patriots1007 14 Jun @ 10:31am 
Heya, if you remember me from a bit ago, I'm gonna be using a little modification of your sub's sonar for one of my own ship designs if you wanna check that out when I post it. It's basically gonna rely on long range sonar to detect obstacles from far away on the X axis. Reason being, it has a warp engine that takes you to max game speed, so you need to know if you're gonna slam into something and obliterate half the ship. Wanted to say thanks, your dedication to putting together the original array is saving me a lot of sanity lol
CORR3QU3T3M4TO  [author] 13 Jun @ 6:31pm 
@stormcrown Thanks for the heads-up! I’m not actively working on Barotrauma content at the moment, but I’ll try to update it in the near future.
StormCrown 8 Jun @ 3:48pm 
Any news for this sub?
I'd like to use it, but due to EK deprecating it no longer works.
CORR3QU3T3M4TO  [author] 1 May @ 8:16pm 
@Bearox Thanks a lot for the heads-up! I’ll check it out, but I can’t guarantee anything since updating it would be almost like starting over from scratch—it’s going to take a while.
Bearox 30 Apr @ 5:13pm 
Hey man the last version of E.K MOD 1.x.x.x.x is extremly buggy and not compatible with last versions Lucifinel made newer versions with lots of bug fixes, im trying this without any idea, but if you feel like it you could keep this great sub with the mods weapons :)
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
CORR3QU3T3M4TO  [author] 2 Mar @ 12:23pm 
I've published a new submarine, go check it out too!

The RR-03 ROAR is ready to sail:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3437228308
CORR3QU3T3M4TO  [author] 28 Feb @ 7:01am 
Stay tuned!

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.
CORR3QU3T3M4TO  [author] 12 Feb @ 6:45pm 
@toyota Thank you! You can use the ESD with the periscope beside the Navigation Terminal.
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.
toyota 11 Feb @ 6:30pm 
Very cool sub, but how does the ESD work? does it scare hostile creatures off or damage them

its still cool as fuck
CORR3QU3T3M4TO  [author] 5 Feb @ 8:16pm 
I've published a new submarine, go check it out too!

The DRAY is ready to sail:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3421945719&searchtext=
CORR3QU3T3M4TO  [author] 14 Jan @ 4:18pm 
@Altogolik that's why you have the "EK Mods for 1.x.x.x", is kinda an updated version of the EK mods, i also use all the mod you described!
Altogolik 13 Jan @ 3:00pm 
I play with Enchanced arments, DynamicEuropa,
Enhanced Husks, BaroTraumatic, More Artifacts.
EK won't fit here, it's an older lesser quality mod.
CORR3QU3T3M4TO  [author] 13 Jan @ 2:55pm 
@Altogolik so sad that you dont play with mods, you should try it!
Altogolik 12 Jan @ 10:07pm 
There are very few good 2 level subs, I hope you make something cool!
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
CORR3QU3T3M4TO  [author] 30 Dec, 2024 @ 7:46am 
@Morbidly a beast Thank you for your comment! it was kinda pain but i enjoyed playing with the sub at the end, so it was worth it! i'll try to make some time to bring another sub in the future
Morbidly a beast 26 Dec, 2024 @ 6:11pm 
Genuinely one of the coolest submarines I've ever fiddled around with. It'd be cool if there were more submarines that would have that same type of screen for seeing shit around the vessel. Though I'm guessing it was a pain in the ass to make, so I don't really blame anyone for being as cool as you to add that to a sub :captainsmooth:
CORR3QU3T3M4TO  [author] 24 Nov, 2024 @ 8:09am 
@Vampasa keep in mind that I am only referring to the guided torpedoes. You can have one at a time, positioned below the submarine. It can be controlled using the screen located at the top-right corner of the main sensor screen. An orange blinking light will confirm when the torpedo you are using is armed.

Feel free to ask anytime you need or if you have any other questions. Best regards!
Vampasa 24 Nov, 2024 @ 6:41am 
Oh wow i was completely unaware of this, thanks for the informative explanation, cant wait to try it out again :beeped:
CORR3QU3T3M4TO  [author] 24 Nov, 2024 @ 12:10am 
@Vampasa All the Whisper's torpedoes have their sensor located at the front (specifically at the far-right end). The detection range varies with each torpedo, and the A.S.E.D. boasts the best sensor in this regard.

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!
Vampasa 23 Nov, 2024 @ 7:06pm 
How is that meant to work? when i use it the vessel implodes.
CORR3QU3T3M4TO  [author] 23 Nov, 2024 @ 6:46am 
@Vampasa Anti-Submarine Explosive Device

@Natomen thank you so much, that means a lot!

@Patriots1007 i told you it was painful lol
Vampasa 22 Nov, 2024 @ 6:51pm 
what does ased mean
Patriots1007 22 Nov, 2024 @ 4:22pm 
It was very very tedious, but I'm almost done. SO many translucent components.
dogflesh 22 Nov, 2024 @ 3:38pm 
most impressive sub iv seen in years
Patriots1007 22 Nov, 2024 @ 9:01am 
Okay, I'll try to do it myself I guess. What part of the system is connected to the sub itself, other than the lights and sensors obviously?
CORR3QU3T3M4TO  [author] 21 Nov, 2024 @ 5:32pm 
@Acid You have to rebuy them, because most of the components are hidden, so you wont be abble to reload them.
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.