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Wiring it directly to a Junction box also seems to not fix the issue
Docking port power transfer ( the in-game tooltip refers to it as 'charging dock' )
is the system for connecting electrical power between docked vessels & stations.
Some submarines have this feature built-in but only allows power to flow in one direction. This submarine ( and almost all of my other subs ) has a switch that allows changing between taking in power - such receiving charger from a mothership or station, or outputting power - such as to provide temporary power to another vessel or station or wreck.
The yellow lever in the airlock switches between these two power flow directions.
Lever flipped down = 'input', flipped up = 'output'.
( for example this can be used fairly easily to save fuel during campaign when docked to a station )
I probably wouldn't bother making a full remaster, but I could make an updated & vanilla version of the Myrith.
The Vanguard certainly feels like a great continuation to the Stiletto, most of the utility and style with less problems, I quite like it and will most likely be using it for a few runs. As for the Berith, which was and still is my favourite sub, it'd be wonderful to see a similar model- so, with no rush attached of course, I'll be looking forward to that.
Your chosen route of campaign-focused subs is more than likely for the best, certainly one I support; I play practically exclusively Campaign after all. Though I have found I gain ample fresh ideas for main-line items after trying to make something completely different.
Best of days friend, I'll be keeping an eye out for whatever you make here.
An exact 1 to 1 remake is unlikely ( the 'Marauder 2' was a big exception ), but I'll probably be making a future submarine similar to the 'Berith' including a drone.
As for Stiletto, not just mod issues but sheer game optimization makes a revisit to it unlikely.
( The 'Vanguard' and/or the 'Bottlenose' are kind of the spiritual successors to it, with the 'Vanguard' being for smaller crews and the 'Bottlenose' for larger ones. )
It's not confirmed, but I might at some point launch a new series of mods - as a sort of 'sequel' to legacy EK. If I do, it's likely vertical engines and other iconic items & weapons will be returning (where possible), although as previously stated game optimization prevents me from doing anything as crazy as the 'Stiletto's in terms of complexity.
Plus a little bonus teaser: what with 'Beacons Extended' and 'Wrecks Extended' being kinda defunct, I'm actually considering branching and doing my own standalone mods to add some new Beacons, Wrecks, and potentially even Pirates to spice things up & add difficulty and visual variety/flair.
If you still need inspiration/direction for more Barotrauma creations, then I'd place a suggestion on making continuation/revamp/successor models of the Berith and Stilletto, they're both beautiful, effective and fun to play with which has made them my go-to subs when I play the game, which is, admittedly, relatively rare these days.
The alternative would certainly be a 'Tomfoolery' submarine with a nice coat of paint, a military model with a whole bunch of access ways, secret compartments, so on and so forth?
Anyway, continue making great things old friend; best of days to you.
I would not in fact believe you, I still think you have a Santa's workshop of elves working for you to crank out impressively made subs!
This past month was just been been an exception because the 'Bottlenose' was actually mostly finished already but I needed to wait for the 'Unto The Breach' update before publishing (because it wouldn't work without some of the bugfixes in that update). So I started working on the 'Marauder 2' while waiting, meaning that by the time I did publish the 'Bottlenose' the 'Marauder 2' was already about a week in progress. And then this sub the 'Vega' only took about a week to make after that simply because it's a tiny submarine with not much in terms of items and wiring needing to be done.
How do you keep releasing finished amazing Subs on a regular basis ?!
reveal your secrets! how many people do you have locked in your basement working on subs for you?
Oh ! or wait, does daedalc have your family prisoner and are forcing you to make subs., blink twice if you need help!
Sure, if I just give it normal coilguns instead of the old machine gun turrets.
Out of curiosity: what's the thing you like about the Myrith? Like better deck layout, or the nose railgun, or the aesthetic design, something else?
It's a small simple-enough design that it's really not much of a bother to update it, I'm just sorta wondering what sets it apart from this sub since I actually based this shuttle off of the same kind of idea as the Myrith, having a frontal gun and all...
Perhaps, I do plan on making more small subs like this - or like the old 'Skipper' and 'Nurse Shark'. Honestly the main issue isn't size or cost balancing, but the way the new submarine 'tier' system works with regards to upgrades & game progression.
( although it can be hard to balance cost of subs lower than 20k because even among the vanilla subs the price to quality ratio is completely inconsistent. )
The reason why this is a Tier 2 despite being a 'small submarine' is it's actually balanced for late game instead of being a beginner ship.
So between the size, price point, and average armament it just kind of works out coincidentally that alot of my subs end up sitting around tier-2. Because they're slightly too strong to be tier-1s, and I reserve tier-3 classification only for the really large and/or heavily armed subs ( Like the Bottlenose ).
I will be making more small starter subs though, and medium-sized lightly-armed tier-1s.