Barotrauma

Barotrauma

OSE-4 Darner
112 Comments
fSq  [author] 13 Jun @ 1:08pm 
:gtfoheart:
Vito 13 Jun @ 1:46am 
My pleasure! The sub is well-done all around.
fSq  [author] 11 Jun @ 5:24pm 
Whoops, forgot to re-link them when I replaced the large hardpoints with normal ones :dicewhat:. Thanks for pointing that out @Vito :coolrom:
Vito 11 Jun @ 5:24am 
Looked into the editor - the hardpoints are not linked with the chargers, plz fix!:steamhappy:
Vito 11 Jun @ 5:13am 
For some reason after installing a magnetic gun on rear left side it doesn't change the charger base.
Fosty 7 May @ 2:45pm 
Feels well lived in too. Nice work on the decorations. I love the electrical room too.
fSq  [author] 6 May @ 7:24pm 
@Fosty :gtfoheart:
Fosty 6 May @ 5:58pm 
Those lights are very cool. Nice work.
fSq  [author] 3 May @ 8:32pm 
:cherrypie:
Cyklops 2 May @ 7:57am 
Ah, it was a mod conflict with Visual Propellors. NVM.
fSq  [author] 1 May @ 7:55am 
It is repairable in the editor, so I'm not sure.
fSq  [author] 1 May @ 7:53am 
@Cyklops checking now
Cyklops 1 May @ 6:19am 
In the latest update, the engine does not appear to be repairable?
fSq  [author] 29 Apr @ 3:55pm 
:coolrom:
Monarch of Glass 29 Apr @ 3:51pm 
Best damn boat I've ever seen. I wish I played this game to take a ride in it :cozybethesda:
fSq  [author] 29 Apr @ 3:45pm 
Bruh it's at 96% positive and still says 4 stars :dicewhat: smh
fSq  [author] 28 Apr @ 1:18am 
Three separate tiers is feasible, though I think I'd like to get my next sub out before I consider taking that on. I really appreciate your enthusiasm and feedback! Safe sailing :barotrauma:
Goofy Gooner 28 Apr @ 1:11am 
Unfortunately it hasn't changed AI shooting habits postt-patch either. It's just something to consider. As my final comment here, may I make the suggestion of forking out your sub design to include a tier 1, 2 and/or 3 version? Prior to the balance patch it was certainly a bit much for a T1 sub, but it would make for a very appealing tier 3. Having 3 tiered versions of it would also allow a player to keep the layout of the sub whilst still getting tangible upgrades in power as they proceed through the campaign.

Once again, your sub design is amazing and I wish you all the best.
fSq  [author] 28 Apr @ 1:01am 
I might get around to asking about it in the discord sometime.
fSq  [author] 28 Apr @ 12:59am 
I didn't make any changes regarding the bots shooting, I've really no idea why they wouldn't if the turret is functional.
Goofy Gooner 28 Apr @ 12:57am 
Oh, my. This was prior the balance patch that was just published. I'll jump in again post-update.
Goofy Gooner 28 Apr @ 12:57am 
Good afternoon! Unfortunately I've just confirmed it. I've dumped all mods except the Darner, jumped into a single player match, put a security bot on the southern coilgun and watched as he stared blankly at the crawlers idly munching on the ballast.

It's so strange. The bot identifies targets and tracks them with the turret, but something is preventing them from firing... oh, and yes, I DID check to make sure the turret had ammunition.
fSq  [author] 28 Apr @ 12:54am 
Let me know if there's anything else that feels too strong, will consider :zaggrin:
fSq  [author] 28 Apr @ 12:49am 
Balance pass pushed :superhotprototype:
fSq  [author] 27 Apr @ 5:15am 
I definitely rushed this guy out, got pretty excited when I realized it was not completely lost after my PC bricked.
fSq  [author] 27 Apr @ 5:14am 
Looking back through the comments, @Bob mentioned bots not shooting back in late January, and I think the power issue @Kookoorooza mentioned in late Feb might have had the same source, hard to say.
Goofy Gooner 27 Apr @ 5:10am 
That sounds like an absolute nightmare to keep track of. Sub editors are from a higher plane of existence, I swear. Anyway, I'm going to test out the guns tomorrow after dumping all mods just to make sure it's actually the ship... please disregard my previous comment until then!
fSq  [author] 27 Apr @ 5:01am 
@Goofy Gooner LETS GO. Nice. So, the problem with the power: there is a battery within the power grid's logic which is used as a sort of check as to whether the ship is docked. Thing is, it needs to be drained once the ship is no longer docked, and I forgot to turn on the lamp that drains it :captainclown: This wasn't an issue previously as the /r command was not hooked up properly, but after I fixed it, the reactor fission rate was being perma-zeroed by the /r logic. Just had to turn the damn lamp on.

As for the bots not shooting, not a clue honestly. Will be harder for me to troubleshoot.
Goofy Gooner 27 Apr @ 4:56am 
Hey, happy to say that the reactor now optimises heat/output perfectly, and is significantly better to fly about in! It feels fantastic now, and the power problem appears to be completely gone (20 minutes of testing in single player at states of power draw with rapid fluctuations to be sure). Well done!

One other issue my crew ran into after we got both the large hardpoints going today and reassigned a bot to cover the southern coilgun - for some strange reason, the bots refuse to shoot the damn thing. They spot targets and track them fine, but they just won't shoot.
fSq  [author] 26 Apr @ 8:53pm 
@Goofy Gooner nono, I found a genuinely critical issue thanks to your feedback, it was surely affecting anyone using this sub. Much appreciated :coolrom:
Goofy Gooner 26 Apr @ 8:47pm 
Sure thing. I will do so after my play group heads off tonight, so it won't be anytime soon - at least 8 hours - and report back in afterwards. Regardless of my power complaints, fantastic sub otherwise!
fSq  [author] 26 Apr @ 8:38pm 
Update pushed. If you could, switch back to an unaltered version and let me know how it goes!
fSq  [author] 26 Apr @ 8:35pm 
@Goofy Gooner I believe I may have found the core of the issue. Will push an update shortly.
Goofy Gooner 26 Apr @ 8:26pm 
It's been happening the whole time - we only started using this sub at 8am today and it's currently 1pm, so we used it for 5 hours, meaning we've only had experience with the latest iteration. We did try the /r command but it actually sat on 0 output after a quick "turn-it-off-and-on-again"...although we only waited for about 5 seconds after the second /r before flipping the vanilla auto-control on because at the time we got a hammerhead pack on us.
fSq  [author] 26 Apr @ 8:23pm 
@Goofy Gooner That is helpful info, ty. Did this start happening recently? When did you start using this sub? I made an edit recently to the /r command which does mess with some reactor outputs.
Goofy Gooner 26 Apr @ 8:09pm 
I have literally no experience with components, being a player completely, so I couldn't understand any of the logic in the editor and as a result didn't touch anything - but from what I see in game, the auto-control is occasionally dipping to 0 output, and otherwise is consistently underperforming in heat and turbine fission.

I did a quick and dirty workaround for me and my play group by simply setting the power draw for everything to 1. I'm not proud, but if it's a choice between using the sub and not using it...
fSq  [author] 26 Apr @ 7:27pm 
The engine battery appears to be working as intended, at least in the editor.
fSq  [author] 26 Apr @ 7:26pm 
Oh, and y'know I forget I put the large hardpoints on it. I guess I was thinking I wanted it to scale into being Tier 2ish so you wouldn't have to swap, but that's unnecessary. I am making a tier 2 anyway.
fSq  [author] 26 Apr @ 7:23pm 
@Goofy Gooner Glad you're enjoying it :coolrom: I think I will be nerfing it's speed by maybe 20-30% or so, making the research table cosmetic (non-interactable), and maybe some other things, making it a more legitimate tier 1. As for your power problems, the engine certainly shouldn't be causing anything like that, so I'm not sure what's gone wrong. It has a big 'ol battery between it and the grid that should be keeping things smooth, but perhaps I broke it somewhere? I will look over it's logic.
Goofy Gooner 26 Apr @ 6:20pm 
This sub is just sublime. 400 hours into the game and it's one of my absolute most favourite subs already - I'm deeply in love with it. I do agree that it should be tier 2 or even 3 given the two heavy hardpoints and assortment of facilities - however, the one big drawback for me (almost a dealbreaker at the moment) is the engine power consumption. Auto-control for this reactor appears to be particularly dreadful with an inability for it to match the sudden massive energy fluctuations from the engines and as a result the sub is constantly cutting out of power. I've had to go back and manually control the reactor again; an absolutely dreadful task and something I haven't had to do for 4 years.
fSq  [author] 19 Apr @ 6:42pm 
That or I GUESS I could nerf the stats some more.
fSq  [author] 19 Apr @ 6:41pm 
After playing the actual game a bit more, I think I will be making this a tier two scout eventually. I only ever made it tier 1 so I could start with it, and it has a bit too much going for it to sit comfortably in tier 1. If you see this and disagree lmk, this probably won't change until my next sub comes out (just started sketching it).
fSq  [author] 15 Apr @ 6:42pm 
Electrician's Goggles will work now :coolrom:
fSq  [author] 26 Mar @ 4:10am 
I made some levels in the game PANZERBALL, an island for Lost Skies, and I have a few out of date subs, that's all.
fridge 26 Mar @ 3:42am 
amazing sub though! do you make any more stuff?
fridge 26 Mar @ 3:42am 
uhhh i might have forgot the / ....
fridge 26 Mar @ 3:40am 
smart though :) :spiffo:
fridge 26 Mar @ 3:40am 
i know that
fSq  [author] 26 Mar @ 3:36am 
The sealed off clue is an excerpt from somewhere...
fridge 26 Mar @ 3:33am 
ah ok, i will stop spouting, but i have numbers but none of them work