Barotrauma

Barotrauma

USSF NR-1 'Nerwin'
 This topic has been pinned, so it's probably important
Eskander  [developer] 16 May, 2020 @ 1:12pm
NR-1 ISSUES/PROBLEMS REPORTING
Please provide as much detailed information as possible on issues or bugs you encounter.
Last edited by Eskander; 10 Aug, 2020 @ 4:32pm
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Showing 1-15 of 20 comments
Bosch_Drill 22 May, 2020 @ 3:16pm 
This situation occurs when everything with the reactor is normal, then the Bat name light starts blinking and the battery charge decreases 1) Rickover 2) yes
Last edited by Bosch_Drill; 24 May, 2020 @ 7:32am
Eskander  [developer] 22 May, 2020 @ 7:22pm 
I need a bit more info:
1) Which variant, Nerwin or the mk2 (Rickover)?
2) Have you looked at the picture guides? They may help in understanding how the power system works and how to operate reactor.
3) It sounds like the Battery "low power" warning is going off, meaning the batteries aren't charging. This might mean the battery charge rate has been lowered (you can do so on the engineer console) or that the reactor is not producing power.

For power:
--Ensure the fission rate meter is high enough for the amount of power you're requesting.
--Ensure the pressure gauge (turbine speed) is high enough for the amount of power you're requesting.
--Ensure the battery charge rate for each battery is not excessive -- ie. if both batteries are at 100% recharge rate, this will far exceed the reactor's capability resulting in little or no power gain.
--Check the fake junction box under the pressure gauge or the generator junction box, or even the battery input junction box for the current power/load amounts. If you're seeing not enough load (default is ~80kW), then adjust battery charge rate. If you're not seeing enough power, ensure the reactor controls are adjusted to produce the right amount of power (default is ~80-95% pressure and roughly the same on the fission rate).


Beowulf 24 May, 2020 @ 12:39pm 
I just hope the text displays misalignment of text after the first mission in a campaign will get fixed
in the game (maybe this is only an issue on unstable at the moment, I am not sure).
Eskander  [developer] 25 May, 2020 @ 12:32pm 
Unaware of this; is it the digital text displays or the letter ones? and does it affect certain ones or all of them?
Beowulf 25 May, 2020 @ 1:15pm 
The ones where for instance the charge gain/drain on the battery reserve gets diplayed.
I think I was able to see it twith all six of them there.

Monobi on the game's dicord also said in #baro-subs:
"Is there any way to stop text displays from shifting from left aligned to center aligned after starting the 2nd mission onwards in a campaign?"

So I guess it is a bug of sorts with the game currently.

The output gets mangled overlayed with the static suffixed white measure text here which is unfortunately because it becomes rather unintelligible this way.
homosex K19191 15 Jul, 2020 @ 5:32am 
Battery recharge rate can't sustain voyage. Is it normal?

I have to wait for the battery to recharge near the dock after each voyage even if there is little to no enemies engaged. Is that intended or am I doing it wrong?

-mk2
-Reactivity 80; Coolant Pressure looks like 90; Core Temp 4299
-Generator: Power 110 kw; Load 110 kw
-Battery recharge rates both at 50

I left all circuit breakers on but I wasn't using those equipment.
The weapons were rarely fired. Flood lights and other exterior lights were off. Thrusters off.
Battery % were like 30% after a 7km voyage. So I literally had to wait for more than 10 minutes near the dock for the batteries to recharge.

I understand I may have to "rest" a bit for the batteries to recharge after an intensive combat.
But it seems that the battery recharge rate can't even keep up with just sailing around.
Eskander  [developer] 15 Jul, 2020 @ 6:20pm 
I'll take a look at balance, but generally yes, it is intended that this ship will require some pausing while things recharge. Granted, measures can be taken to keep draining to a minimum. Ie. don't rely on vertical thrusters much, keep systems you don't need off, etc. You can try juicing more power out of the reactor by adding more fuel rods and cranking to 100/100; then try walking the batt recharge rates up until you meet the power provided. This will enable batteries to charge faster. When you are waiting for charging, ensure you kill most power systems (kill circuit breakers). You can save a good bit of power by turning lights/systems/etc off. Check your load on the main breakers to ensure it is walked down so there is minimal drain on batteries.
homosex K19191 16 Jul, 2020 @ 5:36am 
Originally posted by Eskander:
but generally yes, it is intended that this ship will require some pausing while things recharge.
I see. It's perfectly understandable that player needs to pause from time to time during the voyage. Or it would be too easy if you never have to worry about electricity.
However, I think it would be better if the batteries are instantly fully charged whenever the ship docks. Just like how gas engine in Holland works.
It's actually quite tedious that I have to sit on the nav console, swiping my iPhone for around 10 minutes when I arrive my destination to wait for battery charging. :/
By the way I never dared to turn on vertical thrusters lol It could result in another 10 minutes waiting for a vertical thruster pop.


Originally posted by Eskander:
You can try juicing more power out of the reactor by adding more fuel rods and cranking to 100/100
Really?? I can do that without exploding my sub?
I'm too scared to touch the reactor cuz the Sub Guide for ♥♥♥♥♥♥♥♥™ says I shouldn't touch the reactor rofl


Originally posted by Eskander:
try walking the batt recharge rates up until you meet the power provided. This will enable batteries to charge faster. When you are waiting for charging, ensure you kill most power systems (kill circuit breakers). You can save a good bit of power by turning lights/systems/etc off. Check your load on the main breakers to ensure it is walked down so there is minimal drain on batteries.
To be honest I still can't figure out what the reader on the Generator means.
Here's my grand scientific discoveries:
-Tuning down recharge rate will lower both "Power kw" and "Load kw". But Power kw will always be equal to Load kw in this case. Hence I *ASSUME* "Power kw = Load kw" means "situation normal"
-I tried shutting down everything except for life support (of course :steamfacepalm:). But I can only get to recharge rate 50% + 60% if I want to keep "Power kw = Load kw". (both 110 kw)
-If I go recharge rate 60% + 60%, Power kw will be lower than Load kw (Power 108 kw; Load 120 kw), and I *GUESS* it's a no-no. The reactor can't sustain the load(?)
Last edited by homosex K19191; 16 Jul, 2020 @ 5:41am
Eskander  [developer] 16 Jul, 2020 @ 6:30am 
More reactor fuel rods = higher fission possible, but yes it can affect the temp. so it needs to be managed differently.

Power is what is provided by a source. Load is the demand requested. Power does not have to equal Load, but it is optimal if they do. Power divided by Load = Voltage. Most components function at 0.5 voltage, meaning power can be up to half of load (but not optimal for battery charging). Over-voltage can happen on certain components when power far exceeds load.

Power not being exactly equal to load in your situation is really about reactor condition. As you adjust these settings, watch the temperature on the reactor. You control the power by adjusting the fuel rods, the fission rate, and the coolant rate. You control the load on the power plant circuit by adjusting the battery recharge rates. Ideally, you can keep the battery load near the power level, but it is generally fine if these are somewhat off. The key is watching the temp to ensure you're not killing the fission by attempting to draw too much power. If power is over load, that is probably fine, but ensure the batteries and junction boxes aren't rapidly taking damage.

I can't remember fully, but I want to say with the mk3, I think 50/70 or even 60/70 can be achieved on the battery recharge rates before taking the temperature too low.

And on life support, that's just the O2 gen; you can afford to shut that off for short periods. You can realistically get your overall sub load down to just the coolant pump (which you don't want to shut off ever).

homosex K19191 17 Jul, 2020 @ 12:28am 
That's pretty interesting.
I'll try making the voltage (Power/Load) < 1 and see what happens.

About 'non-optimal' recharge rate,
if I set recharge rate to 110% with voltage [106/120=88%],
does it mean the actual recharge rate would be 1.1 (set rate) * 0.88 (voltage efficiency) = 96.8% ?
homosex K19191 17 Jul, 2020 @ 6:50am 
Right, after some testing, I can only manage to get 120% recharge rate with optimal 1 voltage [Power 130 Load 130] with all circuit breakers on. Anything more than that will make Voltage < 1

Don't bother with 4 fuel rods if you're playing with bots. Those idiots will automatically remove 2 fuel rods for some reason :/
Even with 4 fuel rods I can't safely make the Power more than 130 anyway. Just go with 2 rods, you'll get the same result.

So, 2 rods, Reactivity 50, Coolant Pressure 100.
The readings should show: Core Temp 5999; PWR Load 132; Generator Power/Load both 130

Also, our genius bot friends will always take out the second fuel rod at the start of the match if you leave 2 fuel rods in the reactor when you last docked. So you'll have to manually insert the second fuel rod by yourself whenever you start a match.
Last edited by homosex K19191; 17 Jul, 2020 @ 7:10am
Eskander  [developer] 1 Aug, 2020 @ 10:39am 
Steam servers are having issues; won't let me comment on the main workshop page -- tried posting this:
Updated to be compatible with New Frontiers update. Changes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2098872748
Overall, defined role as Deep Diver and set prices: 5.5k for mk1 (so it can be a starter ship), and 16k for mk2 due to it's capabilities. Also overhauled aesthetics due to texture changes in update. A few fixes/additions.
homosex K19191 1 Aug, 2020 @ 1:17pm 
Been waiting for the update, man.
Fantastic work!

But the price tho.
$5.5K -> $16K (and possible future price rise)
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Eskander  [developer] 2 Aug, 2020 @ 10:20am 
Even though this sub departs from some normal vanilla systems/setup, I still intend to keep values as in-line with vanilla subs as I can. That said, I'm happy to hear rationale for adjusting these prices if their current prices don't fit in a balanced way with the current campaign. And yeah, the mk2 should be something to work up to in the campaign; should make it feel more like an expensive overhaul/upgrade to the base one.
homosex K19191 2 Aug, 2020 @ 7:34pm 
Originally posted by Eskander:
And yeah, the mk2 should be something to work up to in the campaign; should make it feel more like an expensive overhaul/upgrade to the base one.
I can't argue with that actually.

Well tbh my major rationale for wanting to price to be $1000 is that I simply want to drive it at the start of the campaign rofl
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