Barotrauma

Barotrauma

USSF NR-1 'Nerwin'
 This topic has been pinned, so it's probably important
Eskander  [developer] 16 May, 2020 @ 1:14pm
FULL SUBMARINE INFORMATION/OPERATOR MANUAL
WIP -- need to cleanup/add to

GENERAL DESCRIPTION
This is an approximate replica at 1:1 scale of the USN NR-1 "Nerwin", the smallest nuclear submarine that has served in the USN fleet, adapted to be a viable vessel in-game. 44m in length and crewed by 3-13 (with specialists, mission dependent), the NR-1 was a pet project of ADM Rickover to conduct deep ocean recovery and research (covertly, at times). Size constraints and deep diving mission role result in a very utilitarian design. Ideal vessel for small crews and suitable for roleplay.

OPERATOR NOTES
This submarine has numerous custom features that require additional operating knowledge to use. Both variants are completely viable to use in-game, but some systems and operation have been changed from vanilla submarines to better mimic the real submarine systems.

Picture guides are included in the workshop pictures. Full form notes at the discussion thread.

CREW ROLES
Both variants can be used with AI. At least 2 human crew is helpful.

Officer of the Deck (OOD): Often filled by Captain role. The OOD will likely be at the helm, drive the vessel, and maintain awareness of the overall situation and direction of mission. The OOD should become familiar with the advanced navigation systems this vessel has (custom ballast system and vertical thrusters).

Engineering Officer of the Watch (EOOW): Likely filled by the Engineer role. The EOOW will mostly be at the Engineering station at the fore of the Engine Room, monitoring the power plant/reactor, power grid usage, and making adjustments as needed. The EOOW should become familiar with the remote Reactor control system and some basics about the power grid and values.

Junior Officer of the Deck (JOOD): Likely filled by Mechanic role. The JOOD does not have a static station and can patrol through the vessel to assist the other officers with matters that need attention. This may involve repairing problematic systems or assisting the OOD with awareness of the exterior through an extra sonar station or the camera system in the observation deck. This role doesn't require much familiarization.

Additional Crew: Any additional crew can provide their respective specialties expertise and be on hand for diving or fighting off attackers.

MANEUVERS/DRIVING NOTES
The replica variant has a differentiation between Main Ballast Tanks (MBT) and Variable Ballast Tanks (VBT) -- 2x soft tank MBTs and 2x hard tank VBTs. Additionally, both variants have Vertical Thrusters (VT). This results in different options for maneuvering and depth change. Control of VTs or MBTs is triggered with the signal buttons in the Navigation console.

Status Indicators: The helm control console has status light indicators to show status of each system.
MBTs: Blue = Flooded (negative buoyancy)/ Green = Filled with Air (positive buoyancy) / Red = Changing status or hull breached
VBTs: Ordered flood value is displayed in %. This is the value output from the Navigation console.
VTs: Green indicator lights are ON = VTs are ON / Lights OFF = VTs OFF

Standard Operating Mode: (Replica relevant) The MBTs start and remain flooded in normal subsurface operation. The driver has control of adjustments to the VBTs with the navigation console. During this mode, the vessel will descend much quicker than ascend. It can ascend but very slowly as the VBTs are primarily designed to provide the vessel with extra weight to settle stably on the sea floor. This mode is forgiving on power, but maximum maneuvering does exceed reactor max output that will eventually drain the batteries.

Thruster Assisted Mode: The VTs offer additional upward or downward maneuverability on command at the cost of additional power usage. VTs are toggled on/off in the navigation console. When ON, they drain +200kW of power constantly which is a significant portion of the battery reserve. This should be toggled on in short bursts to provide additional maneuvering when needed.

Surfacing Mode: (Replica relevant) The MBTs can be filled with air through the BLOW MBTs option in navigation console. This action requires High Pressure Air Flask capacity to be greater than 80%. Air Flask capacity can be viewed on both the navigation console and the O2 generator. Air Flask capacity refills slowly as long as O2 generator is on. When filled with air, the MBTs provide significant positive buoyancy forcing the vessel to ascend unless other parts of the vessel are flooded. The VBTs cannot take on enough water to overcome this ascent, but can barely slow/stop the vessel if fully flooded. There is no cost of flooding the MBTs with water to stop the ascent. This should be used when there is a need for sustained ascent but the driver should use this deliberately as they won't be able to refill the MBTs with air again for another few minutes at least.

ENGINEER/POWER GRID NOTES
Power values have been scaled down from vanilla default values to approximate the real values of the NR-1 (as known or estimated). Additionally, the power grid is more stable than vanilla submarines with power being routed through a battery array. The Reactor is fully remote controlled from the Engineering station, but has some additional systems added to it that mirror the real equivalent.

Powering Up Systems/Starting Round: The MKXV Computer system controls the various interactable consoles and indicator displays throughout the vessel. This system can be toggled on/off at the junction box area with the box labeled "MKXV System". This system begins the round as OFF and needs to be toggled on. Click the circuit breaker switch to provide power to the system. The consoles will start a boot process denoted by "----" on displays -- this lasts 15 seconds.

Power Plant and Reactor Control: The Reactor is fully controlled remotely from the Engineering station and uses a simplified version of real reactor control.

Control Rods: Inserting or removing control rods (NOT FUEL RODS) affects the fission reaction. This is done through two buttons (looks like a sliding lever with green up and red down arrows) near the "Reactivity" meter. The meter adjusts to display the current status of the control rods/fission rate.
UP = retract rods slightly to increase fission reaction -- this raises heat generation.
DOWN = insert rods slightly to decrease fission reaction -- this decreases heat generation.
To start Reactor, simply click UP arrow until desired fission rate is achieved.
To stop Reactor, click DOWN arrow until meter is 0.

The fission reaction generates massive amounts of heat. The heat is transferred out of the reactor by a Coolant System. The rate of this transfer is influenced heavily by the pressure in the coolant track. In-game, this is labeled as "Turbine Speed" on the reactor, but in this mod, this is referred to as Pressure or Coolant Pressure.

Pressure System: The pressure can be adjusted by the two buttons (looks like a sliding lever with up/down arrows) near the "Pressure" meter. This meter shows the current pressure level.
UP = increases coolant pressure which increases the steam generated and lowers temperature in reactor
DOWN = decreases coolant pressure which decreases the steam generated and raises temperature in reactor

WARNING: In order to generate power and conduct heat out of the reactor, there must be pressure in the coolant track. This is maintained by a coolant pump in the reactor compartment. It requires 10kW from batteries to function and maintain pressure. In the event of power loss or damage, the pressure will slowly drop until 0 and cannot raise unless receiving power.

Power Generator: The steam from the power plant turns the generator turbine, producing power. You can see how much power is generated by clicking the PWR LOAD text display -- there is an inoperative junction box there that displays the current power/load of the generator grid.

Batteries and Generator Load: The generator provides power directly to the battery array. The main grid is supplied by the batteries. Thus, the load on the generator grid is completely controlled by the battery charge rate. Battery charge rate can be adjusted at the Engineer Console with the left/right arrows under each battery.
NOTE: The battery recharge rate can far exceed possible reactor ouput. Total recharge rate between both batteries should not exceed ~120%. Too much load from the batteries may affect power generated.

Main Power Grid: Systems are divided by junction box. Most junction boxes have circuit breaker switches that can toggle power on/off to that system.

Engineer should manage the power grid and shut off any unnecessary systems as needed if power is low.

Power grid detailed values[docs.google.com].
Last edited by Eskander; 16 May, 2020 @ 2:56pm