Barotrauma

Barotrauma

U-3506
 This topic has been pinned, so it's probably important
198xAD  [developer] 24 Apr, 2021 @ 9:40pm
Description and Operation (MUST READ)
Gunnery

Loaders: The forward loaders are shared between the forward deck and keel flak turrets. This is to allow mixed ammo operation. The same is true for the aft deck and keel flak turrets.

Trigger: The trigger on each gun has 3 stages. A quick first click will turn on the gun light without firing. Press a little longer and one gun will fire. A longer press will fire both guns. The gun light will turn off all by itself after a period of time.

Range: The view range of these guns are much further than stock. Rest assured, AI gunners can and will fire at targets much longer range.

Author's thoughts: These guns have very high alpha damage and range but were attempted to be balanced out by reducing accuracy and reload time. At first glance they're OP, but these defenses can easily become overwhelmed by many small targets. I should warn you that the actual flak shells should used carefully when manned by the AI as they will explode before that max targeting range of the bots possibly leading to wasted ammo and unwanted hull damage.

Torpedos

G7e: An electric non homing torpedo. Ideal for blasting wrecks and large targets.

G7es: An electric homing torpedo. Ideal for hunting molochs and other large creatures. Do not attempt to attack wrecks with these. They will make their initial run and drive upward if no living target is found.

Author's thoughts: These are essentially railgun nuke shells on steroids. They're balanced out by their extreme cost and difficulty to craft. Reload empty tubes by placing a torpedo in one of the hidden loaders directly adjacent to the front most wall.

Ballast

Water ingress: Duct blocks on the bottom of the hull open at different stages to allow water to enter quickly and reduce the rate progressively. The vents (pumps) are turned off until commanded to pump water out.

Water expulsion: The ballast vents will function when the duct blocks are closed. They draw their power from a non-interactable, hidden and indestructible battery hidden behind the generator.

'Compressed air': Compressed air is stored in a battery that will not charge while in silent running mode. The generator MUST be running to regenerate compressed air.

Tank design: Water will flow between the ballast tanks via divider doors when the water level reaches over about 30% to assist with flooding control from damage. When a ballast tank fills completely, the divider door shuts and so does the duct blocks until the pump succeeds in reducing the water level. This system is designed so multiple pumps can help control leaks but each tank can isolate itself in the event of a large ballast breach or severe flooding from above.

Emergency Ballast

Author's thoughts: This system functions whenever the command from the nav terminal is given or a valve is opened from the command room. It uses a supercapacitor that is connected to the main ballasts battery 'charge out'. Thus it won't recharge in silent running mode. This is a great system to use when taking on heavy water as it can buy some valuable time to get the leaks under control.

Propulsion

Generator: Fully automated and difficult to repair. Make sure this engine is not running if the generator room is flooding. It will take severe damage and grenade. You can type 'shutdown diesel' in the chat to force the engine to shutdown remotely. The generator is extremely loud, exponentially louder than the vanilla reactors. Don't run it unless you're itching for a fight.

Automatic battery charging: This system attempts to use up all available load from the generator by subtracting the load being used from all other devices on the submarine. This system MUST know the maximum charge rate of the batteries and the maximum possible output of the generator. Important! If you upgrade either of these at the shipyard, you must update these numbers using the terminals. Type generator or battery and it will tell you how. The system can be overidden from a switch in the electrical room.

Oxygen Generation

Author's thoughts: The system will run constant with the engine running due to the engine needing as much oxygen on board as possible. While in silent running mode, the oxygen generator will sleep until one of the hulls drops below the oxygen threshold. The oxygen threshold can be updated using the 'oxygen' command from the terminal.
Last edited by 198xAD; 8 May, 2021 @ 9:41am
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Showing 1-6 of 6 comments
Serfs 7 May, 2021 @ 10:42pm 
I can't get my battery charger working. I have updated the values too
Serfs 7 May, 2021 @ 11:06pm 
I should not have touched what I touched oh son of a mudraptors taint
198xAD  [developer] 8 May, 2021 @ 9:39am 
For anyone wondering, the adjustable battery and generator values in the terminal system are calibration numbers that the automated controllers reference. These should not be adjusted unless upgrades are performed or the related parts have been modified in the editor.
Last edited by 198xAD; 8 May, 2021 @ 9:39am
Mabodu 20 Oct, 2022 @ 4:44am 
how can i craft torpedos again?
198xAD  [developer] 21 Oct, 2022 @ 4:34pm 
Type g7 in the fabricator. Beware the torps require some base parts to be crafted first.
May sound stupid, but what kind of ammo do the flak turrets use (besides their original one)? Cuz it's not flak, and when i use common coilgun ammo it's just a big fireball, no projectile is launched. Is this intentional, like, the flak is too strong so it shatters normal coilgun ammo?
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Showing 1-6 of 6 comments
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