Barotrauma

Barotrauma

K-24 Crocodile
OperaWolf 17 Dec, 2021 @ 2:16pm
Update Discussion
Thanks for the update. Like most of the new cosmetic changes, looks nice.

Personal/Group changes: My group's electrician likes the percentage gauge on the reactor; I turned the RGB values down to 200/200/200 on the text so it didn't pop as much, changed text scale a bit. Trimmed off the large pylons to the left of the chaingun, kept the underlying support structure for them. Unsure about the changes in front of the command room. I like the new, but I also like the old. Hard choice.

Update Issues: Pulse laser has its light set to "Is On [False]" so the spotlight is off in the editor. Still turns on in-game when the supercap is charged.

Older Issues: Some gaps in the bottom left of the airlock and around the engine room hatch; fixed them by changing the engine room hatches to Scale 0.390 and extending its interior walls a bit so they overlap at the cross sections. Some kind of invisible wall to the right of the airlock exit/entrance. Looks like the "Front G2 P1" piece is causing it. Not sure how to fix without harming the look of the ship.

Comments: I still enjoy swimming out to kill things that get trapped against the windshield, but it's pretty constant. The dip between the Electrical Discharge Coil's effective area and the command room tends to naturally collect creatures and it can be hard to shake them off. The chaingun should be the natural solution, but its slow windup and slow traversal speed make it tough to kill creatures before they dive down into the gap and get stuck. Noticed the engine room sitting at lower than normal oxygen every now and then. Not sure why. Vent is linked, Oxygen Generator operational. Not an honest problem, but odd.
Last edited by OperaWolf; 17 Dec, 2021 @ 4:57pm
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Showing 1-8 of 8 comments
Doomich  [developer] 18 Dec, 2021 @ 12:06am 
Oh, Thanks!

I figured out the problem with line of sight gaps for doors and hatches - I use sizes less than the default 0.5, in which case gaps appear after opening and closing if the door hitbox touches the wall (bottom for doors / right for hatches). Also, the recommended default size applies to the walls, ideally they should correspond to the thickness of the doors. In addition to the default 0.5 sizes, it is also recommended that the middle of the doors and hatches be as close to the middle of the adjacent walls as possible.
I fixed it wherever there were gaps, except for the engine bilge.

BUT all this is just my guess, because the hatches in the ballast don't behave like that..
Barotrauma editor is just a pain. Here some hitboxes should overlap and some shouldn't. And sometimes this rule changes, depending on the object and its size, and the difference sometimes reaches 1 pixel. I'm not even talking about component logic :D

Yep, because of Front G2 P1 there is a small section of invisible wall due to the fact that I had to resize it to get this shape and volumetric cut effect.

Forgot to return vanilla 1.00 min/max rotation speed for the chaingun. I am still thinking about installing an extra discharge coil in front of the captain's glass.
It's just that this ship was not conceived as a universal one. It's a heavy transport with decent weaponry, so I'm still looking for a compromise.

Also, the oxygen generator is rather weak (only 400).

Thanks for the feedback!
Doomich  [developer] 18 Dec, 2021 @ 4:47am 
I've tweaked the redesigned parts a bit, it should be better.
Doomich  [developer] 18 Dec, 2021 @ 12:45pm 
I added an extra discharge coil in front of the captain's room.
This should help, and give the captain the gameplay of crazy button spam :D
OperaWolf 18 Dec, 2021 @ 4:47pm 
Yeah, editing the hatches and walls to remove LOS bleedthrough is a pain. I just now figured out you can Shift + drag to manipulate walls by shorter amounts. I got it to where there's no more bleedthrough and the hatches work fine, but it really was pixel by pixel.

A second EDC should definitely work, but like you said it's not really meant to be 100% protected and perfect. I also don't want to change the hull since it has such a nice design and I dislike messing with someone's concept, but maybe something to smooth out how the gap funnels and traps enemies? I blocked out a rough idea, but I'm not sure how to share it via image.

Through description, starting from the captain's spotlight, add a default Shell A 26 Degree piece, mirror it on the X axis, then connect the lower end of that to a Shell A 0 Degree piece, have it continue on until it reaches the cargo section roof's Large Horizontal Inside Wall piece. Haven't tested it, but it would keep the nice shape while reducing the "capture" effect the original has. May even scrape some of the creatures back up into chaingun range.
Last edited by OperaWolf; 18 Dec, 2021 @ 4:59pm
OperaWolf 18 Dec, 2021 @ 8:42pm 
Set up a shallower angle between the command room and the cargo deck. I'll have to run the ship through some missions to see how well it works out.
OperaWolf 18 Dec, 2021 @ 10:46pm 
Realized the Coilgun's power draw is 4x normal. For some reason I thought it was 2x total, but the firing speed is doubled, and then the firing cost is also doubled, so it's firing double-cost shots twice as fast. I trimmed the cost back down to 1000 and may drop the fire rate back to vanilla to compensate (without the massive power draw it starts to feel like a chaingun that doesn't need to wind up to fire, which is a bit too strong for me).
Doomich  [developer] 18 Dec, 2021 @ 10:48pm 
Hmm..
I would like it to be completely consistent with the blueprint, the flaws only emphasize the non-universal essence of the vessel.
In addition, the submarine has good vertical maneuverability. I think the captain should be able to change position depending on the situation, or throw off the monsters with an extra coil and dive quickly.
OperaWolf 19 Dec, 2021 @ 11:27am 
Makes sense; it is very agile on the Y-axis. If it weren't for the fact that creatures tend to physically stick themselves to that section of the ship just diving would be enough to pull them back into chaingun range. The second coil should definitely solve the problem.
Last edited by OperaWolf; 19 Dec, 2021 @ 11:32am
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