Barotrauma

Barotrauma

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Catfish & The Runaway
   
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26 Apr, 2021 @ 7:05am
14 May, 2021 @ 3:53am
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Catfish & The Runaway

Description
A large 8-12 person combat submarine. Features three airlocks, buttonless automatic doors and hatches (except for select areas & airlocks), booster engine for short burst acceleration, self-destruct system (editable code, re-armable charges), backup power array, full suite of danger warning systems, an autonomous detachable 3-man shuttle and some visual easter eggs.


Crew station layout
The sub consists of two main oprerational sections - One is a long vertical shaft in the rear that connects to rooms housing the engines, reactor, junctions and leads down to the lower duo airlock area. the other is a long two deck horizontal area along the top stretching from front to back with rooms for manufacturing, storage, weapons control, armory, ballast tank access and the top single airlock. The lower front also contains crew bunk rooms but they don't hold any important components however every crew member (of 12 max) has their own locker here. Captain's console and quarters are located in the lower top of the vessel.


Ship gun layout
One railgun on the top fore side and three coilguns positioned around the vessel. The only blindspots are around the engines and above the nav console but these are covered by electrical discharge coils. All guns are controlled from the same gunnery room directly below the railgun location. The depth charge launcher tube is located by the lower ED coil and its loader is directly above.

Doors
The sub mostly features automatic buttonless doors and hatches for frequently traversed areas. The exceptions are - airlocks (duh), the junction room door (intended as a flood resistant area as no ducts drain water into it unless water is already in the room), the armory and toxin cabinet rooms (for security, as they're restricted access) and the ballast tank access hatches.


Panic buttons
The captain's quarters and medical compartment feature panic buttons that will shut all access doors (and hatches) to the room until toggled off. If the panic button is on, a little light will flash red next to it.


Reactor controls
The reactor features and out of fuel warning buzzer which sounds when there is no fuel in the reactor or when the fuel is depleted. When this happens the Auxiliary battery array will automatically turn on providing power for some amount of time until fuel is restocked. There is also a meltdown buzzer and the button under these alarms is for toggling the out of fuel buzzer (if you just want it to shut up while reactor is un-fueled).


Emergancy ballast
There is an emergency flood switch pair which allows the voluntary flooding of the lower airlock area should the sub need extra ballast to fight against an upwards current. These two switched need to be active at the same time and they also shut the docking hatch and a hatch above the lower airlock section so that the flood is confined only to that room, this hatch cannot be operated in any other way and is always open otherwise. One of the emergency ballast levers is by the nav console and the other is in the storage room with ballast tank access hatches. The flooding itself happens through the bottom rear airlock.


Booster
The smaller engine (below the main one, to the left of the reactor) is a horizontal acceleration booster. It can be activated (toggle) at the nav console by pressing "overdrive". Overdrive needs to charge (via supercapacitors by the booster engine) and its charge can be seen on the top left of the nav console (orange text "OD charge"). While active, the overdrive places the reactor in an overheat state but if it's not damaged to begin with, using OD from 100% to 0% will not make the reactor catch fire or meltdown. However if you forget to turn it off after being done with it, it will do those things shortly after the OD is depleted.


Nav console
The vesel features a variety of alarm systems. All of these lead back to the Nav console but some are also visible on the room below it in addition to a ship status monitor. There's a fire warning, flood warning, airlock status warning, and reactor meltdown warning. By the nav console you can also see a green status indicator for the auxiliary power system and Overdrive booster (be sure to turn it off after depleted). You also have a switch to toggle alarms, when the green light under the master alarm toggle is unlit, no alarms will sound. There is a reactor shutdown switch and the emergency ballast lever (see above). The two buttons above and below the "ED" sign are for the electrical discharge coils. The top button activates the coil directly above the nav room and the bottom one activates a coil under the booster engine room. Finally the "Overdrive" button is explained above under "Booster", the depth charge launcher tube is located next to the lower ED coil and "Auxiliary power" toggles the battery array on and off. (cannot be toggled off if turned on by reactor out of fuel warning).


Self destruct system
The self destruct is activated by inputting the appropriate self-destruct code in the memory component on a black "ticket machine" item in the room directly under the navigation console. (to the left of the manufacturing area, same level). This will trigger an alarm and a countdown lasting 30 seconds upon which hitting 0, charges will be detonated around the ship in vulnerable points. The countdown can be stopped and reset at any time by deleting the code or entering an incorrect one. Additionally the charges can be re-armed after exploding later on should you survive and salvage the vessel after a self-destruct. Just look for metal "boxes" around the ship, usually on the ceiling. These house the detonators which can receive whatever explosives you want to put in. The self destruct code can be set in the captain's quarters by editing a memory component hidden by a hatch that only the captain's ID can open.


Shuttle flood shutters
The Runaway features a large front window in the command room and since this is highly prone to structural failure, should a major breach in it occur, a series of flood shutters will close once the water level reaches the platform on which the Nav console sits. Once the crew has exited combat and have time to repair the damage it is possible to override the shutters by pressing a toggle button above the Nav console (Remember to toggle the override off afterwards though!) An identical toggle button is also present on the glass side in case a crew member finds themselves on the wrong side of the shutters when flooding happens.

Ingame description
A former C58-Heavy Europa Coalition military frontline "peacekeeping" vessel. This submarine was "salvaged" after its former governmental crew suffered an "accident". Features powerful reactor, dual engine setup with booster turbines, a comprehensive array of weaponry and defense installations. and a suite of warning indicators. Contains bunks for up to 12 crew plus captain's quarters. Equipped with the ISS "Runaway" (Infiltrator Strike Shuttle) autonomous mini submarine.

Links to component vessels
Link to the C58 Catfish Punk Bomb without the Runaway shuttle: https://steamproxy.net/sharedfiles/filedetails/?id=2445480052
Link to the standalone ISS "Runaway" shuttle: https://steamproxy.net/sharedfiles/filedetails/?id=2468714266

If you find any issues, feedback and bug reporting is most welcome.
6 Comments
Tfaltys  [author] 14 May, 2021 @ 2:22pm 
@velvet496
TC Instruments
Alto saxophone
Duffle Bag 2.0, Backpack & WaistBelt

In my campaign I also use drunken sailor and put that stuff in the relaxation area/garden
Snake 14 May, 2021 @ 12:34pm 
what mods are required?
Tfaltys  [author] 14 May, 2021 @ 3:01am 
All of those issues should be fixed now. I also added the window, I think I like that - more interactivity. Little puzzled by the shuttle reactor though, it should have already been fixed a while back. Nonetheless I refreshed the shuttle item.
Tfaltys  [author] 14 May, 2021 @ 1:58am 
Thanks for the catches! I've been aware of some of these issues and been meaning to get to fixing them up but haven't had the time just yet.
Ghetzkilt 14 May, 2021 @ 1:08am 
This sub oozes character like a typical Europan sailor oozes Vitality.

Found a typo on the battery charger label in Engineering, and one in the syringe gun cabinet that keeps the Captain out. The self-destruct charge between ballasts 1 and 2 seems off, and The Runaway's reactor eats through a thorium cell in about ten seconds.

I'd suggest a switch in the medbay just for the ceiling hatch, and a window between the command room and the airlock so you can tell when the dork you sent to pick off the crawlers on the deck has been overwhelmed by monsters that are now spilling into the ship, but ... it also has more privacy the way it is.
DoujinshiGod 7 May, 2021 @ 11:30am 
self destruct switches should be standard on every submarine, change my mind