Barotrauma

Barotrauma

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Yonaka Experimental Deep Diver
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File Size
Posted
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215.321 KB
4 Sep, 2021 @ 2:18pm
1 Apr, 2023 @ 11:51am
20 Change Notes ( view )

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Yonaka Experimental Deep Diver

In 1 collection by ArchCrusader
ArchCrusader's Shipyard
25 items
Description
Description
Using an experimental vacuum reactor, the Yonaka's battery arrays can receive a constant, uninterrupted flow of power, allowing the sub to effectively never run out of fuel. While sporting an excellent array of weapons and over the top speed and manouverability for its class, extreme care must be taken in handling this sub, as the barely understood alien technology used for the reactor may cause significant issues if handled poorly.
Properties
Designation:
Tier III Attack (Low Profile Experimental Hunter-Killer)
Cost:
22500 Marks
Size:
55x14 m
Recommended Crew Size:
6 - 8
Cargo:
8 crates
Armaments:
2 coilguns, 1 railgun, 1 chaingun, 1 hardpoint
Mobility:
High
Max Forward Speed:
36 Km/h
Max Descent Speed:
17 Km/h
Crafting Facilities:
Fabricator, Deconstructor, Medical fabricator

How to play
The alien reactor on board of the Yonaka is capable of a constant stream of power without the need for fuel rods; this makes the sub's autonomy effectively infinite, although the technology itself is barely understood as it is, resulting in a reduced overall performance and several side effects.

For starters, as long as the battery charge is below 40%, the power flux is not stable and will periodically discharge dangerous electric currents on the hull; if the reactor comes into contact with water, the power flux will instead discharge INSIDE the submarine (regardless of battery charge), therefore any damage to the hull that could leak into the reactor should be fixed as fast as possible. In extreme cases, removing the battery may be necessary in order to avoid electrocuting half the crew.

With that said, the Yonaka has a full set of crafting facilities on board and a very powerful engine, making it extremely fast and manouverable for its size. However, the batteries that regulate the power flux can hold on for only so much, therefore the sub may require several stops in order to recharge and perform at peak capacity.

Author's notes
Would be interesting to see how Traitor mode works with this sub; there isn't really any sort of ID requirement for using stuff on the ship, so that may be something to work on for a future update.

Other subs I've made:

Gunnarsson Heavy Gunship
Triton Assault Transport
Stubbs Mobile Railgun Platform
Leo Personal Shuttle
Imp All-Purpose Sub
Adamant Heavy Transport
Barracuda Escort Corvette
Barracuda II Escort Corvette

My Barotrauma Workshop
19 Comments
Slapbox studios 31 Mar, 2023 @ 3:55pm 
Oooh I see, I suspected that the regular ones on the smaller ships weren't hooked up for that reason, but I didn't know the old large ones couldn't be hooked up. I guess that squashes the only real complaint we had then.
All around good stuff my man, keep up the solid work.
ArchCrusader  [author] 31 Mar, 2023 @ 3:42pm 
@Bepis Much appreciated, thanks! Glad you like them - as for the suit lockers, aside from the "large" ones with several slots (those can't be hooked to oxygen to begin with), I sometimes leave them like that on purpose, I like the fact that it adds an additional "job" (oxygen management, basically) and, if need be, an engineer can play around with wires and hook them themselves (of course, this isn't always the case, as it can be a bit tedious).
Slapbox studios 31 Mar, 2023 @ 3:31pm 
Sounds good, and yeah I suspected that the Piezo may not be possible.Oh well.

That all being said, despite my complaints here we all think you've done a very good job on your collection of subs all around. It's really hard to find a single sub that's campaign balanced, close to vanilla designs and capabilities, and not bogged down by some stupid gimmick, but you've somehow managed to create well over a dozen of them. Good shit dude. It's criminal that your stuff's been largely overlooked cause it's not flashy or over the top.
The only universal complaint is suit lockers not being hooked to oxy gen on some of the subs so you have to tediously swap them out yourself
ArchCrusader  [author] 31 Mar, 2023 @ 4:55am 
@Bepis Yeah making a slower ramp up that doesn't go 0 to 100 depending on water flooding is an idea I'm thinking about, if all goes well I'll be able to get on it in the following days. As for the Piezo Crystal, I'm not sure there's an option to make that work in the editor (well at least unmodded), nor if the basic EDC has a similar option.
Slapbox studios 31 Mar, 2023 @ 4:50am 
I was also spitballing the idea that instead of the EDC you could have the Piezo crystal effect instead, murdering the already fragile electrics of the sub, keeping the same sense of urgency to fix things while being less annoying to deal with. Just an idea though, and I have no idea if it'd even be possible.
Slapbox studios 31 Mar, 2023 @ 4:50am 
A quick glance would be much appreciated when you have the time. To elaborate a little bit more on the issue what would happen is the reactor room would get fully breached instantly by something (usually giant spinelings because they have a nasty habit of ripping giant holes into any ships reactor room, though abyss creatures could do it too if they hit that area) and the zap would got at full intensity immediately. We'd end up in a situation where we'd get zapped, lay there stunned, stand up for about half a second, and then get zapped back down again before anyone could reliably do anything. Nobody was really able to crawl to the reactor cause by the time they would get close it'd end up killing them.
Maby having the reactor just have a general slow ramp up of zaps as a flat thing rather than having it tied to water level might be better, a reminder that somethings wrong and punishing you further and further if you ignore it.
ArchCrusader  [author] 31 Mar, 2023 @ 2:21am 
@Bepis The theory is that the reactor will start discharging slowly and then ramp it up as it gets submerged in water. There's a slight chance that the 1.0 transition has screwed up something, although I think it's mostly that once enough damage is done the water flow just fills up the room too fast. I might give it a look in the following days and tweak some stuff, even though I recall being able to play a full campaign with it; in the meantime, remember that you can remove the alien cell from the reactor to stop it from zapping the sub, so if you get yourself a scooter and time it correctly, you can rush down the reactor room and disable it.
Slapbox studios 30 Mar, 2023 @ 11:52pm 
The sub is really interesting conceptually but it has some serious flaws, the main one being that the interior EDC-style zap is far too punishing. I'm not sure if this is an issue that's cropped up in the transition to 1.0 but whenever the reactor takes on any water at all (say, from an abyss creature smashing into it) it places the crew in a permanent stunlock, effectively guaranteeing a mission failure since nobody is able to move enough to take action to fix the reactor. While I agree that there needs to be some serious downside to the subs powerful upsides such as it's speed and lack of fuel rod management, me and the 4 other friends that attempted to run this sub would much prefer if we could move while countering whatever downside that might be.
ArchCrusader  [author] 26 Nov, 2022 @ 6:21am 
@Jebus Chrisps ah no worries, I believe the alien generator makes you pickup what's inside as soon as you click it for some reason, so that may have been the case. Feel free to ask more if you run into more issues!
Jebus Chrisps 25 Nov, 2022 @ 8:15pm 
Sorry for making you look for a problem that was not there.