Barotrauma

Barotrauma

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[VY] Hierophant SRV
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File Size
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1.265 MB
24 Feb, 2022 @ 10:29am
19 Sep, 2023 @ 12:27am
23 Change Notes ( view )

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[VY] Hierophant SRV

Description
< Tier 2 >

An amalgamation of military surplus and consumer grade electronics, the Hierophant SRV is a formidable research vessel. Her outdated reactor is supported by an advanced but fragile battery backup system that will charge during excess and output during deficit.

Balanced and styled for Vanilla campaign


Features:
• Research bench - consumes an exceptional amount of power
• Manned shuttle - unarmed, but carries an oxygen generator and mineral scanner
• Sonar operated railgun - capable of long-range, it lacks a standard periscope entirely
• Helm status readout - shows status about the reactor and power grid
• Automated battery backup - outputs during deficit, charges during excess
• (Main ballast) emergency blast door - automatically closes under high pressure


Misc specifications:
• Automated spotlights
• Fabrication unit
• Small armory
• 6 dive suit lockers
• 4 nameable lockers
• 2 depth-charge units


( Feedback always appreciated <3 )
47 Comments
ryan  [author] 28 Jun @ 8:25pm 
@Aspen

LOL sorry, it's a mess in there.

If I remember, it's surprisingly simple. The navigation terminal outputs an X coordinate from -1 to 1, and a Y coordinate from -1 to 1. If you plug those two values into an arctan component (remember tangent is opposite/adjacent, so in this case Y/X), it will output an angle, and that angle can be plugged directly into the railgun.

In this case, I put the arctan output (angle) into a wifi component (channel 12) and the fire command into a wifi component (channel 13), but the wifi chips aren't needed.
Aspen 28 Jun @ 7:10pm 
@ryan

any chance you could walk me through how that works so i can add the new railgun control to my pack?

ngl ive been scared of touching any of your wiring, your a fuckin rocket surgeon lol
ryan  [author] 19 Sep, 2023 @ 12:30am 
Actually, I've just done it now lol

I'm always afraid to mess with this thing again because I'm always afraid I'll have forgotten something vital about either how the sub works or how Barotrauma's editor works LOL. That said, that bug should be fixed. I believe the previous faked submarine, despite having no entrances, could under some circumstance take in water
ryan  [author] 19 Sep, 2023 @ 12:02am 
There used to be a reason it was loaded as its own shuttle, as it wasn't possible to center sonar terminals on themselves (they automatically centered on the center of the whole vessel), but about a month after I released this that became a feature so it's really about time I change that lol

I'll convert it to a permanent fixture of the sub tomorrow hopefully
The Weather Man 16 Sep, 2023 @ 6:15pm 
Hi! Still using and enjoying the sub.

I noticed another bug, which I can't fix myself as the sonar room isn't accessible in the editor.

The sonar terminal which controls the railgun is constantly taking damage from water, and NPCs try to put on diving suits before fixing it. Is there a reason that entire room is loaded as it's own 'shuttle'?
skeepth 21 Jul, 2023 @ 5:53am 
reactor sux
ryan  [author] 23 Apr, 2023 @ 11:06am 
I've reduced that to 130kb from 1.8mb LOL, thank you
hUbert 2 14 Apr, 2023 @ 12:23pm 
Big file size, submarine custom thumbnail alone is like 1.8MB

Do a little jpeg and change dimension
ryan  [author] 2 Apr, 2023 @ 9:12pm 
:D!

That's great to hear!! :8bitheart: I've mostly fixed the ballast door issue (by simply lowering the buttons very slightly, oops LOL) and I added a 2-crate shelf to the Sweet Potato as a sort of halfway between dedicated storage and no storage at all. I think the Sweet Potato only having one suit locker is potentially funny though, so I've kept it at one for now hehe
The Weather Man 2 Apr, 2023 @ 5:42pm 
This is one of the more fun submarines our group has enjoyed playing through in the campaign!

The manual-loading sniper-railgun is one of the most fun features we've encountered, feels totally unique compared to standard turrets. It's extremely satisfying to use nuclear shells and watch the sonar-confetti when you land a long range shot.


That said, we noticed the left-side emergency ballast door is unreachable if you are standing in the bottom of the ballast. Since there's no ladder, it is very easy to trap yourself in the left side of the ballast with no way to reach the button.

I'd also like to suggest adding another suit locker to the Sweet Potato (to match the amount of chairs), and a storage device for minerals/loot collected from away missions would be a welcome addition. We tend to just dump everything in a crate we throw on the floor currently, which is less than ideal.