Barotrauma

Barotrauma

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Real Sonar
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File Size
Posted
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45.679 MB
21 Feb, 2023 @ 6:29am
8 Jul @ 11:50pm
16 Change Notes ( view )

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Real Sonar

Description
Warning: This mod can contain flashing lights and loud sounds. If you have photosensitive epilepsy or are sensitive to high-frequency sounds, do not use this mod.

Sonar can now kill you.
Based on real-life military submarine sonar, this mod overhauls the in-game sonar system to make it more dangerous and challenging to manage.
Crewmates - will need to be more aware of their surroundings, stay away from hull breaches while the sonar is active, and be careful of the deadly echo chambers known as ballast tanks.
Captains - will have to be extremely careful with their use of active sonar, be aware of crew positions, and communicate when it's safe to do repairs.
Sonar can be used to fight off creatures, but it can also draw the attention of more and cause serious injury to the crew if there's a surprise hull breach.
Active sonar now sounds different for each player, depending on their situation, distance, and level of protection. It might sound calm inside the submarine, but I wouldn't recommend stepping outside to get a better listen.

Some real-life context:
When submerged, a submarine's active sonar can reach volumes of 235db, which is 724x louder and 3.16 billion times the intensity of a jet engine. This makes active sonar one of the loudest man-made sounds in existence, almost preceding a nuclear explosion in the air. Underwater exposure to a single nearby sonar ping would cause severe internal damage, rupture organs, and even melt your brain.

What does this mod do?
This mod adds the following:
• Fresh new UI for the Nav Terminal, Sonar Monitor, and Shuttle Terminal. Includes clock positions & distance.
• Active sonar now damages nearby submerged humans and creatures.
• New sound system, allowing sonar pings to sound different for each player.
• 246 total custom sound effects.
• 199 different sonar pings, made by professional audio engineer @Gaming.
• 28 human sound effects, voiced by Rirumia and Kablecart.
• 12 horrific and creative new afflictions to represent the injuries from active sonar.
• 12 custom injury overlays for visual feedback.
• 10 different supported languages.
• 3 unique medical treatments to treat injuries and cause lethal "accidents".
• A new, specialized diving suit to protect against active sonar. Drawn by Rirumia.
• A handheld tablet that lets the captain remotely control the submarine's sonar and engines.
• Increases Nav Terminal range by 20%, and decreases the Sonar Monitor range by 20%.
• And more!

Bonus: If you want to try a different style of sonar UI (with degrees), check out M's Immersive Sonar UI mod!

Supported languages:
• English
• Русский - by routerchain
• 中文(简体) - by Aunt_Su
• 日本語 - by Dutch & d3
• Polski - by Sqor
• Español Latinoamericano - by King Kongrio
• Français - by Thespirou54
• Deutsch - by some_william
• Italiano - by Fuoco1306
• Português Brasileiro
• Castellano
• 한국어
• 中文(繁體)
• Türkçe

FAQ
If your question isn't listed here, try reading the questions discussion.

Q: How do I activate beacon stations with this mod?
Beacon stations do half the damage and have 33% less range than a standard sonar system. Wearing an Anechoic Diving Suit is recommended. An Anechoic Suit can be bought or crafted with a standard diving suit, titanium-aluminum alloy, and six rubber, which can all be obtained by deconstructing or stealing at the start of the game.

Q: Why did I take damage in the ballast tank without a hull breach?
Make sure the server has Lua for Barotrauma enabled for accurate hull detection. Without it, you will take damage from active sonar in any body of water within range. Note: If you're playing single-player, features like this require installing client-side Lua.

Q: Where can I find the in-game settings/config menu?
The in-game settings menu requires client-side Lua to access. Once installed, you can find the Real Sonar settings menu at the bottom of the pause menu.[imgur.com] If the menu still isn't there, ensure "Prefer To Use Workshop Lua Setup" is enabled in the LuaCs settings menu in the top left of the main menu.

Q: How do I add/edit sonar terminals or diving suit protections?
If server-side Lua is enabled, then all vanilla diving suits already have some built-in protection. Note that the protection modifier isn't visible when hovering over the item because it's applied using Lua rather than overriding the item itself.
These values can all be edited in the config or through the in-game menu like so:

Value limits:
For custom terminals, the "damage" preset can be "high", "medium", or "low". The "sounds" preset can be "default" or "shuttle". If you can hear the old ping sound playing with the new one, try enabling the Low Latency Mode setting.
For wearables, the damage multiplier ranges from 0.0 to 1.0, with 1 being 100% protection.
If "anechoic" is set to true, then the item will play muffled sounds, disable visual impacts, and be prioritized by bots for hull breaches.

Q: How do I treat the afflictions in this mod?
The medical side of this mod is simple by design to blend with vanilla. There's a basic breakdown of all the afflictions and items here!

Q: Is there a version of this mod with only X or Y features?
If something isn't to your liking, I encourage you to look through the in-game settings menu for a configuration that fits your preference. For example, if you only want the UI and inside versions of the sounds, you could disable all three sonar terminals.

Q: Why isn't the mod working? The sonar still behaves like vanilla.
This is likely due to another mod overriding the navigation terminal. Try putting Real Sonar at the top of your load order.

Q: Can I enable this mod in an already-active campaign?
The short answer is yes! However, the sonar-related medical items and diving suit won't spawn in the world or be available in shops, meaning you will have to craft them.

Compatibility/Requirements
Real Sonar is compatible with the vast majority of mods, including Neurotrauma. Real Sonar does NOT require Lua For Barotrauma, but it is highly recommended.
A comprehensive list of mods with compatibility issues can be found on this Google Doc[t.ly]

Planned additions
This is an updated list of upcoming features and goals:
A volume menu for Lua users.
Proper hull breach detection for Lua users.
Bots no longer repair hull breaches when the sonar is on without protection.
Being hit with a directional ping deals extra damage.
The Anechoic Diving Suit hides the wearer on active sonar.
Custom sounds, visuals, and behavior for the shuttle nav terminal.
Pirate submarines have a chance to turn their active sonar on.
☐ Optional patches for Neurotrauma, Robotrauma and vanilla-only afflictions.
(The following additions are on hold until @Gaming can continue working on sonar sounds)
☐ Unique sounds for beacon stations.
☐ New sounds and behavior for depth decoy shells.
☐ New sounds for the handheld sonar and sonar beacon.
Popular Discussions View All (8)
197
11 Sep @ 2:24pm
PINNED: Ask Questions
Plag
138
26 Sep @ 12:19am
PINNED: Report Bugs
Plag
101
1
22 May @ 11:31pm
PINNED: Suggest Features
Plag
1,329 Comments
ChrisWaffle 22 Sep @ 10:40am 
Ah. Thank you for the info. I was worried that it was something I needed a patch for. Had a frustrating experience with it just feeling like it would never stop.
Plag  [author] 22 Sep @ 7:02am 
@ChrisWaffle - (Quoting a comment from a previous page)
"Rhabdomyolisis is a delayed symptom of vibration damage which will begin to progress independently after a certain threshold has been met. If not caught early, it can be very expensive to treat. However, it can also be completely avoided by treating the vibration damage within 1-2 minutes (depending on severity). The idea being that using one manna extract early might save you 4-6 later on."
Here is a clip demonstrating this with more detailed steps in the description/comments.
ChrisWaffle 22 Sep @ 4:41am 
Experiencing an issue with rhabdomyolysis, it's infinitely going up despite treatment. Is there some mod incompatibility I'm not seeing?
Plag  [author] 29 Aug @ 6:02am 
@Baigle1 - Making the items and afflictions in RS and NT interact is tricky without making a separate patch, and while a patch like that has been my intention for a long time, it's not something I plan to work on for the foreseeable future. Community-made additions are encouraged.

Lesser-known effects of RS items
Manna Extract
Supplies oxygen, reduces blood loss, grants stacking movement speed and damage reduction for each limb effected. If applied to the head, it pauses a brain haemorrhage for the duration.

Smart Grafts
Treat lacerations and stop bleeding and burns.

Cortizide
When applied to a limb, it stops bleeding but causes burns.
When applied to the head, it stops bleeding and provides almost total damage immunity for the duration. However, if there is <1% brain hemorrhage present, it will also cause burns and psychosis, followed by a chance to explode (based on medical skill), killing anything standing too close. This rare interaction has considerable offensive potential.
<†>Baigle1<†>™ 28 Aug @ 6:46am 
"... or compliment the need for sutures which can I guess break"*
<†>Baigle1<†>™ 28 Aug @ 6:38am 
Could the skin grafts replace the need for sutures from guns' Neurotrauma and prevent the new bleeding nonstop affliction from occuring, and various other effects from the community updated NT? It seems like the Manna, Grafts, and Cortizide* are hard to find actual uses for outside the few small afflictions inside RS which are generally more severe and rare when they happen. The number of deadly chain-activating, invisible afflictions that happen in g's NT are staggering, and could really use some popular mods to make compatible medical items to help improve this
:furryClassy::akinBlue:
Bone Hed 26 Aug @ 12:10pm 
@Plag - Yeah I don't think anybody actually plays PVP lmfao, I'm honestly not even surprised that this has been in the game for like a year and no one reported it. Supposedly the next update is overhauling a game mode, I'm hoping they'll enhance the PVP and breathe new life into it. The PVP has tons of potential, especially with mods like this
Plag  [author] 26 Aug @ 11:44am 
@Bone Hed - Ah, okay understood. Sorry, I must've forgot about the pvp mode. I'll make the feature auto disable if there's a player on the team. Honestly I'm surprised no one else has reported this.
Thank you for letting me know, and I'm glad you're enjoying the mod!
Bone Hed 26 Aug @ 8:40am 
@Plag - To be clear, I'm talking about Player Vs Player mode, meaning the second submarine is being piloted by a human. Having your sonar randomly turn off and on while you're trying to use it is very annoying. I think this is a great feature during campaigns when you are attacked by an AI controlled enemy submarine. A toggle option would be great, thank you for listening. My friends and I are huge fans of this mod and hate going back to the vanilla sonar so this fix means a lot.
Plag  [author] 25 Aug @ 6:08pm 
@Bone Hed - This is a feature added in the 17th August 2023 update - "Enemy submarines may occasionally activate their sonar if their captain is near the terminal, conscious, and their hull is not breached."

The fearure will enable 20 seconds into a round, after which the sonar will be activated for 1-3 seconds then disabled for 6-12 seconds in a loop.

I am curious as to why this is disruptive, it was a highly requested fearure. I'll add a simple toggle option next patch.