Barotrauma

Barotrauma

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Apotheosis
   
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13 May, 2023 @ 6:19pm
12 Jun, 2023 @ 8:25pm
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Apotheosis

In 1 collection by uberdrück
Demergo Exonautical
4 items
Description
Tier III Scout / Exploration Cruiser
A heavy, yet surprisingly nimble vessel, designed for exploration and prospecting missions in the rougher parts of Europa's oceans. Its purpose-built primary weapon also makes it interesting for wealthy deep-sea hunters, if they can stomach the running costs of the power-hungry twin engine array.
  • Working AI waypoints, vanilla component stats and item spawning. A few instances where component stats were edited, while introducing balancing drawbacks.

Stats:
Dimensions: 69x23m
Top Speed: ~30 km/h
Weapons: 3 Coilguns, 1 Railgun (modified), 1 empty light
Crew: 6-14
Cargo: 16 Crates
Price: 34000 mk

High-Capacity Railgun System

  • Fire Modes:
    • Single: Rounds are drawn from either magazine A or B. Most useful to keep two different types of shells ready at the press of a button. Both magazines can be renamed for that purpose.
    • Dual: Both magazines alternate, for sustained fire with an ammo capacity of ten rounds. Also, the rate of fire will be twice as high in this mode.

  • The additional systems come at a cost; power consumption for each shot is 50% higher than normal.

  • Sonar Control:
    As an alternative to periscope aiming, control of the railgun can be transfered to a sonar monitor. It can be useful to hit targets at larger distances, but projectile dropoff requires careful aiming. Best used when the sub is standing still or moving very slowly.

  • Command Override:
    The captain can transfer control to the bridge, to aim personally while steering the sub. This includes control for fire mode and magazine selection, but not sonar aiming. Bots will not be able to control the railgun while the override is active.

  • Shell Fabricator:
    The railgun magazine contains a convenient fabricator station for producing ammo on the spot, so that shells don't have to be carried all the way from the main workshop.
    (Can make other items as well, of course.)

Escort Shuttle:
  • Two Chaingun turrets:
    The lower turret is always remote-operated from the main fire control room, and can be used to defend the ship. This also reduces the number of crewmembers required on the shuttle when it is on a mission. The second, upper turret is deactivated while docked.

  • Remote Control:
    The shuttle can be piloted remotely (remote control must be enabled inside the shuttle first), further reducing crew requirements. However, the secondary turret can only be oeprated manually from the shuttle itself.

  • Battery integration:
    While docked, the shuttle batteries are fully integrated into the mothership's power grid, enhancing its power capacity. The battery controller will automatically adjust when the shuttle is not docked.

  • Emergency Fuel Cell:
    A chemical-based backup power system that can be a life-saver if the batteries run dry. It is very slow and inefficient to recharge (50kw max. speed, 40% efficiency), and not powerful enough to supply the sub itself when docked.

  • Additional Features:
    A regulated O2 generator to save energy, powered suit lockers, a lower docking port, an auto-cycling airlock, as well as generous cargo space.

Main Features:
  • A silent mode can be activated in the nav console. The reactor is put into standby, and engine power is reduced to silent levels. Light colors across the ship will change, to remind the crew to avoid making noise. The Apotheosis has a large battery capacity and can stay in this configuration for a relatively long time.

  • A surge protection system that uses weapon capacitors as buffers to store excess power during overloads. The amount of capacity reserved for the buffer can be modified by the engineer. It allows for some aggressive maneuvering, but it must be given time to recuperate after activation.

  • Engine power limiter with 4 levels. At the highest level, additional power will be drawn from the batteries, and moving at max speed can't be sustained for very long. Lower settings are quieter and more fuel-efficient, and make steering more precise.

  • Battery and capacitor charging is largely automated, but you can set general parameters to influence charging speed (more details in discussion section).

  • Water-sensitive auto doors and improved duct logic help to contain flooding.

  • An alarm system that will activate under different conditions, such as flooding or fire, and change light colors. Alarm sirens can be silenced manually.

  • Full fabricator setup, and a deconstructor room that can be flooded for disassembling dangerous items, and a reserach station.

  • Ballast drain system to help control infestations by hostile lifeforms.

  • Automatic reactor standby when docked, can be turned off when docked to abandoned outposts.

  • Commands for customizing light colors and brightness.

  • An improvised brig, or rather, an option to lock the door for the worst room on the sub.

  • Two auto-cycling airlocks.

  • Motivational message system to let your assistants know what you think of them.

Additional Notes:
  • It's possible to dock to wrecks via the shuttle's lower docking port. The main sub has to be maneuvered into range (there won't be a zoomed-in view). Then, the docking button in the shuttle console has to be used. It's a bit tricky and works best when two players work together.

  • The sub can be fully upgraded. However, you need to enter the presence of certain upgrades into the terminal, to make sure the reactor controller and other systems run smoothly under new parameters (see command list in discussion section, or the red logbook in the captain's locker)

  • If using uranium fuel rods, at least two are needed: The battery controller assumes that the reactor is always able to provide its stated output when necessary. Bots sometimes remove all but one, so check that if the power output seems too low (using any other type of fuel will solve the problem).

  • The railgun system (2 slightly upscaled vanilla turrets) can't be swapped for another gun (it's possible, but will mess up the timing). It's theoretically possible to adapt the control circuit to use flak guns, but the sub is complex enough as it is already.

  • I can't guarantee that the sub will work as advertised if you're using performance fix.

Special thanks:
Popular Discussions View All (1)
0
13 May, 2023 @ 7:32pm
PINNED: Terminal Commands
uberdrück
39 Comments
Target Practice 2 Aug @ 1:51pm 
The reactor control instantly overheats the reactor.
Klaus Ze Flammenwerfer 30 Jul, 2023 @ 7:25am 
Honestly might be the best submarine I have ever seen on workshop but it runs terribly on my end, I can't get more than 50fps with no mods on a regular campaign and when you add mods to the mix it drops down to 20fps (performance fix included) unless you have a good computer I can't recommend this, if you do however probably the best sub on the workshop save for ai waypoints.

AI waypoints that have issues include, going entering Ballast C hatch, (ladder waypoint is too close to the hatch) fixing the drainage in the brig (AI tries accessing it from the floor below, easily solvable by deleting the waypoint on the top of the ladder), and going down from the hatch to the left of the upper airlock when autodoors aren't working (same issue as in ballast c) and lastly going in/out of shuttle/shuttle ballast, but despite these, this sub is amazing.
uberdrück  [author] 22 Jul, 2023 @ 8:12am 
Cheers!
Klaus Ze Flammenwerfer 22 Jul, 2023 @ 8:02am 
Thank you mate, appreciate the input
uberdrück  [author] 22 Jul, 2023 @ 8:01am 
@Klaus ze Flammenwerfer
It's a bit tricky, and I had similar problems when developing it. The important detail is that the sequence in which you connect the railguns matters - if you have one periscope and two railguns, the one connected last (position, not trigger) in the editor will be displayed.
That's the initial setup, to make sure the right gun is selected when loading the sub - afterwards the connections can be swapped with relays (in my case, it uses some sort of timing mechanism to swap after 2.5 seconds after firing). The same principle applies when connecting the periscope via relays, the last one will show first (I think I also switched the initial state of the other relay off in the editor to make sure).

It's been a while since I worked on it, and I'd need to look into it again to give a full explanation. I might do a standalone version of the circuit, but I don't have much time for baro stuff at the moment.
Klaus Ze Flammenwerfer 21 Jul, 2023 @ 2:33pm 
Hey man I love your dual railgun system and have been trying to make something similar, but I run into the issue of the relevant railgun not displaying when swapping, how have you managed to make two railguns move together while displaying the ammo of the one that is currently active?
uberdrück  [author] 14 Jun, 2023 @ 4:20pm 
@CELSAR Diving suits get spawned automatically in six of the lockers. Kept the rest empty, I hate shuffling items when buying a new sub, and that way old ones get placed there quickly when switching. If that's not enough, just open the editor and place how many you like;)
CELSAR 14 Jun, 2023 @ 3:59pm 
where are the suits tho
uberdrück  [author] 12 Jun, 2023 @ 2:46pm 
Thanks :D
Spaghetti 10 Jun, 2023 @ 11:59am 
Every time I open Barotrauma this mod has an update and frankly I'm impressed. Please post a donation link or something.