Barotrauma

Barotrauma

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RHO'AN - ENCELADAN.
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1.699 MB
30 Nov, 2023 @ 10:38am
30 Mar @ 5:07pm
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RHO'AN - ENCELADAN.

Description

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Class - Transport
Legacy Class - Deep Diver
Tier - III
Price - 57.500 mk
Dimensions - 150m | 54m
Cargo Capacity - 280 Crates
Crew - 16 - 64
Req. Crew Exp. - Experienced
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This sub took me an entire year to make.
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MAIN FEATURES:

+ The ION ray system, that requires at least two people to initiate the firing sequence. Vaporizes anything it touches.

( ION Ray requires a special firing-procedure. Watch the guide video to learn how on the videos list. )

+ An elevator at the middle for faster and safer access towards each level of the sub. Keep in mind that the elevator only functions when docked to the left door.



+ Mining bombs and remote depth charges alongside with torpedoes, of which all can be controlled from a single room.

+ Clearance system, that goes from level 1 - 2 - 3 - 4 to 5. This allows the captain to distribute everyone the way he wants to prevent unwanted problems amongst the crew members.

+ Heavily armed, originally to cut-down heavy rubble at the surface of the Enceladus' oceans.



+ Mostly reliable electronic eqipments, meaning you can go on for a good while without having to run from there to there in the sub.

+ The WSC.01 engine, providing ammo for all of the weaponry aboard the sub, just make sure to change it's fuel consistently.

+ A lot of turret hardpoints for you to customize the sub and make it fit your style even more.

+ Impact shields at the front of the sub to absorb ice-walls and any other hostility outside.

+ Ice breaker cannons, that basically do the same, but in an offensive way.

+ Extremely hard exterior shells, meaning this bad boy will hold up for a great while before being breached.

And many more little features that I'm not mentioning right now, find out for yourself!


* Double-Flak Cannons *

* L-EVAC Evacuation Pod *



FLAWS:

- Extremely reliant on high concentrated fuel. Runs out really fast. If you lose your base fuel rods, you'll struggle to keep the ship operational.

- Weapons rely on electric energy and not regular ammo, but many of the weapons share the same superconductor, meaning multi-operated turrets will run out on ammo really fast.

- Big, loud and bulky, harder to manuever on tight enviornments. Also attracts a lot of enemies.

- Will definately won't be newbie-friendly late game. Need constant maintenance to stay operational during later-times of the match.

- The NPS.03 extreme hazardous reactor, emitting unholy amounts of radiation around it, makes the reactor chamber extremely unhabitable.

- Overall, this sub has a great radiation hazard, so the crew should almost always wear PUCS suits for the better of their health.

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There is a lore to this sub, that I will publish in the future, that will shape my other subs also. So far the only trace to this lore is shared within the tutorial videos and the 'Enceladan Sub-Surface Ocean Map' that's in the display pictures.

SPOILERS AHEAD!

And after this I won't say any furher, but Enceladan in this lore, has a catastrohpic accident, that is inevitable. Spoiler alert, I've implemented this feature on my in-game sub. So feel free to try it out yourself!
65 Comments
Luna Tashira 22 Jun @ 9:29pm 
awesome, thanks a bunch
|| A P H E L I O N ||  [author] 22 Jun @ 10:08am 
@Luna Tashira

The re-fueling procedure should go as follows:

Enter the chamber with S.PUCS suits equipped.
Wait for the doors to open.
After, you'll have 30 seconds to finish the re-fueling or management of the reactor.
To fuel, hit the 'power' button if it was turned off. This will re-ignite the engine.
After re-fueling and hitting the button and setting the engine to 'manual',
leave the chamber within given time.

Keep in mind:

Do not forget to fix the junction boxes or batteries regularly on the electric bay.
Repair the NPS.03 regularly after it starts to wear off.
If you have absolutely catastrophic (un-fixable) problems with the NPS.03,
you can always resort to the W.SC - 01 super-charger engine. Located nearby the aft
section of the sub.
Hit the "backup-battery" button from captain's terminal. Now you should be good to go.
Luna Tashira 22 Jun @ 9:49am 
One more question. We tried to refuel the NPS.03 reactor a bit too late and it wouldn't generate any more power. Did we do something wrong?
|| A P H E L I O N ||  [author] 18 Jun @ 9:26am 
@Duspende
- You can go to the editor mode and simply remove the "dark red" delay components at the most back top of the submarine, where the engines are. There will be a text saying: "CANON EVENT, DO NOT DISRUPT." That's where the components are. Just de-wire them. This will prevent the "canon event".

@Luna Tashira
- After initiating the lockdown, you need to wait approximately 25 seconds to cancel it. There is a cooldown both for pressing and cancelling.

@The United States of America.
- At the latest version of the sub, there has been a change on the mining sector. A lot of shafts has had been implemented. Bots should be able to navigate through those.

A reminder to all, keep in mind that you can absolutely use this for campaign. It's not too big for the game to start 'lagging out' or 'glitching' in map generation.

Good luck and have fun to all. :captainsinful:
Luna Tashira 17 Jun @ 7:48pm 
how do i lift lockdown mode
Duspende 6 Jun @ 8:33am 
The elevator is working as intended. Simply follow the instructions and switch the side the elevator is anchored to with the arrow buttons on the wall.
Sir. Turtle 26 May @ 7:39am 
The elevator is currently broken, would you be able to fix it at some point?
:'( I wish there was a duct that bots could use to get to the other side </3
Duspende 23 May @ 11:28am 
Is there a way to disable the self-destruct feature? I'd love to actually use this for a campaign.
You should write a list of commands for the computer terminals