Barotrauma

Barotrauma

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[UCS] Ardent II 0.9
   
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2.151 MB
13 Dec, 2019 @ 3:45am
20 Dec, 2019 @ 8:39am
14 Change Notes ( view )

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[UCS] Ardent II 0.9

Description
The main command submarine of the United fleet, serving as an advanced military research carrier for deep sea exploration, Designed to be used by expansive crews or highly experienced and specialised teams. Using an advanced battery system it can sustain itself for extended periods with no fuel source but requires constant maintinance of many compartments in order to remain operational. Recommended crew role emphasis on Security, Assistant and Engineer for optimal and safe running
19 Comments
Leonidas 16 Aug, 2020 @ 12:12pm 
Please update to frontier!
Operator 29 Dec, 2019 @ 12:04pm 
Yeah I hate to agree with that guy since he is being very rude and needs to shut his mouth right now.
I love the design of this sub so much, but its to difficult to play with because of its component systems.
Sny_Vs_Spyper  [author] 23 Dec, 2019 @ 6:04am 
Perhaps the description wasn't clear enough when it said 'Using an advanced battery system it can sustain itself for extended periods with no fuel source but requires constant maintinance of many compartments in order to remain operational.'
BurntLettuce 22 Dec, 2019 @ 9:21pm 
I understand that a lot of effort went into making this and making everything look nice and "work" well, but this sub has an issue: It is not a submarine, it is a job that requires 100% attention and everybody on the crew working together. This is not a fun sub, it is a device used to torture those who want to have fun. It only exists to say "This is what your submarine should NOT be like". This only exists to show what a submarine should not be: a fucking chore, a thing that nobody wants to deal with because it is like cutting your dick off with a pair of scissors, and then diving into a bath full of salt. This is probably one of the least enjoyable subs to play on, it tries to do to many things and that is what makes it fail. Too much to manage and too much to pay attention to.
Sny_Vs_Spyper  [author] 20 Dec, 2019 @ 8:43am 
and as ever : if anyone has any other suggestions i'd be happy to hear them
Sny_Vs_Spyper  [author] 20 Dec, 2019 @ 8:42am 
Updated - Changed ex artefact containment in a general high-security containment, flipped the top lockers along alpha deck so they look less janky while also retaining valuable space for such large crews on Campaign missions, added a depth charge launcher beside the primary airlock, added a cosmetic fin above shuttle dock
gwendoodle<3 18 Dec, 2019 @ 3:33pm 
i dont agree with your reasoning said but everything else is cosmetic. that being the double stacked lockers being hideous and the wires appearing sloppy. like i said at the beginning, this ship is everything but efficient. another of my notes was it could use some fins and background items around the shuttle bay
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:25pm 
However, i'll get to moving the crew spawns around as the Is Open for the door seems to be a bit odd if nobody spawns as an assistant to keep the motion sensor from turning off. I'll also add a depth charge launcher to the airlock deadzone and spend some time trying to figure out exactly what i'll do with the ex artefact container, and how i'll add an external artefact container to the ship to make Salvage missions a bit less cripplingly hard to manage
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:13pm 
The airlock was also intended to have a blind spot for use with actually needing a security presence on board the ship as opposed to pure practical ship crew, it's also there for PVP purposes, thus why I made the airlock doors windowless.
As for the brig pods, they're designed as jail cells that people can't leave without a security clearance, even if they force the top hatch open. I just added the ability to vent them out into the ocean as an extra layer of 'wouldn't it be fun to-'
The depth charges are slapped on as an after feature and more or less simply designed to do bombing runs in PVP and not much else, assuming you have someone capable of making the shells in PVP from the resources they can recycle from around the ship that is.
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:07pm 
The engine room doesn't control the recharge rate of the turrets, either. That's the job of the capacitors in the utility room.
The capacitors in the engine room were designed as a consistent way to prevent brown outs and other power issues from having a high power draw engine as it felt cheap to make a ship that big not need a lot of energy to move.
The capacitors in the utility room are balanced so as long as the ship has power they'll generate enough energy to keep them firing constantly, and very much like the loaders for the coilguns they're in the same order as the periscopes, but keeping an all-in-one compact room design wasn't the objective with making this, it was to build a submarine to be manned by a large crew in communication with each other, so adding an artificial layer of difficulty to micromanaging submarine systems was intentional