Barotrauma

Barotrauma

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Waverunner Mk.II
   
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6 Sep, 2020 @ 10:13am
5 Jun, 2021 @ 9:28am
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Waverunner Mk.II

Description
The Waverunner Mk.II is a small, minimalistic sub designed by Relic Runner Blart. Because of its small size, the Waverunner is extremely agile, able to reach speeds of 129 km/h, and is able to outrun most of the threats Europa has to offer. It features a mini ARC Reactor, two coilguns, one railgun, an artifact-compatible airlock system, a relatively massive engine, and a lot of spunk. Can also be used as a shuttle.

As of September 25th, 2020, the Waverunner Mk.II is confirmed to be able to handle anything that Europa will throw at you. It delved past the darkest depths, and emerged unscathed from the deepest chasms of Europa. The Waverunner Mk.II was the first vessel of Captain Eric's Scurvy Dogs to reach the end of the campaign, and for that, it has more than earned its place in history



Important Info:
-This sub is meant to be used for campaigns. It does not come stocked with a lot of the tools that are often considered "essential" to surviving on Europa. The reason for this is that as a crew progresses through the game, there will be a sense of progression and accomplishment that comes with getting your gear. As long as you aren't running a 64 person crew, you can afford to buy all of the essentials at the first outpost.

-------------------------[OUTDATED]------------------------------
-The Arc Reactor system, while compressed, still mimics the functionality of Captain Eric's Automatic Reactor Control System Mk.I. The left button turns on the ARC system, and the right button allows the reactor to bypass the battery (a utility that mainly comes in handy when the sub is sunk. (90% of the time, the right button does not need to be on)). Do note that the ARC System Mk. I is only designed to handle 4 thorium rods. If you absolutely have to use any other fuel type, disable the ARC reactor first. And try not to use fewer than 4 rods at a time. If you like the ARC System, be sure to look out for Captain Eric's ARC System Mk II, which can handle power fluctuations so well that electrical equipment barely gets damaged, and can handle uranium, thorium, or fulgurium rods. His reactors are pretty much necessary for any submarine. If you haven't used one before, you don't know what you're missing. Once you get a taste of the high life, you can't go back.
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-Both of the coilguns link to one periscope. To switch between the top and bottom guns, press the button to the right of the periscope. The lights above and below the button show which gun is currently selected.

-Piloting the sub can be somewhat difficult. Less experienced helmsmen will definitely want to pilot the sub using "maintain position," because this ship can quickly accelerate out of control. While the horizontal speed of the Waverunner can EASILY outrun any and every threat in the game, the vertical speed is somewhat limited because of the game's submarine mechanics (I really don't see why the people in the Barotrauma universe haven't thought of flipping an engine on its side. And I REALLY don't see why the developers didn't think of that either. I mean they have the technology! Why do I have to rely on ballast tanks? And why is the vertical max speed so limited? It really frustrates me! But I digress.) Because of the sheer difference in acceleration between the two axis, a helmsman should only start piloting the Waverunner in manual once they get a feel for its speed. And even then, try to limit using manual during the vertical sections of the level while your helm skill is low. But if you're an experienced helmsman with a feel for the controls, there is nothing that can catch you when you're schmoovin'. Just avoid invisible icebergs and bumping into hammerheads.

---------------[OUTDATED]------------------------
-Be sure to turn off the reactor before you finish a level. For some reason, the level transition causes it to start frying the junction boxes. Just turn it off and on again, and you'll be fine.
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-The lever in the airlock is intended for use when either deconstructing or recovering thermal artifacts. It keeps the water level in the airlock just high enough that the artifact is submerged, but not so high that the sub starts sinking. It's pretty self-explanatory.

-Also, if you exit the sub from the airlock, close it behind you, or the sub will start to slowly sink.

-As an interesting side-note, the Waverunner can overpower the currents at the beginning and end of the level, meaning that if you need a moment of respite, just head over there and relax in one of the few areas where monsters don't spawn.

---------------[CHANGELOG]----------------
-------------------[6/3/2021]-------------------
-The ARC Mk II was finally released! ...but it doesn't fit on the Waverunner. So I made a mini ARC Reactor, that can automatically adjust itself to any fuel types (yes, including mixed fuels)! And this one doesn't fry itself whenever it turns off. Usage is simpler than ever: just throw whatever fuel you have into the reactor, and turn that baby on. Yep, it's that simple. The equation it uses isn't as clean as the ARC Mk II, but the loss in efficiency should be so small that it won't make a difference. Either way, it's a direct upgrade from the Mk I, so everything should work great. Let me know if any issues arise from this change, and I'll fix it right away. Enjoy!
2 Comments
Laevateinn 6 Oct, 2020 @ 9:11pm 
hey, good stuff, made a derivative for smoother solo play at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2250408850 . All credit to you, of course.
shomo 5 Oct, 2020 @ 6:31pm 
very epic