Barotrauma

Barotrauma

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Arrowhead Piké Alpha (a.k.a. Spike Def. Ed.)
   
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22 Feb, 2021 @ 12:55pm
22 Apr, 2023 @ 3:17am
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Arrowhead Piké Alpha (a.k.a. Spike Def. Ed.)

Description
The Arrowhead Piké
The Arrowhead Piké is a small entry in the fleet but one that packs a big punch. It's extremely fast and nimble making it able to even outrun Europa's worst horrors, as long as you keep her healthy and afloat. With her immense speed however comes great caution and this is something we take seriously; the Arrowhead is equipped with a computer system which stabilises its speed if the helm would ever happen become unexpectedly unmanned. This version has the smaller cave capable Alpha drone.
In-game description of the Arrowhead Piké.

The Arrowhead has gone through many updates, previously known as the Arrowhead Spike. On record, it has ascended from Mk 1's up to the Mk 2 (available on the workshop), thereafter it got a giant update which made it into the Arrowhead Spike Definitive Edition. Finally it has gotten a new updated which has been long overdue. We are proud to announce the Arrowhead Piké, showcasing a massive update comparable to the change between Mk 2 and Definitive Edition. (The Arrowhead Spike Definitive Edition is not available anymore as the Piké is replacing it entirely.)

The Arrowhead Piké is a small, barely two story submarine that is fast and built for quick maneuverability paired with many smart functions working as safety features and crew guards. A huge feature set comes with the submarine that has been built upon over the last three versions, the Mk 1, Mk 2, and the Definitive Edition of the formerly Spike model. The submarine was built to survive with crew survivability in mind and even though the submarine is built for a small crew it can fight and operate on par with a larger vessel in combat. The mainstay feature and most significant detail is the Arrowheads unusual power delivery system.

The submarine is entirely battery powered and can support itself for medium-length missions. This submarine is not able to operate under same conditions as a nuclear submarine can due to this feature and instead require proper planning before setting sail for mission areas. The submarine is however equipped with a backup nuclear reactor though it is advised not to rely on it for power delivery as because of its much more compacted size it has significantly reduced efficiency and will not be capable of charging the battery array to full capacity even when powered with four full fuel rods.

The submarine is campaign friendly and can be recharged at stations as well as able to be upgraded in battery capacity and reactor efficiency amongst the other usual upgrades.

Update log for Mk 2 -> Def. Ed.
This Definitive Edition includes many aesthetic changes inspired by other ships. Namely the shrinkage of items and machines to be able to squeeze them together and into cabinet-like system setups. This improves the ship in two ways, first it means more items and machinery can be placed in the ship. Second, the ship looks much more aesthetically pleasing and compact.

Update log for Def. Ed. -> Piké
The Arrowhead Piké is the final form of the Arrowhead project. The Piké boasts the most beautiful details and effective computerisation of the fleet to date. The Arrowhead project has been very successful throughout development and much great knowledge has been discovered which will surely be applied to future fleet candidates.

Some important features included in the Arrowhead are:
  • Twin-thruster design boasting incredible top speeds
  • Smart airlock controls w/ wet storage
  • Full gravitational drainage system*
  • Ballast flora preventitive design (artificially longer growth-path)
  • Near full toggle-able autonomous discharge coil coverage
  • Drone capable with multiple variants
  • Advanced manual steering computer preventing kamikaze runaways without a captain
  • Multiple docking ports
  • Fully battery powered (With backup nuclear reactor) (Rechargeable / campaign friendly)
  • Power saving mode

Thank you for checking out my submarine!
If you like it don't forget to leave a rating of it.
If you found issues with it then please enlighten me. I would be glad to hear your sorrows.
16 Comments
Cpt. Squirrel  [author] 1 Aug, 2022 @ 8:41pm 
The Arrowhead project is coming to a close with this final form. Other than bug fixing, this is the current Arrowhead, renamed to Piké. Check changelogs for all changes or just take it for a spin and witness its full potential.
Cpt. Squirrel  [author] 26 Jul, 2022 @ 7:38am 
Just updated the submarine quite heavily, fixing what the game updates since I last worked on it broke and also fixing (finally) the oxygen tanks and suit lockers so they refill. Not been doing much Barotrauma nowadays so updates are far and few inbetween. See changelog for all changes.
Cpt. Squirrel  [author] 5 Apr, 2021 @ 4:54am 
Oh. You're right. I forgot about that. Those little tank holders can refill automatically when powered. I will add that in shortly.
wetherric 5 Apr, 2021 @ 2:30am 
Just connecting them to the junction boxes so the O2 fills automatically
Cpt. Squirrel  [author] 4 Apr, 2021 @ 1:03pm 
What do you mean by "wire the suit lockers in"?
The emergency break system is rather crude and sadly is as precise as it can be because Barotrauma has no electrical component for getting external data such as boat speed or terrain awareness and so it's only time based.
Low power mode is rather simply wired. It simply turns off the larger locker full off junction boxes which are in turn connected to all lights and machines which are not needed.
wetherric 3 Apr, 2021 @ 1:48pm 
Thanks for coming back, entirely agree with the 90degree option being the preferable option for switching cameras!
I was just tracing the wiring in the editor to learn what low junction boxes low power mode turned off (so I could wire the suit lockers in), and to discover how the emergency break system worked
Cpt. Squirrel  [author] 1 Apr, 2021 @ 2:05pm 
I do believe that reactor manual is outdated, though most still apply. If I'm not mistaking, the outside cameras are currently set up so that they switch to the side you are looking with the periscope however the difficulty comes in the fact that it requires you to be aiming perfectly 90 degrees from the current camera to the direction you want to look at. This camera feature is somewhat jerky and I don't like it but I don't like the alternatives more, which is to use a button outside the periscope. I've experimented with using the trigger output of the periscope but it's oddly implemented and is very hard to get a reliable output from.
And what were you doing when you were tracing the wiring? I have left the wiring cabinet visible and editable but I do not assume that anyone is going to change anything about it during gameplay. I only left it editable as a fun little feature and maybe a way for traitors to 'have a 'lil fun'. :captainsinful:
wetherric 1 Apr, 2021 @ 5:00am 
Just a bit awkward to switch between the different cameras. Also there is a reactor manual for how the reactor works but another manual would be of benefit as the large use of wireless components made it difficult for me to trace wiring back to work out what different things did.
Cpt. Squirrel  [author] 30 Mar, 2021 @ 3:34pm 
Thank you for your kind comment. Could you be more specific with what is difficult about the nav periscope? I can not remember what it is like in this update of the submarine. :P
wetherric 30 Mar, 2021 @ 3:32pm 
This is a really well built sub. I appreciate the attention to the decoration and to having a more interesting layout than most. Going to use it for a singleplayer campaign with a few changes to storage to help with the theme / mods i'm going for. Only feedback would be the nav periscope can be difficult to use.