Barotrauma

Barotrauma

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The Exodus (EX-37e)
   
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1.557 MB
16 Mar, 2021 @ 12:08pm
19 Nov, 2021 @ 4:07pm
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The Exodus (EX-37e)

Description
Notices.
- Please note; This submarine has now formally been released! A stocked variant has been added to the file designated the EX-37m, for those of you angling toward PVP or Mission play!
- Please note; this submarine requires the Mods EK-Armory, EK-Utility, EK Dockyard and EK-Gunnery to operate.
- This submarine is built toward campaign play and is understocked for missions, although there are sufficient standardised tools, medical and emergency supplies for a couple of early missions, a variant sub designated EX-73m is now included to facilitate sandbox and standalone mission play.

Architect's Note
Howdy submariners! Thanks for taking the time to inspect my second foray into submarine design!

This sub came about from wanting a simple, yet challenging platform to tutor my fellows on when they were new to the game, without suffering from the headaches that burden the vanilla submarines; especially the Dugong and Azimuth. I very much look forward to reading your feedback!

Special thanks must be made to Fox and Grim, whom have never ceased to put up with my stubbornness, stopped me elecuting myself and others with my botched wiring and lived through the countless, painful, failed projects in between. Good hunting gentleman.


Submarine Specifications
Model Version: v1.0 (Formal release)
Recommended Crew Size: 3 - 8,
Recommended Crew Experience: Beginner,
Class: Deep Diver,
Submarine Cost: 6750mk,
Power: Reactor, with manually activated backup battery.
Weapons:
  • One forward mounted railgun with a standard five round loader, reduced reload time.
  • Two mounted coilguns with mildly increased fire rate offset by a modest increase in power draw,
  • Two discharge coil arrays covering the dorsal and keel aspects of the submarine.
  • Rigged sonar and torpedo launcher tubes, allowing for hyper-energised pulses from said instillations to be used as an, albeit crude, localised acoustic-kinetic deterrent.
  • Aft-Keel mounted depth charge launcher,
  • Aft-Dorsal decoy/torpedo launcher.

Submarine Description
The Exodus class submarine was the unexpected success of the colonial affairs Exodoi-Project Team and Naval Engineers from the Europan-Coalition Navy. In the early months of 2473, when scientific teams confirmed that Jupiter’s radiation output was increasing, figureheads from the largest remaining government bodies sought a way to move their populous through hostile waters. This posed many challenges including a lack of resources, few suitable passenger submarine chassis and decimated ranks of experienced senior submariner crewmen and women. In the desperation that followed a compromise was struck; a vessel designed to be crewed by the refugees that were escaping the invasive radiation, with senior leadership, training and guidance provided by Europan Naval personnel.

This ultimately developed into a submarine design that, although basic mechanically, was optimised toward orientation and task prioritisation for inexperienced crew. Whilst simultaneously allowing for modest senior oversight during missions to prevent major catastrophes from the newcomers. The Exodus was the end execution of that concept. Dozens of Exodus class vessels were completed in the build up toward the evacuation, and a great many of them continue to ferry outpost denizens deeper into the relative safety of the deeper waters.

Submarine Features
- Aesthetically and functionally optimised layout, with clear labelling to ease orientation.
- Overwatch CCTV circuit that covers many of the internal bulkheads.
- Standardised helm-reactor shutdown circuit,
- Automated docking port reactor control circuit,
- Optional wide beam floodlight, or low-light vision preservation illumination for gunners,
- High capacity, battery based, backup power supply,
- Standardised material and medicinal fabrication suite with built-in mineral scanner,
- Minimised exterior lighting allowing for stealth runs,
- Well balanced ship defences with majority, but not absolute weapon arc coverage.
- Waterproof, status monitor integrated emergency stations in the central access shaft for rapid redeployment of personnel and resources, as well as damage control, during crisis.
13 Comments
vanguard 5 Jan, 2022 @ 1:16am 
@AShinySword I did everything but checked the wiring. I'll do that when I have a free moment, I recall my friends saying something about rewiring the terminal and laughing, so they might have messed it up. Thanks for the help :steamthumbsup:
AShinySword  [author] 5 Jan, 2022 @ 1:11am 
Howdy @Vanguard, I've had a crack on my own test sub, on missions and in the editor and I'm not able to reproduce this bug, I can only suggest the basics, reload your mod order, ensuring the EK Mods are first, verifying your file and double checking the wiring in your campaign sub is connected appropriately, if it keeps happening comment me back and we'll arrange a save file transfer so I can take a look :steamthumbsup:
vanguard 4 Jan, 2022 @ 6:55am 
Yesterday when I wanted to continue my campaign, I went to the navigation terminal. It said no signal, I tested it out during a mission and it said no signal as well. How can I fix this?
Amplify 20 Nov, 2021 @ 3:06am 
Cheers, I hope it works properly forever more.
AShinySword  [author] 19 Nov, 2021 @ 4:08pm 
Just pushed two updates to fix the 'E' and 'M' variant, should be all good to go now :steamthumbsup:
AShinySword  [author] 19 Nov, 2021 @ 3:59pm 
Just rebuilt the docking hatch from scratch, seems to work fine now, despite being functionally no different, Barotrauma be like that sometimes :captainsinful:
AShinySword  [author] 19 Nov, 2021 @ 3:11pm 
Howdy Amplify, thanks for reporting this, I'll crack the old save file open and see what I can find, my guess its something to do with the auto docking build I had wired up :steamthumbsup:
Amplify 19 Nov, 2021 @ 12:13pm 
Hi there, I like the sub as it's a good one for doing single missions with a small crew of random people and very well labelled for such a purpose.

However, I ran into the same airlock problem that Karp did:
https://files.catbox.moe/1zy4r5.jpg
https://files.catbox.moe/ucxtau.jpg
The top airlock opened up and there's no buttons anywhere we could find in order to close it again, and the little floor hatch was stuck open. The only way we could salvage the mission and float the sub up to the outpost was by cutting open holes in the floor to the ballast tank so that it could be instantly pumped out before it weighed the sub down. See the second picture for what that looked like.

What happened was we had almost completed the mission and were trying to dock at the destination, but instead of docking the airlock jammed open, filling the entire entryway shaft with tons of water that plummeted the sub down onto the rocks below.
Madd 17 Sep, 2021 @ 8:34am 
cool ship i like it alot
AShinySword  [author] 26 Mar, 2021 @ 11:44am 
Thank's Karp! It means allot! :captainsinful: