Barotrauma

Barotrauma

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Kibou Campaign set
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2 Sep, 2021 @ 9:15am
11 Oct, 2024 @ 12:12pm
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Kibou Campaign set

Description
This set contains 4 submarines, a shuttle and a drone for full campaign use.

Flexible, highly efficient and redundant submarine for long-term missions.

Tier 1 - Kibou I (Transport)

This is a pure transport submarine.
It still contains many efficiency and quality-of-life features.

List of notable features:
  • automated reactor,
  • 4 coil guns (360° coverage),
  • 1 extension slot,
  • CREW SAFE discharge coils,
  • top airlock,
  • top docking port,
  • automated searchlights,
  • crafting and cargo area,
  • a medical area with the fabricator,
  • fire suppression and alarm system,
  • automated flood containment,
  • automated oxygen production,
  • engine throttling on power shortages...
  • 6 suit-docks


Tier 2 - Kibou II (Attack)



The larger all-purpose variant with increased redundancy and more crew capacity.
Thus this is a flexible, highly efficient and redundant submarine for long-term missions.

List of notable features:
(Additional/Changed features to the previous variant are marked)
  • 2 automated reactors,
  • the redundant power grid,
  • 4 coil guns (360° coverage),
  • bottom rail gun,
  • 2 extension slots,
  • depth charge tube,
  • decoy tube,
  • CREW SAFE discharge coils,
  • bottom airlock,
  • top airlock,
  • top docking port,
  • automated searchlights,
  • crafting and cargo area,
  • armoury with the secondary fabricator,
  • a medical area with fabricator and deconstructor,
  • fire suppression and alarm system,
  • automated flood containment,
  • lounge that can be used as a greenhouse,
  • dual engine,
  • automated oxygen production

Tier 3 - Kibou II (Drone)



Another step up the ladder. This features a fully remote and locally controllable drone.
Additionally, a second bridge to act as joined drone and submarine control centre.

List of notable features:
(Additional/Changed features to the previous variant are marked)
  • 2 automated reactors,
  • the redundant power grid,
  • 4 coil guns (360° coverage),
  • bottom rail gun,
  • 2 extension slots,
  • depth charge tube,
  • decoy tube,
  • CREW SAFE discharge coils,
  • bottom airlock,
  • top airlock,
  • top docking port,
  • automated searchlights,
  • crafting and cargo area,
  • armoury with the secondary fabricator,
  • a medical area with a fabricator and deconstructor,
  • fire suppression and alarm system,
  • automated flood containment,
  • lounge that can be used as a greenhouse,
  • drone control room with ore scanner,
  • dual engine,
  • automated oxygen production

The drone:


Tier 3 - Kibou II (Shuttle)

Same as the above except the drone has been replaced with a shuttle.
The shuttle has a floodable cargo bay for loading large amounts of loot.
Additionally, an automated fire suppression system to act as a greenhouse for the more dangerous plants.

The Shuttle:




Tier 3 - Yacht Glow in the dark



The flexible and powerful submarine is meant to be run by low crew or humans.
It's a complete rework from scratch and features a whole new level of comfort.

List of notable features:
  • flexible multi-gun control from the control room,
  • move by click engine and ballast control,
  • extended chat control,
  • automated reactor,
  • 7 guns grouped 4/2/1,
  • CREW SAFE (optionally automated) discharge coils,
  • 2 airlocks,
  • 2 docking ports,
  • crafting and cargo area,
  • medical area,
  • fire and high-pressure alarm system,
  • automated flood containment,
  • automated oxygen production,
  • stealth mode,
  • ballast flora assist mode
    and many more.

Also includes the "Party like no tomorrow" version for the easy campaign starts from:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2860698170

Respawn shuttle
Features a shuttle with supplies and a board reactor to make respawning easier.



Recommended Bot-Assignment

To have a quite relaxed gameplay, its recommended to assign the bots in the following scheme:

  • Engineer: repair electrical, man bottom aft gun
  • Mechanic: repair mechanical, man top aft gun
  • Assistant (or anything): clean items, fix leaks, man bottom front gun
  • Medic or assistant : heal crew, fix leaks, man top front gun

Or in general, avoid double assignments of jobs. Like multiple bots with "Repair Electrical Systems" will run for the same item to repair and not actually increase their work speed. So ideally "one job, one bot" if possible.
Fix leaks can be used on 2 or 3 but not on more, as they will end up in the same race condition.

Also note, "Repair damaged systems" is "Repair mechanical systems" AND "Repair electrical systems" in one.


More details / Manual
To easier understand some alert and input concepts, you may want to skim through the manual written for the Kibou series:
https://docs.google.com/document/d/1rNOwEj3-IgG-z636V3i456dxFUo1bRzloz3ZEeFsbfY/edit?usp=share_link

24 Comments
AndyP  [author] 3 Apr, 2024 @ 7:48am 
And, I see the idea to remove them, but I use them for long term campaigns and thus players have their personal lockers on all of the subs with their main id-card by adding the:
id_locker1 to id_locker10 to their normal cards on the server side whenever we dont play.

It is for sure a specific feature that may only help a few playstyles.

When doing my next update pass on the submarines, I will consider creating a 'I know every player' version which has basically every locker accessible by all players.
AndyP  [author] 3 Apr, 2024 @ 7:44am 
Oh, you actually can replace those cards and make it easier for permanent players to have their locker.

Just open the characterdata.xml file on the savefile. and search for
"id_crew"
It will always stop at a player-id-card.
You should be able to find something like "name:AndyP" nearby, so you know the ingame player name.
Replace that specific
"id_crew"
with
"id_crew,id_locker1"
and save the file to give that player access to their locker without using any of the pre-made ID-cards, they are only meant for missions or as backup keys.


If you dont have the number at hand, here a translation table:
Locker 1 | Red
Locker 2 | Orange
Locker 3 | Yellow
Locker 4 | DarkGreen
Locker 5 | Purple
Locker 6 | LightBlue
Locker 7 | DarkBlue
Locker 8 | Lime
Locker 9 | Pink/Bacon
Locker 10 | Brown/Chocolate
pf01 31 Mar, 2024 @ 3:05pm 
Would be good if the locker system is removed and replaced with something more liberal as it makes it hard to host public campaigns when everyone loses their locker ID and you can't make new ones.
AndyP  [author] 13 Feb, 2023 @ 9:04am 
I will look into that, but its most likely due to a real power shortage. Did you enable and fuel both reactors?
Sora_la_Sora 10 Feb, 2023 @ 8:08pm 
So sadly i have not figured out how to fix this but every time i get to the kibou II the power alarm goes off nonstop. Is there a certain way to fix this problem without turning off my sound?
AndyP  [author] 10 Jan, 2023 @ 12:05pm 
Updated the place of the lower docking port pump.
You can now attack the ballast flora (the health-bar is still in the hull - but that happens for all the 'small pump' models), but you can remove it now, without flooding the sub,
AndyP  [author] 10 Jan, 2023 @ 11:08am 
Oh, yes, you are right.
It can be fought, but the pump is a bit too close in the bottom hatch - so you need to cut the hatch open too to fight ballast flora properly.

Going to fix that.
AndyP  [author] 10 Jan, 2023 @ 10:28am 
Did you turn off the power and flip the ballast flora switch? (That will cut power and make the other pump drain the ballast)

But I will give it a try again, just to make sure
YIPEEE 28 Dec, 2022 @ 12:59pm 
Idk why but I cannot remove ballast flora on Kibou Y with plasma cutter and wielding tool
AndyP  [author] 12 Apr, 2022 @ 3:01am 
Was the sub moving when you launched the depth charge?
The attack one has a "decoy" charge slot in the aft.
The triple on bottom is for regular depth charges - yeah they can only be dropped when not moving, while moving fast, they hit the guns, when moving down you can even trigger them on your own.
(Also a common thing to happen: If you drop it on a pirate, they can hit the charge and blow it up too early.)

But will give it another try to see if anything changed with the updates.