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'The Scarred' Waverunner Mk.II
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13 Nov, 2021 @ 10:02pm
13 Jul, 2024 @ 8:04pm
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'The Scarred' Waverunner Mk.II

Description
'The Scarred' is a custom variant of the already powerful 'Waverunner Mk.II' class ship that has been painstakingly modified in order to maximize reliability, efficiency, precision, and power. Unlike its predecessor, 'The Scarred' houses a completely custom engine, created from salvaged alien materials. This, along with two extra engines, allow it to reach a top speed of 161 km/h. With the addition of a pulse laser, this variant ensures you will get to your destination in record time.


'The Scarred' is a legend amongst the seas. Originally piloted solo by a nameless Relic Runner, it has been heavily modified with whatever resources were available as a matter of survival. Though no one has seen the original ship in years, the vast improvements that its systems had over the stock Waverunner Mk.II led many a grease monkey to try their hands at replicating its many augmentations. Eventually, the Relic Runners settled on a somewhat standardized design, and a handful of the variants were commissioned by leading Relic Runners from all across Europa. While its performance is leagues above any other vessel of its class, the difficulty in acquiring the exotic alien materials required in its design, as well as the general ineptitude of human mechanics regarding alien technology, means that only a few of these variants have ever been successfully made.


~By Relic Runner Blart

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NEW FEATURES:
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-A completely custom made engine, created from exotic alien materials, and integrated with top-of-the-line human technology. By utilizing the power of a Faraday Artifact, this engine boasts incredible efficiency, producing extreme amounts of thrust at a fraction of the energy cost.

-Two additional maneuvering engines, which control the sub when at low speeds (< 20 km/h). This alleviated the 'wobble' that the original Waverunner Mk.II had, which was caused by the engine being so powerful it couldn't stop itself. In addition to the increased stability of this model, the two extra engines add an extra 12 km/h to the max speed of the ship, totaling in a staggering 161 km/h.

-Increased defensive capabilities from the new pulse laser and electrical discharge coil. The discharge coil can repel those pesky creatures from all of the ship's blind spots, leaving them wide open for the state-of-the-art pulse laser to sear through their damage immunities. The pulse laser also features the latest in decorational technology, which is sure to fully immerse you in the experience of melting all who stand/swim before you.

-A nuclear reactor powered by the latest ARC mini system (Automatic Reactor Control). Not only does it take any fuel type in any combination, but maintenance is simpler than ever before! All you have to do is throw in your fuel, press the power button, and flip the automatic control switch, and its good to go. And you don't even have to do that last step, if I'm being honest. But when you flip the automatic switch, the reactor manages itself better depending on your electrical engineering skill. That's right, you heard me: this puppy scales with you! You thought it was good before, well it just keeps getting better! On top of all that, this particular model can charge itself off of almost any outpost it's docked to, so nine times out of ten, you don't even need to use the reactor. It's just that good.

-A research station above the medical fabricator. Waverunner class ships will always be fully equipped with everything you need to not only survive on Europa, but to thrive, as well.

-Additional storage for ammo and items, which come fully stocked with everything you need to survive in the harshest depths of Europa.

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The original Waverunner Mk.II: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2221541968





I dare you to find a better Scout class ship.
20 Comments
Azi_Dahaka12th 18 Apr, 2022 @ 8:35pm 
ohh..can that be used with duct flood ballast? (my ballast do not pump in, the open ducts in the hull to let water flood in and the pumps ..er pump it out) this is to prevent ballast flora
Blart  [author] 18 Apr, 2022 @ 8:16pm 
By wiring the pumps to use setlevel instead of setspeed, you can make the ballasts keep the water level at exactly the right height, without it overflowing. most subs use this methodology, but because ballasts are often sealed up with doors and walls, you rarely get to notice or appreciate it.
Azi_Dahaka12th 18 Apr, 2022 @ 7:56pm 
how to you keep the ballast from going past the platform and flooding the ship?
Blart  [author] 20 Dec, 2021 @ 8:28am 
The reactor works with any fuel type in any combination, except when only using only one uranium fuel rod. a single one doesnt produce enough heat for it to be managed by my controller.
Mete a Mãe Jones 20 Dec, 2021 @ 4:49am 
This is strange. When I press the Power button, the reactor doesn't sustain power. I thought you had a relationship.
Blart  [author] 19 Dec, 2021 @ 6:40pm 
the artifact is purely decorative, and doesnt affect the ship in any way
Mete a Mãe Jones 19 Dec, 2021 @ 5:57pm 
How does the main engine work with an artifact inside denying the system?
Blart  [author] 23 Nov, 2021 @ 7:23am 
Like what? In my experience, ive never seen the door open for creatures (other than husks, apparently) unless the bots let them in while trying to repair a leak they caused. And even then, ordering them to ignore the inside door fixed that.
Ronnie 23 Nov, 2021 @ 6:41am 
also, the door opens automatically for other creatures aswell
Blart  [author] 23 Nov, 2021 @ 6:08am 
so THAT'S why husks have been spawning with id cards lately. that makes them a much more interesting enemy. of course, i could just add a tag requirement on the door for the crew's id cards, but that would remove this interesting new layer of gameplay. thoughts?