Barotrauma

Barotrauma

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LRAS Helldiver Variant I
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20 Jun, 2022 @ 8:08pm
30 Jul, 2022 @ 8:06am
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LRAS Helldiver Variant I

Description
AN ACTUAL HIGH RES IMAGE OF THE SHIP: https://i.imgur.com/OXDjOAU.png
The moon pool in action: https://streamable.com/5a2za2
Full outside view of the lighting: https://i.imgur.com/1bIj0yi.gif
Walkthrough: https://streamable.com/bn8qw9

Just my personal sub, built and improved on over many campaigns (started with variant A and quite a few variants ended up not getting letters). It is setup to take you from the start to the finish of a campaign. It is currently equipped for a fresh campaign start, so pretty much no resources on board. The only required mod is EK | Dockyard and it is not optional. The sub will not function without it.

When mousing over interactable things, absolutely everything should be labeled and explained when necessary.

While the sub features waypoints for bots, it was built for coop so many of the features are not really usable by the bots.

It is power balanced as is and the wiring even though I tried, is a bit of a mess to figure out, so a lot of it is really not meant to be touched.

It has a dual coilgun turret on top and two separate coilguns on the bottom. And the main armament - a nose mounted railgun with a wide arc of fire. The weapons are positioned in a way that makes the Helldiver a formidable vessel but only if you maneuver the vessel properly during combat to cover the blind spots. The whole top and tail are covered by tesla coils that fire for 2 seconds and are connected to a fast recharging capacitor. Tesla coils do not reach the bottom of the sub.

The turrets ARE NOT SWAPPABLE during the campaign, if you want to change them, you will have to extract the sub with the Barotrauma Save Editor and do it in the sub editor.

The sub is very flood resistant. All the doors are programmed to automatically close when they detect flooding and will automatically close on a short timer while flooded and every room has drainage ducts leading to the ballast tanks. Though due to the size of some rooms you will start sinking if any of the bigger compartments flood.

And now on to the features.

- The main thing - the moon pool. You can move the sub while its open, I wouldnt suggest swimming in there without a suit, but you can always try. It can also be opened/closed from the NAV terminal. During diving missions the pool can remain open and the two bottom turrets are positioned to protect divers.

- The top airlock has an override allowing you to have the outside hatch open for transporting artifacts.

- The sprinklers in the plant area are quite the FPS hit for weaker PCs that already struggle with Baro, so theres a switch to turn them off. And in that case you can manually water the plants.

- The turret searchlights are NOT shadow casting since that can also be a problem for weaker PCs. There is a button on the sonar monitor in the gunnery to turn them on and off for stealth. And that sonar monitor does come in handy for gunners.

- There are two outside cameras accessible from the NAV room, one on top and on bottom. Their searchlights ARE shadow casting and can be turned on and off from the NAV terminal.

- The sub has a battery pack that can be operated from the reactor room and from the NAV terminal. It has to be manually operated (It is not automatic on purpose, people need jobs).

- The reactor features an automatic controller, can handle any amount of rods (1-4) and will always work at optimum temperatures. For it to function properly it needs to be in auto mode and the controller needs to be turned on. Reactor also automatically shuts off and starts drawing power from stations when docked. This function can be turned off incase whatever you're docked to doesnt have enough power. For optimal working conditions leave the reactor the way you found it.

- The reactor room was setup to be used with ITA and now with Hazardous Reactors. It has a failsafe incase of a fire. The door will lock and after 20 seconds the room will flood extinguishing the fire and unlocking the door allowing you to enter and recover the rod. This is just my little surprise for fire starters <3. If you mess up, just hide in the ballast tank.

The sub is very optimized (again, sprinklers and shadowcasting searchlights on the cameras can be a big FPS hit, but thats why they can be turned off).

Have fun!
16 Comments
underm1nd  [author] 16 Oct, 2022 @ 11:33am 
@crazyperson225 Huh, weird how that couldve slipped through.
Dont have the game installed atm, but everyone else that notices it should be capable of fixing it for themselves at least.
crazyperson225 15 Oct, 2022 @ 10:57pm 
https://prnt.sc/9kn9mvSwn1zF

This duct block is not set to invulnerable.
underm1nd  [author] 30 Jul, 2022 @ 1:47pm 
I dont think I can fix that. It shouldnt be much of an issue anyways.
rorgrs 30 Jul, 2022 @ 1:28pm 
One more thing, the bots can't reach the two small blocks on the sides of the moonpool with the welding tools, they get stuck in the middle of the moonpool without knowing what to do (even though players can aim at and fix those two corners)
rorgrs 30 Jul, 2022 @ 8:32am 
Thanks a lot! Those were the only problems i've found so far, it's pretty well built
underm1nd  [author] 30 Jul, 2022 @ 8:09am 
They should be able to go in now. Though once again, sub was never built with bots in mind, so expect some jank.
rorgrs 30 Jul, 2022 @ 7:00am 
Thank you so much for the fix, however it still has a quite unfortunate flaw, bots can't open the ballast hatches to fix leaks and do mechanical repairs, so they just stand around confused while the rest of the ship gets eaten
underm1nd  [author] 27 Jul, 2022 @ 3:50am 
Should be fixed now.
underm1nd  [author] 25 Jul, 2022 @ 6:54am 
Ill have a look when I have the time. Mustve messed something up last time I updated the sub.
rorgrs 24 Jul, 2022 @ 1:14pm 
bots can't open any doors at all