Barotrauma

Barotrauma

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Dauntless L. Cruiser (40k)
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23 Nov, 2022 @ 7:45am
15 Jan, 2023 @ 1:11pm
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Dauntless L. Cruiser (40k)

Description
While deployed in space the Dauntless-class operates as a scouting vessel, though its weaponry is more than capable of withstanding the horrors of Europa. This Dauntless-class has been modified for subnautical warfare and is equipped with both a heavy prow cannon and two plasma torpedoes, additionally includes an assault boat to be crewed by a squad of Tempestus Scions.

Dauntless - L. Cruiser 40k
This sub requires the Barotrauma 40k mod.

Weaponry
  • 4 Aft Hellguns
  • 5 Railguns (4 topside)
  • 1 Depth charge tube
  • 3 Electric discharge coils
  • Prow Mounted Nova Cannon
  • 2 Plasma Torpedoes

Features
  • Captain's Quarters includes logbooks to explain specific ship functions
  • Shark-class Assault Boat (controlled from either the sub or the shuttle)
  • Motion detector alerts for EDCs
  • Smart auto-doors in most areas of the ship
  • Automated battery and supercapacitor charging (thanks to Ulramite)
  • Vanilla and 40k fabricators
  • Reactor display terminal
  • Horizontal velocity - 22km/h
  • Descent velocity - 12km/h
  • 36 cargo capacity

While the Dauntless has been extensively tested in the editor, it has yet to be fully tested in a campaign.
Once my solo and coop campaigns' progress to the Dauntless I'll do further testing and bug fixing.
If you have any suggestions for the sub are welcome.
16 Comments
m13796624212 3 Dec, 2023 @ 5:09am 
Thank you
Sharpe  [author] 19 Nov, 2023 @ 7:13pm 
I've upload the torpedo file, but it hasn't been changed since I last played so the recent updates might have made changes to wiring. But I guess it there's not too strange going on with the ones already in the Dauntless file it should be ok.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089413426
Sharpe  [author] 19 Nov, 2023 @ 7:09pm 
It was only design choice not have duplicate controls on the bridge since I felt there was enough there (and because I thought I had set up the torpedo terminal to centre on a transducer in front of the sub for a better view when manual detonation was needed, I realise I must have forgotten that or it might not have worked in testing).
All it would need is six buttons (or anything else to activate them) connected to six wifi components, (777, 778, 779 and 780, 781, 782, for torpedoes 1 and 2 respectively) set to a high range (I went with 20000).

The shuttle terminal allows for bridge control of the shark assault boat. However it requires a switch in boat itself to be turned on (It would turn of shuttle controls and allow wifi input and vice versa, so that only one terminal could provide input at a time. There were issues with navigation if both terminals were active at once).
Sharpe  [author] 19 Nov, 2023 @ 7:09pm 
From what I remember when designing and from briefly looking at my wiring (though I'm a bit out of practice with it):
I designed them to be semi-dumbfire torpedoes with limited detection.
Once armed it turns on a motion sensor for alive humans and monsters (I remember running into a lot of issues trying to make them explode when detecting structures, even with adjusting the sensor). So it needs to be manually detonated against structures and submarines (the smallest decrease in velocity helped me tell if it glanced the side of a sub).

The terminal is only for launching and detonating the torpedoes. I toyed with the idea of having it control them but decided against it given how much firepower I was putting into them and the inspiration for them. Though it is possible if you want to make the changes necessary for it (though it might take a bit of doing, I fiddled with the engines of the torpedoes, mostly to keep them shooting straight).
Jacoopi 18 Nov, 2023 @ 7:43pm 
add: I also cannot find the .sub files for Torpedo 1 and 2
Jacoopi 18 Nov, 2023 @ 7:36pm 
Love this ship but I've had issues using the Torpedos
Are they on an impact/motion fuse along with the manual control (arm, launch, detonate) and does the forward Torpedo Control Terminal #1 actually control the trajectory of the torpedoes or is it only for launching? Any way to launch them from the bridge?
I also cannot find a use for the Shuttle Navigation Terminal inside the Bridge
Sharpe  [author] 15 Jan, 2023 @ 4:54pm 
Thanks, I hope it works out better this time. But I have a nagging feeling I forgot to change something.
Boaty McBoatface 15 Jan, 2023 @ 4:32pm 
Wow, I'm really impressed by how quickly you did things. Thanks for taking my feedback on this, I look forward to using the sub again next time I play. You're the best!
Sharpe  [author] 15 Jan, 2023 @ 1:24pm 
- I added in a lot more auto doors (I think the only ones now not auto are the airlocks and the forward ballast door) since it's a lot easier to change the auto doors to manual than the other way around. If you remove one of the wires on the door (or just detached it without completely removing it so you can add it back later) they will become manually opening doors but retaining the auto closing and water detection. There is a logbook with the information of which wire that is (since I've forgotten what the 2 set_states were connected to), which I've moved to the bridge since it may have been difficulty to realise there was a cabinet in front of the decorative bookcase.
Sharpe  [author] 15 Jan, 2023 @ 1:24pm 
- I've fixed the capacitors' auto charging logic, now each capacitor has it's own set of components. It'll fix the issue of the logic not working when the capacitors had different levels of charge when connected to the same logic components. Since the batteries use something similar I added a button to turn their auto charging off, just in case anyone runs into a problem with them not being on the same charge %, but I don't think I've had a problem with the batteries.