Barotrauma

Barotrauma

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S-191 Barracuda (Barsuk Refit)
   
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4.683 MB
3 Jan, 2023 @ 10:29pm
8 Feb, 2023 @ 12:20am
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S-191 Barracuda (Barsuk Refit)

Description
The Barracuda is an old Barsuk class submarine. Over many voyages the sub has been heavily modified by her crews- and although she shows her age with wear and tear, cramped crew conditions and plenty of old fashioned charm, this vessel is still as reliable as ever.

"She won’t be winning any beauty contests anytime soon, but she is solid. Ship like this, be with you ’til the day you die."

"Because it’s a death trap, Captain."



This is a refit of the Barsuk sub, usually crewed by 4, and perfect for new crews to Europa (but a competent group of 3 will manage). Bots are NOT recommended if you are going to require them to leave the sub - the airlock is too complicated for them, and teaching them to use it is too complicated for me... so, yeah.

- Dimensions; 29x12m

- Cargo capacity; 12 crates.

- Auto airlock system.

- Auto-controlled reactor (leave it in manual control - just turn it off when you dock to save that precious fuel).

- Onboard Medical fabricator with linked cabinet.

- Very cramped crew quarters, and lockers.

- Three compact ballast tanks for added safety and maneuverability.

- Various monitors to display status of important systems. ("Systems" will flash when critically damaged. "Batteries" will flash when backup power array is in use.)

- Alarm system throughout the ship to alert crew of imminent death danger.

- Three searchlights, controlled with the captain's periscope (left click to cycle through).

- Depth charge can be launched directly from the captain's nav terminal, or manually from the launcher itself by pulling the arming lever down (flashing red light will indicate it's 'armed') and launched with the switch below. Make sure to reset before reloading!

- Extra stowage drawers and lockers dotted around the sub. (Captain has personal storage in the shelves below his bunk)

- A certain charm you only find in subs that have been around since the first voyages on Europa...

- A roll of duct tape and some welding fuel to keep it holding together on your next voyage.



This is all vanilla stuff, no extra mods required - If you encounter any problems or things I may have missed, please leave a comment here and I'll update the ship regularly. Fair currents and silent seas, Captain!

Into the depths. Black sea and ice. Salt and silence...


Massive thanks for help with the Auto reactor, airlock, and wiring guide;

- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2296569779
- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2442273018
- https://www.youtube.com/channel/UCt18m35YbSX0Xuy7wLrd7Mw
14 Comments
MurkyTide 20 Nov, 2023 @ 9:00am 
It's a nice design overall. Bots have trouble with it, though. The pathing for the hatch from the upper deck needs redoing, and the bots also can't work out how to use the airlock.
ShortChange  [author] 24 Oct, 2023 @ 11:02pm 
@ScarTheory - Thank you, I am glad you are enjoying it!
FimpeN 14 Oct, 2023 @ 10:01am 
This sub is amazing. Easily the best I have tried in the game and definitely the best from the workshop.
ShortChange  [author] 8 Feb, 2023 @ 12:22am 
@Pavel @Clambiguous Thanks for the heads up - we aren't using any bots at the moment so I didn't notice, but after updating to automatic doors I had completely forgotten to update the waypoints. Should be fixed in current build I just uploaded :steamthumbsup:
Clambiguous 4 Feb, 2023 @ 11:24pm 
@Pavel if you go into the editor and check the box to view waypoints 2 of the waypoints on that hatch are set to ladders. The top one should be a door waypoint similar to the one just above it on the docking hatch. I simply left clicked the incorrect waypoint and it fixed itself, I just started messing with the editor but I think the act of dragging it over the hatch turns it into a door waypoint.
Pavel 4 Feb, 2023 @ 1:01am 
Could you make it more bot friendly, they currenty struggle to go anywhere, in particular the vertical hatches and when fighting breaches.
ShortChange  [author] 14 Jan, 2023 @ 7:08pm 
Thanks! :LIS_pixel_heart:
Reinhardt2132 14 Jan, 2023 @ 3:04pm 
I love the character that the description adds. Good job
ShortChange  [author] 13 Jan, 2023 @ 2:37am 
There is a memory component visible just below the reactor - this is a part of the automated reactor system. The value on this component will need updating every time you purchase a reactor upgrade from an outpost.

It should be set at maximum reactor output/100 (4400/100=44, by default). The upgrades give +3%, +6% and +9% respectively as of the current version of the game.
ShortChange  [author] 9 Jan, 2023 @ 2:29am 
I won't be adding them personally as my crew enjoy a bit of exploring and interaction at the outposts when we dock (and I like yelling at them to move crates back and forth).

I completely understand it can be a pain though - If you want to use the sub editor to add them yourself you could perhaps squeeze them into the lower deck of the engine room if you clear out all the other junk (may require downscaling the fabricator & deconstructor). You will need to add another junction box as there is only 1 "power out" position currently free. (or you could use a relay component).

Hope that helps:steamthumbsup: