Barotrauma

Barotrauma

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[HHI] Halberd
   
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11 Feb, 2023 @ 3:53am
23 Feb, 2023 @ 3:18pm
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[HHI] Halberd

Description
Description
The Halberd, flagship submarine of Halberd Heavy Industries, was developed when the demand was made for "A Camel but cooler looking like the R29". The engineers at HHI got to the hard task of circumventing patents and copyright in order to deliver a Camel with an R29 pricetag.

While a railgun, two discharge coils and full workshop suite has been added above the Camel's base features the power grid and engine are exactly the same as the Camel base specs with cargo capacity reduced to fit the extra equipment. A hard sell for the Tier 2 premium, the lumbering red Halberd still finds some interest in the oceans of Europa in submariners looking for compact versatility.

Features:
Auto Reactor controller, switch marked "AUTO CTRL"
Large battery banks, pump into grid with "BATTERY POWER" switch
2x Motion Detect Discharge Coils
Emergency Lighting if no reactor power
Full complement crafting + Disassembly (No research bench)
Forward Airlock can be used for shuttles (But will limit railgun firing arc)
All the decoration + lighting
Berthing quarters has a view

Specs:
Room for 48 Cargo Crates in Unit Loaders
Room for 8 Cargo Crates intended for non-trade
3x Coilgun, 1x Railgun
Descent Spd:12kmh, Horizontal Spd: 20kmh

7 Comments
Mako  [author] 23 Feb, 2023 @ 3:19pm 
Thanks for all the feedback Charm!, Motion doors set to human/pets to slow down hungry mudraptors, side by side added for the nav/helm, Gap added above cargo sign.
CharmQuark 23 Feb, 2023 @ 11:46am 
I've also found that the small hull square in the central access shaft that has the cargo sign in it needs a new gap to allow oxygen to enter it otherwise a bot can die by standing their for long enough.
CharmQuark 22 Feb, 2023 @ 9:55pm 
Two other things you could do to improve the ship would be to set the motion sensors to only respond to humans and you should also turn on the "Display side-by-side when linked" in the control terminal options so that you can control the sub from the status monitor.
Ccstewy 22 Feb, 2023 @ 2:04pm 
hell yeah! Thank you very much :8bitheart:I absolutely love what you've done with the fabricator-cabinet links btw. As the crew's neurotrauma medic, it is *so* nice to not have to run back and forth for materials to make medicine
Mako  [author] 22 Feb, 2023 @ 3:05am 
Fixed, am a dingus and didn't plug power into the medbay pump, for the door I've added an override switch and an OR gate to ignore water and open the airlock instantly.
Mako  [author] 22 Feb, 2023 @ 2:12am 
Cheers for the feedback, medical should have a pump under the workbench but might be slow cause the rooms's quite large. I'll double check if it's working properly.

Good point for the Airlock, I'll try put an emergency crowbar in each.
Ccstewy 20 Feb, 2023 @ 12:45pm 
Heya, loving the sub so far! So far my only real question is the drainage on this sub. There's a lot of rooms lacking pumps, particularly the berthing and medical rooms having no drainage of any kind. The airlocks are also pretty frustrating as when they have a leak, the inner doors wont open due to the whole water-detector thing that wont open them unless the airlock is empty. It would be nice to see some sort of override button for that issue.