Barotrauma

Barotrauma

143 ratings
Intruder
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2.705 MB
13 Mar, 2023 @ 8:39am
12 Jun, 2024 @ 7:53am
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Intruder

Description




The INTRUDER is a family of experimental submarines that have not lived up to their expectations. Moreover, during the creation and testing of a huge number of prototypes, a lot of good sailors died, for which the submarines of the Intruder family were called cursed, and excessively complicated automation and expensive components made these submarines too expensive to launch in a series. No captain in their right mind will board these submarines, so the surviving prototypes still stand in dry docks and are of interest only to tech hunters and street artists.





I had a feeling that vanilla submarines were deliberately made as bad and uncomfortable as possible. At the same time, almost all of the subs from the community are super powerful, ridiculously cheap, overloaded with decor parts, and breaking immersion in the game. So I decided to make a few new subs for me and my friends.

The mod contains four submarines and one shuttle (So you can start on Tier I sub and finish the game on Tier 3 and still be familiar with all the controls). The main focus was on convenience and giving the captain more control and awareness. I tried to keep the number of objects to a minimum to keep the subs performance friendly. There are also no cheat drones that annihilate everything in a row, super powerful reactors and engines or something like that, but there is an attempt to do something close to a vanilla game, but with a lot of improvements. For example, a docked shuttle receives commands from the main terminal and does not interfere with the control of the main submarine. What I mean is that if you are sinking then the shuttle's ballast will also fill up, if you are moving forward then the shuttle will also be moving forward. Yes, a banal thing, but I have not seen such an implementation before. Thanks to this, the attached shuttle helps the submarine move a little faster, and does not slow it down. Also, the shuttle can be disconnected from the power supply, which will save a little energy and will allow you not to break away for the repair of the shuttle's electronics. Simply type "power" into the terminal using the frequency 899 and the shuttle will be completely powerless.

The junction boxes and reactor are locked, because if you disconnect the wires, then it will be impossible to understand this messy madness without the sub editor. However, all mechanisms remain unlocked, which gives a certain scope for the activities of your lovely clowns.

Also, the submarines have a PSM (Power Save Mode), the ability to empty the ballasts, reactor meltdown protection, autonomous discharge coils, flood alert, fire alert, oxygen checking, global siren, the ability to switch searchlights in one periscope, the ability switch searchlights to a railgun, the ability to disable railgun control for the crew, a terminal with additional information, the ability to auto-isolate batteries to protect them from the energy loop, an additional battery-buffer for stable operation of control terminals, two temperature regimes of the reactor (4000°C and 5000°C), auto-control of the reactor, shuttle remote control, shuttle commands ("hatch" and "power"), and much more.



Just a fast and comfortable shuttle. If you need to get out of this thing, just switch two levers and you can urgently leave it. It is also a great thing for recon and fire support.
  • Type: Shuttle
  • Price: 3500 Mk
  • Size: 10x3m
  • Cargo: Zero
  • Crew: 1-2
  • Speed: X:29 Y:16
  • Weapon: 1x Coilgun, 1x Depth Charge Tube



The INTRUDER CDL (Compact Dugong Like) model was developed in parallel with the main project and is a weaker and compact version of the MK6.
  • Type: Tier I Scout
  • Price: 8500 Mk
  • Size: 36x10m
  • Cargo: 16
  • Crew: 3-5
  • Speed: X:25.6 Y:15.8
  • Weapon: 3x Coilgun, 1x Depth Charge Tube



The main prototype, with its own advantages and disadvantages. Although considered an attack submarine, the inconvenient location of the main gun calls into question the use of this submarine as a serious offensive force.
  • Type: Tier II Attack
  • Price: 25000 Mk
  • Size: 42x12
  • Cargo: 20
  • Crew: 4-7
  • Speed: X:24.0 Y:15.5
  • Weapon: 1x Railgun, 3x Coilgun, 2x Depth Charge Tube



A completely redesigned and expanded version of the MK6. Many problems have been fixed, armor has been reinforced, and also, especially for this sub a new shuttle has been developed.
  • Type: Tier III Attack
  • Price: 35000 Mk
  • Size: 49x13m
  • Cargo: 20
  • Crew: 5-9
  • Speed: X:22.5 Y:18.1
  • Weapon: 1x Railgun, 1x Dubble Coilgun, 3x Coilgun, 2x Depth Charge Tube



This modification has become much faster than the basic MK7 version at the cost of lighter armor and a more greedy engine. So get ready for power problems.
  • Type: Tier III Attack
  • Price: 37500 Mk
  • Size: 49x14m
  • Cargo: 20
  • Crew: 5-9
  • Speed: X:26.6 Y:18.1
  • Weapon: 1x Railgun, 1x Dubble Coilgun, 3x Coilgun, 2x Depth Charge Tube


43 Comments
Taxit 19 Jun @ 5:54pm 
please unlock the wiring
Salty Slothy 26 Oct, 2024 @ 9:05pm 
bro this sub can't even keep the lights on. No idea why
Sanchoysina 24 Sep, 2024 @ 8:29am 
10/10 sub
Andrew_L 15 Aug, 2024 @ 1:06am 
Cool features; unfortunately the logic bugs out after a long mission. The sub starts moving and becomes uncontrollable. Totally unrepairable due to hidden/locked components and wiring.
ImBSS 3 Aug, 2024 @ 12:33pm 
0/10 would be 8/10 if the wiring wasent stupid locked
SeyaDiggler1 23 Jun, 2024 @ 10:56pm 
Thanks I just grabbed this and will be running a new campaign with them. It will be only 2 of us running the subs, I will see if we can handle it!.
MercenaryGrok 16 Jan, 2024 @ 8:15pm 
Still workds, Wished it was unlocked
Jair 7 Jan, 2024 @ 4:05am 
this still works today?
Rasputin 7 Jan, 2024 @ 1:36am 
11/10, THE best subs that I have ever played with. Perfectly balanced and comparable with the Dugong, Humpback and Remora but better in every way. These were the only subs that I have finished a campaign with! :barotrauma:
Cat 3 Dec, 2023 @ 12:37am 
Love the subs, but for some weird reason with both MK.7 and MK.7S the bots are incapable of shooting things with the rear coilgun, they aim at whatever's behind but just look at it menacingly while it claws at the ship. The coilgun itself can shoot fine when I control it though.