Barotrauma

Barotrauma

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T32-Void Seeker
   
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1.383 MB
24 Feb, 2024 @ 6:55pm
5 Mar, 2024 @ 4:02am
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T32-Void Seeker

Description

Would appreciate your feedback or a bug report.

English is not my first language, so I'm sorry that I can only choose machine translation for the following content:
The T-32 Seeker emerged in response to the exorbitant costs associated with maintaining the colossal size of the T-30. This time, the improvements go beyond merely compacting over half the space. While ensuring ample firepower, the T-32 also brings a significant boost in flexibility.

After our captain handed over the T-30 and dismissed many useless crew members, the suddenly available operational funds were invested in reinforcing the hull. And then there’s that mysterious AI laser turret that seemed to materialize out of thin air… In any case, this time, we can venture into deeper, darker waters!

Class: T3
Price: 7000mk
Cargo Capacity: 20
Recommended Crew Size: 2-8
Preferred Gameplay: Multiplayer Online
Difficulty Preference: Mod

Configuration:
1.The entire ship is equipped with self-closing automatic doors and watertight airlock passages.
2.Upper and lower exit hatches, with a top docking port.
3.Each area is organized based on its specific function.
4.The ship boasts a spacious interior (which could be a drawback), with reasonably suitable lighting conditions.
5.Equipped with 2 drones:Laser drones armed with laser weapons and supply compartments, suitable for remote support of crew members during extravehicular activities.
6.Welding drones for rapid hull repairs, but without offensive capabilities.

Speed:
1.Engine maximum horizontal speed: 34
2.Maximum ascent speed: 18
3.Maximum descent speed: 17

Ship Weapons:
1.Four standard gun positions and 2 large gun positions, along with a deep-sea bomb deployment port (initially installed on the ship’s bottom, with standard guns on both sides).
2.External manual electromagnetic coils.
3.Automatic pulse laser turrets (4 each on top and bottom), with low damage output but no associated costs or consumption.

Other Details:
1.Due to the presence of numerous capacitors, the ship requires approximately 30 seconds of initial departure time to allow partial battery charging.
2.Except for the reactor and top laser weapons, most other ship facilities are based on original data or proportionally scaled using mod data. You can consider adding mods to increase difficulty.
3.The initial supply configuration is not extensive, and most mod items may not automatically appear in the storage containers.
4.Drone control: Left-click to switch between movement and shooting modes; click quickly for smooth switching.
5.Note: Battery upgrades are disabled. In certain situations, reactor malfunctions may occur, requiring manual recharging of batteries to 80% or higher for restoration.

Acknowledgments to the following mods and mod authors:
无人机:泽兰船坞无人机合集
反应堆:reactor assembly(autocontrol+bufferbattery+remote turn on/off 反應爐組合(自動控制+緩衝電池+遠端開關)
参考船:[BOS]Nova-新时代[15号设计局] 幻象行者_先进攻击舰[KBA Shipyards] Drop Pod WH40k[VH] The Iroh<XT船厂> 惊骇位元 Europa's horrorThe Stromson
6 Comments
DaKeN 16 Feb @ 6:58am 
Hi, I recently have the game and I'm testing your submarine. The truth is that it is a great job and I like it a lot. But I have a problem, the cabins and rooms of the submarine look very dark. Is there a way to turn on the lights? Thank you for your work
.Tupler  [author] 27 Feb, 2024 @ 4:08am 
@Antinomy
Okey, already edit it:winter2019joyfultearsyul:
Фанзиль 27 Feb, 2024 @ 2:02am 
аниме на скринах фу:shit:
Antinomy 26 Feb, 2024 @ 4:03pm 
Thanks. Can you also please translate button for coil discharging? :)
And a question regarding visuals of command console - what those blue stripes supposed to be? I thought it was a visual glitch at first, but no, I can see it in your screenshot as well. May be it's just me, but I find it to be bad looking.
.Tupler  [author] 26 Feb, 2024 @ 1:58am 
@Antinomy
Its magazine forgot to be set to ‘invulnerable to damage’, already checked it in this update.
Antinomy 25 Feb, 2024 @ 7:04pm 
Auto laser turrets after some time stop shooting, any idea why?