Barotrauma

Barotrauma

Not enough ratings
Aronnax
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.198 MB
12 Jul, 2024 @ 6:51am
21 Oct, 2024 @ 10:00am
4 Change Notes ( view )

Subscribe to download
Aronnax

Description
Aronnax
is a submarine prototype for mining prospecting, shipwrecks and ruins exploration released from the Sermilik shipyard. It was originally an order from a shipowner who wanted to made lucrative trade with rare minerals and alien artifacts. Only one copy had time to be produced before the plans were lost in an accidental fire at the shipyard.
The Aronnax is a medium-sized submarine which slips easily through the twists and turns of Europa's caverns. It's equipped with a pod to transport people or goods between 2 submarines or a station and which also serves as an airlock when docked. It's also equipped with 2 support drones.

SPECIFICATIONS:
ARONNAX:
Class: tier 3 scout submarine
Crew size : 6->12
Dimensions:49x18m
Ascent speed: ~18km
Descent speed: ~13km
Main engine speed: ~28km
Aux. engine speed: ~14km
Both: ~32km
Battery autonomy: ~2min
Cargo capacity: 24 crates
Weapons: - 1 front electrical discharge coils
- 4 coilguns
- 1 railgun
- 1 pulse laser (front)
- 1 depth charge tube

POD-057:
Class: shuttle
Crew size : 1->4
Dimensions:8x5m
Ascent speed: ~15km
Descent speed: ~19km
Engine speed: ~28km
Battery autonomy: ~4min30s
Weapons: front & rear electrical discharge coils

S-1, C-2 & L-3:
Class: support drone
Crew size : 1->2
Dimensions:2x2m
Ascent speed: ~19km
Descent speed: ~22km
Engine speed: ~20km
Time on battery: ~5min
Battery & supercapacitor automatically charge when drone is docked.
Wi-fi distance signal: ~250m
S-1 version: 1 electrical discharge coil, 1 camera & 2 supply cabinets
C-2 version: 1 coilgun
L-3 version: 1 pulse laser (replace the C-2 with it in the subeditor)

CAPTAIN & SECURITY GUARD
A private room with 2 secured lockers (a captain badge is needed).

Gunnery compartment :
All periscopes have a switch/lever to switch on/off their respective turret.
Coilguns can set on auto-mode (switch) but are less effenciency than manual (targeting delay).

Menace detection alarm systems :
- outside -> alarm + monitoring + gunnery compartment lights turn in red.
- inside -> alarm + monitoring.

Automatic security camera system inside & outside (monitors right to the jail cell).
A captain or security badge needed to access to the armory with 3 secured lockers and the jail cell.

ENGINEER
1 large cabinet + 2 supply cabinets.
A lot of systems monitoring.

Batteries:
System switch automatically on batteries power out if reactor or docking hatch provide 0 power -> submarine's lights turn on red & only aux. engine is available to preserve power.
If system detects that reactor no provide enought power & if batteries charge rate is set to 0 -> batteries provide missing power.
Charge protection:
System detects if batteries & supercapacitors charge are full & set charge automatically to 0.
On dock:
System detects if submarine is docked on station and recharge autamatically batteries & supercapacitor if their charge are not full.
All machines are powered by a relay to manage more easly the electrical power grid load. Other components are accessible in circuit boxes for rewiring but be carefull to not brake vital systems.

MECHANIC:
All ballast pumps power are controlled by a switch on them (help for maintenance).
3 large cabinets linked to deconstructor & fabricator.

Fire protection:
A sprinkler system (need maintenance) is linked to smoke detector only in reactor, engines & jonction boxes rooms.
If smoke is detected the sprinkler system close the compartement (doors & ducts) & floods it until the fire is out.

DOCTOR:
Medical fabricator linked to medical cabinet.
A doctor badge is needed to access to toxin cabinet.
A search station + a garden.

OTHERS:
Bots "friendly" if the AI don't stupidly decide to use ladders for poledancing.
Traitor friendly -> Restricted areas, secured lockers, loose vents & loose panels.

No one is perfect, you can report bugs >>> here <<<

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   ⠀⠀⠀⠀⠀⠀⠀⠀   ⠀   ⠀   Like it ?
                                                          
Popular Discussions View All (1)
4
17 Jan @ 8:32am
Bug report
PsykokiN
14 Comments
PsykokiN  [author] 20 Nov, 2024 @ 3:47am 
@Jim the Pilot #FixTf2 thks, i'm glad u have fun with it :captainsinful:
Jim the Pilot 17 Nov, 2024 @ 6:41am 
super fun to use, i hope to see more like this
Zentradi 11 Nov, 2024 @ 6:49am 
as guy below me said the super caps on this ship seem to need Manuel adjustments evreytime you drain the battery they do not charge on there own not sure thats intended
LimeUser 22 Oct, 2024 @ 11:56am 
Secret clown disposal wall
PsykokiN  [author] 21 Oct, 2024 @ 10:09am 
@EightHook37 Oups! It's a secret exit lol! I fixed it don't forget to update the mod and this kind of incident should not happen again. Thank you for taking the time to report this.:captainsinful:
EightHook37 21 Oct, 2024 @ 7:03am 
and if you ragdoll you just slip out into the open ocean and pop lol
EightHook37 21 Oct, 2024 @ 7:00am 
Heyo, loving this sub, found a interesting thing lol, you can fall through the hull if you walk into the far right wall in the crew quarters room
PsykokiN  [author] 19 Sep, 2024 @ 12:11pm 
@? I tested each one & they work fine.
MGE_Chacha☮ 19 Sep, 2024 @ 10:47am 
It's the same on vanilla, check it yourself