Barotrauma

Barotrauma

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EK Bottlenose Mk-II
   
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25 Oct, 2024 @ 9:13am
15 May @ 3:21pm
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EK Bottlenose Mk-II

Description
EK 'Bottlenose' Mk-I
Heavy Destroyer

"The Bottlenose class is a heavy combat vessel which prioritizes a mix of protection and armament. It is primarily armed with two heavy turrets, with several secondary hardpoints, and a forward-fixed railgun battery in it's bow. Built with a standard internal pressure hull and light armor applique along it's forward belt for improved survivability against low caliber guns. The design also features instrumentized fire control systems for it's main guns."

Starts with relatively minimal armament, if you are playing on higher difficulties it's recommended to not buy it until you've got at least around 30,000mk spare for additional refits to bring it up to it's full firepower.

Role: Attack ( Combat Vessel )
Tier: 3
Price: 42,500 Mk
Recommended Crew: 8 - 14
Size: 64x14m
Horizontal Speed: 21 ( 26 with upgrades )
Vertical Speed: -19,26
Cargo Capacity: 24 Boxes
Magazine Capacity: 27 Shells, 63 Boxes
Vessel Strength: High
Vessel Maintenance: Standard / Large-Crew
Recommended Difficulty: High
Recommended Crew Experience: Any

Notable Features:
  • Forward railgun battery
  • Uparmored hull
  • Instrument fire-control system (Heavy turrets only)
  • Engineering room
  • Medbay
  • Large armory
  • Brig
  • Docking port power transfer
  • Drainage duct system

Weapon Systems:
  • Forward Railgun Battery (Fixed Mount)
  • x2 Heavy Coilgun (Heavy Turret-Mount)
  • x1 Chaingun (Turret-Mount)
  • x2 Coilgun (Turret-Mount)
  • x4 Empty Hardpoint (Turret-Mount)
  • Depth Charge Launcher (Fixed Mount)

Stock Reactor Trim: 0.01 - 75 Stock Battery Controller Trim: 202 - 15 Stock Engine Battery Trim: 101 - 15

I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?

-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now.

( Also expect that potential "EK mods remaster" to not happen after all )
34 Comments
Mr. Tanner 21 Jul @ 7:40am 
@Videogames

So, I cracked open the sub editor to look into the Bottlenose. It looks like you were right, the spawn points for the prisoner job were not there. I tried adding them and still ran into the issue of the prisoners suffocating. Popped in a hidden shuttle oxygen that can't be interacted with and that seems to fix the problem. Set the decay rate to 0 and made invulnerable, and it should be good to go.
Mr. Tanner 19 Jul @ 11:16am 
@Videogames

Thank you
Videogames  [author] 16 Jul @ 7:50am 
@Mr. Tanner
Either mod weirdness or a recent game update made the "prisoner" crew spawn tag stop working,

or potentially this sub is from just before the "prisoner" job got added to vanilla. I don't actually recall off the top of my head.
Mr. Tanner 16 Jul @ 2:33am 
Quick question. Why are prisoners not automatically moved to the brig in this ship. Also, can the brig only support one prisoner. I dragged a few into it and they all suffocated within a few minutes.
Mr.Emperor 16 Jan @ 12:14pm 
Wow, thanks for your quick response. Thanks, that explains most of the confusion I had about this sub. Having a blast so far :D
Videogames  [author] 16 Jan @ 12:13pm 
@Mr.Emperor
Not really any documentation for the new submarines (2024 and after) yet...

The three buttons in the helm room are a sort of 'safety' for the dorsal, ventral, and nose railguns. When the lamp indicator is green that means the gun triggers are enabled, when it's red the trigger is locked.

As for the gunnery periscope controls, the colored lamp shows the same safety status as the switches on the bridge. The white lever switches the gun's searchlight on and off. The grey toggle button switches the gun into "sonar operated mode", while this mode is active the turret is aimed using the sonar terminal instead of the periscope & fired by pressing the button shown in the sonar console.
Mr.Emperor 16 Jan @ 12:05pm 
Having some trouble understanding all the switches for the heavy guns and in the bridge, is there some kind of documentation for that? (like the bridge buttons for the railgun, etc)
MonsterKillers1973 9 Jan @ 11:32pm 
need EK too ?
Choiette 18 Dec, 2024 @ 3:48pm 
Ah that would be cool to see, take your time making it
Your builds are fun to sail with and fun to use
Videogames  [author] 17 Dec, 2024 @ 7:21pm 
I might with a more full gun battery yeah, although as for size 60 meters is already near pushing the max (which IIRC is 65m)