Barotrauma

Barotrauma

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Rift - Heavy Artillery Vessel
   
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1.397 MB
7 Mar @ 8:40am
29 Mar @ 1:33pm
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Rift - Heavy Artillery Vessel

In 1 collection by Ember the Invincible
THE PENISPUMPE
52 items
Description
"The "Rift" was developed by the coalition. It utilizes state of the art armaments as well as submarine technology. Its primary purpose lies in serving as a heavy duty artillery vessel able to besiege outpost or take down hostile submarines from great distance. It utilizes an experimental heavy railgun that relies on a dedicated sonar monitor to be able to aim at targets from great distances. Many in the coalition consider this the "pride" of Europa, any crew steering it is held in great regards."

(Note: Not all dependencies are hard dependencies, I believe only the EK mods are actually fully needed, leaving the others out should still leave you with a functional ship, just maybe missing some minor things.)

Technical Info:
-No wires are locked because I think doing it is homosexual (think about the poor engineers having nothing to do)
-4 normal turret hardpoints - currently equiped with coilguns
-2 large turret hardpoints - currently equiped with railguns
-1 heavy turret hardpoint from EK's - currently equipped with a heavy railgun (the artillery of the ship)
-6 spinal mounted micro-SSL turrets, 3 of which are facing north and south. Can't be controlled via periscope, works through the "Broadside" buttons in the navigation terminal.

-Despite the vast amount of GUN there are still some blind spots, a few of them are covered with electric discharge, but not all.

-Contains a few crate racks on the ship, but no unit loaders, this is an attack vessel, not a mobile outpost.

-Contains a fabricator, a deconstructor, some weapon fabricators from Enhanced Armaments, a medical fabricato,r as well as a research table.

-Contains an outpost reactor (since the outpost generator is usually not balanced for subs I have tweaked some values, such as having a quicker meltdown and bigger fuel consumption, scaled based on the power production difference between a normal and an outpost reactor)

-Contains a separate small room for nuclear material storage, in case you use a mod like Enhanced Reactors and need a seperate safe room for it.

- Experiment cage in the medical room (for fun)
- Airlocks to leave the sub at the bottom and top of the ship
-Oxygen availability is tracked in the status monitor (why do no subs do that?)

-Some junction boxes have their "Signal_02" pin filled with blue wires, that is because every lamp on the sub has their "Set_Colour" pin linked to that loop. If you wanna have some fun tinkering with the light colours you just need to find a Junction Box that still has an empty slot for another blue wire in the pin.

-3 ballast tanks at the Bottom.

-Hidden graveyard of my friend Raptor who can't help himself to not die to radiation poisoning.

-Overly fancy looking battery array, switch the lever to set the Batteries into recharge or discharge mode, lights should be enough to indicate what mode it is in right now.

-Some ladders at the outside skeleton, for fancy drive-by maneuvers.

-2 large engines to move this fatass of a ship, mind the power consumption! This may make the ship fast for its size but you can also quickly overwhelm the reactor in its ability to respond to sudden power shifts (and start frying your Junction boxes). Intentional design choice.

-Neurotrauma surgery table hooked up to an... experiment, that links to the patients vitals and displays them.

---

Yeah, the sub is a little bit overpowered probably, it was created with a heavily modded playthrough in mind, not Vanilla.

If there is a good amount of positive reception and demand for it I can also make a more balanced Vanilla version in the future.

Constructive Critique is appreciated since this is my first submarine ever made.
4 Comments
Ember the Invincible  [author] 14 Mar @ 10:57am 
@mashuurei

Hello, this Sub is Tier 3, its compatible with bots, got pathing and everything included-
mashuu 12 Mar @ 2:40pm 
Hi, thanks for the sub! just want to ask what tier this sub is and can you play this with bot?
thank you..
Ember the Invincible  [author] 10 Mar @ 12:38am 
@AverageToasterEnjoyer - I believe its because in my current modpack we use the patch and it overrides the base surgery table, if you use it without the patch it shoukd probably still work and revert to the base neurotrauma. Sorry for confusion! If it doesnt work let me know then ill patch it
Toaster Enjoyer 7 Mar @ 9:20pm 
i think you messed up with some of the mod requirements mate, though if you do actually need the HE-neuro patch to make it work my bad