Barotrauma

Barotrauma

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Man-At-Arms II
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19 Apr @ 8:48pm
29 Jun @ 4:54pm
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Man-At-Arms II

In 2 collections by Qeqeneq
Salty Sailor Dog's Giga Collection
48 items
Qeqeneq's Submarine Emporium
6 items
Description
The Man-At-Arms Mk 2 is a self sufficient, long range attack sub. It sports an experimental fissile cannon that enables hunting of both abyssal targets and enemy subs. The cannon consumes vast amounts of power and must be maintained regularly. A combat capable shuttle docks to the top, which allows a coordinated team to scan for minerals, scout enemy positions, and support the ship in defending blind spots.

This sub is classified as a tier 3 attack.

Contains: Deconstructor, fabricator, medical fabricator and research station.

Features:
Combat shuttle - The Kestrel shuttle is a support craft with a full suite of capabilities meant to compliment its mother ship. Its pair of lasers are controlled by a single periscope that automatically swaps guns when changing aiming arcs, allowing for a minimally sized crew to have maximum impact in battle. The silent running mode enables the Kestrel to stealthily scout ahead and find larger targets without attracting attention, giving it the chance to drop depth charges or boarding pods on unsuspecting enemies. It has a moonpool style hatch so that crew can easily enter and exit, making this versatile shuttle indispensable in mineral extraction or ruin exploration. When it is docked to its mother it has a permission switch in the helm that will power it down so as to not drain power.

Experimental cannon - The fissile repeating cannon is a marvel of military engineering, and one such weapon has been affixed to the Man-At-Arms Mk II for field testing. The intention was to find a way to outfit a warship with weaponry that would not run out of ammunition like its kinetic counterparts; without sacrificing any firepower. The result is a gun that can threaten any target without needing any reloading. However, it comes with the downsides of requiring both a massive draw of power and needing constant maintenance when in use. Because of this, it requires permission from the helm to activate.

Magazine elevator - Engineering is connected directly to the ammunition magazine by way of a utility elevator, enabling crewmembers to reload the ammo stores and send back empty crates and shells efficiently. Crew will no longer need to lug individual shells by hand across multiple levels of this full-sized battleship. (Credit to NikoPie, creator of the Járngreipr, for this idea and the mechanics)

Battery bank recharge sequence - Four oversized batteries comprise the backup power bank for the ship. Each is dedicated to a different aspect of the ship so power can be reserved for critical functions. It contains a recharge sequence that, when started, will gradually ramp up the recharge rate of all batteries until they are at full recharge rate, and then gradually ramp them back down as they approach full charge. This avoids both undercharging and overloading the grid with a massive fluctuation of all the batteries at once. The bank can also be connected directly to the grid so none of them are reserved.
Unpleasant Rant: Despite hours of meticulous wiring, having the batteries wired so that they can connect to the whole grid via a toggled relay causes a bug to occur whereby all the batteries drain when only one of them is supposed to be used. Even when the relays are off so that 3 out of the 4 batteries are disconnected, all four of them drain the same amount. Not only does this remove the ability to reserve a battery for different functions, it effectively multiplies the amount of power being drained. I don't recall this happening the first time I played with the sub a year ago and I don't know if there was an update to the game since there or if I simply never noticed it, but now as I go back and thoroughly test everything I cannot avoid this problem. For all the searching I've done for a fix the only answer I can find is that this is a limitation of the game engine. The only thing I can do is remove the ability to connect the array to the grid to preserve everything else I've made with it. It has both wasted my time and robbed you of the functionality I wanted to include.

Point defense weapons - The two airlocks each have dedicated close range weapons to keep the entrances clear of smaller enemies. These are controlled from the security room where personnel can cover other crew members trying to make it back to the ship. When the larger weapons have been bypassed, these PDWs can reach the itch on the hull that the cannons can’t quite scratch.

Security surveillance - The security room has an array of cameras which permits crew to keep an eye on the comings and goings of key locations in the ship. From this central location a security officer can follow suspicious crew members as well as identify breaches and threats, all the while keeping tabs on any prisoners in the brig.

Drain system - Each section of the ship, (fore, mid and aft) has a manual drain switch that will open all internal doors and hatches in that section. The helm has the ability to open or close these drains so that one breached section can be repaired and drained while others stay sealed. The mid and aft drain into the bilge, while the fore drains directly into the ballast.

Sectioned ballast - The ballast tank has been segmented to minimize sinking risk from breaches. When one section has been pierced the others can drain to compensate. If needed, the helm has controls to override the ballast section doors and force them open.

Mineral dump - The upper airlock has a chute connected to the engineering bay where crew can drop off collected minerals or resources without having to lug them all the way through the ship. This greatly expedites any collections from mining or salvaging missions.

Brig - The brig is strategically located near the upper airlock to allow for the convenient on and offloading of prisoners. They can be safely watched from the security room.

Hydroponics - A major part of the campaign range of the Man-At-Arms comes from its dedicated grow room. A crew can maintain a sizable number of plants in this space for various purposes.

Design notes:
This is my first extra large submarine. It is meant to accommodate big crews (while still being able to fit into the end sequence). I wanted to make something big enough that lots of players could all be doing something in it, and not everyone would be aware of what and where. The hope was to enable not just interesting fights, but also give space and appropriate rooms for RP purposes for playgroups seeking that kind of thing. It’s geared towards a Barotraumatic campaign with some experienced players, so it is well equipped but still requires the abilities of the players to make use of it.

The size of the sub may cause some to encounter performance issues, and for that I highly recommend Evil Factory’s Performance Fix mod with lua. I have turned off shadow casting for nearly all the lights to save on processing. It will look a bit unrealistic when you see light from within the hull as you swim past, but I think it's a small price to pay. It’s also the first time I’ve implemented custom backgrounds so that rooms with many details, like the cafeteria, are not made of dozens of individual structures. Credit and thanks to InitialDesu for the tutorial on how to make that happen.
50 Comments
Garuda XIII 18 Aug @ 6:09am 
I figured it out, need another mod. The selling mod but basically, just sell the sub and buy it again it will reset. But your way works too!
Qeqeneq  [author] 18 Aug @ 5:45am 
@Garuda XIII - Unfortunately I don't have a great solution to this. Were they swapped at a Chief Mechanic at an outpost? They were set to not be swappable so I don't know how it would have been allowed.
Since they are not normal turret weapons they won't be something you can purchase to swap back. My only thought is to make a copy of the submarine in the editor but the set the price as low as it will allow you in a new file, then buy the sub again. A real pain, but it will allow you to keep your progress in the campaign.
Qeqeneq  [author] 18 Aug @ 5:38am 
@Da_Pastry - I am super glad you appreciate it. Reading this made my day.
Garuda XIII 17 Aug @ 8:00pm 
Hi Qeqeneq! How do you switch the PDWs to the original guns? I accidentally switched them out for pulse weapons accidentally.
Da_Pastry 15 Aug @ 4:55am 
@Qeqeneq - This sub is incredible. The amount of time and effort you must have put into this is on full display. Aesthetics are superb, some very clever features, thought out room and hard-point placement. My only disappointment is that I don't have enough friends that play Baro to properly crew her. It's a shame about the battery functionality though.

Bravo.
ApprovedToiletCloger 19 Jul @ 6:00pm 
It's fixed for me now thanks for the help :steamthumbsup:
Qeqeneq  [author] 19 Jul @ 3:16pm 
@ApprovedToiletCloger - The elevator is technically a shuttle, so it should be replaceable by going to a submarine merchant and selecting the option to Replace Lost Shuttles.
ApprovedToiletCloger 18 Jul @ 8:20pm 
The ammo and railgun shelf for the magazine elevator just disappeared on my sub, the signs next to the elevator is stuck on sending/ calling and the pressing the button does nothing. Is there a way to fix this or is it just gone forever? (I'm playing with a alot of mods installed so idk if that's the reason why)
Nika Starwife 15 Jul @ 9:39pm 
Ah I see, alright thanks. This sub is great btw, the elevator is so cool.
Qeqeneq  [author] 15 Jul @ 7:17am 
@Nika Starwife - The point defense weapons are normally unlimited ammo and do not require any reloading. The only thing they require is that the super capacitor is recharging. If the super cap has power and they are still not firing, it is likely due to using a mod that overhauls the weapons. Anything that edits HMG magazines would affect the PDWs.