Barotrauma

Barotrauma

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The WE-R
   
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26 Aug @ 1:23am
26 Aug @ 1:35am
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The WE-R

Description
WARNING: IF YOU ARE PHOTOSENSITIVE OR OTHERWISE AVERSE TO FLICKERING LIGHTS, AVOID THIS SUBMARINE!

A state-of-the-art transport submarine, boasting a double hull, spacious cargo bay, exorbitant medical bay, a boost drive and various other quality of life features... at the cost of an extremely fuel-hungry, high-maintenance, experimental tri-reactor setup.

This version isn't equipped for, nor requires, Hungry Europans.
For the Hungry Europans version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554988638

Note: in order to climb the stepladders around the submarine, simply hold up while standing still!



Statistics:
Price: 35,000 Mk
Tier: 3
Type: Transport
Recommended Crew: 4–15
Cargo Capacity: 64 Crates

Weaponry and Hardpoints:
Dorsal: 1 Hybrid Double Coilgun-Railgun, 1 Chaingun (Swappable), 1 Tri-Laser Drone
Ventral: 1 Flak Cannon (Swappable), 1 Chaingun (Swappable), 1 Depth Charge Tube, 1 Electrical Discharge Coil, 1 Tri-Laser Drone
Forward: 1 Pulse Laser
Rear: 1 Depth Charge Tube, 1 Void Discharge Coil



WE-R

Beloved by competent crews, this submarine may be a fuel hog and require extensive maintenance, but in the right hands is extremely powerful.

It comes with:

• A double hull setup, with a pressurised void requiring the use of diving suits
• Emergency and neutral lighting modes dependent on power
• An Engine Room, fitted with two engines (one on each grid)
• An Oxygen Room
• A dorsal Docking Hatch (with Internal Airlock)
• A ventral Docking Hatch (with Internal Airlock)
• One dorsal and one ventral external airlock
• An Reactor/Electrical Room
• An Navigation Room with two modes of piloting and extensive displays
• An Crew Quarters/Diving Room with a disco lever
• An extensive Cargo Bay (complete with two fabricators, a medfab and two deconstructors)
• An enormous Medical Ward, complete with a Medbay, Hospital, Brig, Surgical Ward and Lounge
• An Armory
• Three Ballasts with windows peering into each one and anti-floral overrides
• A Boost Drive
• Two Drone Ports





Extra Features



Three Reactor Setup

Main Reactor:
• Responsible for the main grid, supplying all facets of navigation (only one of the engines), oxygen, the drones and the guns.
• Does not supply power to the lights.
• 0.10 Fuel Consumption Rate

Backup Reactor:
• Responsible for the supplementary grid, supplying things such as monitors, fabrication, lighting, the auxiliary engine and more.
• Can be left off in case of low fuel.
• 0.15 Fuel Consumption Rate

Medical Reactor:
• Responsible for all of the Medbay's power.
• Can be left off in case of low fuel.
• 0.20 Fuel Consumption Rate

Electrical Overrides

Reactor Controller:
• The main reactor is on a controller circuit, though the other two reactors must be operated manually or using the default automatic control.

Overcharging:
• Activated by the switch to the left of the main reactor.
• Overvolts only the main grid by a 1.70x multiplier; this leaves a lot of room before the devices become damaged, reducing risk.

Battery Sink:
• Sinks overvoltage into the batteries and discharges when the switch below the junction boxes is active.
• The batteries can only be charged by intentionally overvolting the reactor.

Nav Control

Periscope Piloting:
• If need be, the right navigation terminal may be used in order to navigate.
• Hold left click in a direction to move. Whilst not in use, the main navigation terminal is used instead.
• Use the button to the right of it to switch cameras.

Informational Displays:
• The Bridge contains various displays, including fuel and power information, a speed/direction indicator, an intruder/fire/water display (red/orange/blue respectively), etc.

Boost Drive:
• Activates an extremely high-powered engine in order to produce a hefty boost.
• WARNING: due to unstable design, the entire navigation room will be shocked after five seconds. Either take the zap and continue piloting, or relinquish control and run.

Plummet:
• Floods the crew quarters slowly with water.
• Used for emergency descents. Will automatically shut off if the water floods into Navigation.
• WARNING: will drain just about as slowly as it fills, so use with caution.

Tri-Laser Drones

Two Modes:
• Double click to switch between moving and firing modes!
• Green = Moving
• Red = Firing

Infinite Ammunition:
• Does not require Pulse Laser fuel!
• Only has three shots in it before needing to recharge via the docking hatch.

Medbay

Cargo Delivery:
• The window to the left of the Hospital allows items to be grabbed through the gap!
• Simply place things on the shelf in Cargo, saving you the time and effort of carrying things across the sub to Medbay.
• You can even shoot guns through the gap, keeping the Hospital secure from anything in Cargo!



CREDITS:

Aidowl for the inspiration! Heavily based on the Bicksborg II!
Qwerty_XVIII for their QoL Wiring Guide! Used for several circuits!
Zyleand for the drones!
Psyduck for Decotrauma (used a few decorations)!
uberdrück for the directional radar in Nav!
Max for the periscope navigation circuit!
Working Joe for the RGB in Crew Quarters and being a general inspiration!
kvr7object for various decorations!




Thanks for downloading!

A hundred and fifty hours in the making (or maybe more, I lost count). I really hope you enjoy using this submarine. Let me know if you have any problems!

<3 Owl