Barotrauma

Barotrauma

[UCS] Ardent II 0.9
19 Comments
Leonidas 16 Aug, 2020 @ 12:12pm 
Please update to frontier!
Operator 29 Dec, 2019 @ 12:04pm 
Yeah I hate to agree with that guy since he is being very rude and needs to shut his mouth right now.
I love the design of this sub so much, but its to difficult to play with because of its component systems.
Sny_Vs_Spyper  [author] 23 Dec, 2019 @ 6:04am 
Perhaps the description wasn't clear enough when it said 'Using an advanced battery system it can sustain itself for extended periods with no fuel source but requires constant maintinance of many compartments in order to remain operational.'
BurntLettuce 22 Dec, 2019 @ 9:21pm 
I understand that a lot of effort went into making this and making everything look nice and "work" well, but this sub has an issue: It is not a submarine, it is a job that requires 100% attention and everybody on the crew working together. This is not a fun sub, it is a device used to torture those who want to have fun. It only exists to say "This is what your submarine should NOT be like". This only exists to show what a submarine should not be: a fucking chore, a thing that nobody wants to deal with because it is like cutting your dick off with a pair of scissors, and then diving into a bath full of salt. This is probably one of the least enjoyable subs to play on, it tries to do to many things and that is what makes it fail. Too much to manage and too much to pay attention to.
Sny_Vs_Spyper  [author] 20 Dec, 2019 @ 8:43am 
and as ever : if anyone has any other suggestions i'd be happy to hear them
Sny_Vs_Spyper  [author] 20 Dec, 2019 @ 8:42am 
Updated - Changed ex artefact containment in a general high-security containment, flipped the top lockers along alpha deck so they look less janky while also retaining valuable space for such large crews on Campaign missions, added a depth charge launcher beside the primary airlock, added a cosmetic fin above shuttle dock
gwendoodle<3 18 Dec, 2019 @ 3:33pm 
i dont agree with your reasoning said but everything else is cosmetic. that being the double stacked lockers being hideous and the wires appearing sloppy. like i said at the beginning, this ship is everything but efficient. another of my notes was it could use some fins and background items around the shuttle bay
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:25pm 
However, i'll get to moving the crew spawns around as the Is Open for the door seems to be a bit odd if nobody spawns as an assistant to keep the motion sensor from turning off. I'll also add a depth charge launcher to the airlock deadzone and spend some time trying to figure out exactly what i'll do with the ex artefact container, and how i'll add an external artefact container to the ship to make Salvage missions a bit less cripplingly hard to manage
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:13pm 
The airlock was also intended to have a blind spot for use with actually needing a security presence on board the ship as opposed to pure practical ship crew, it's also there for PVP purposes, thus why I made the airlock doors windowless.
As for the brig pods, they're designed as jail cells that people can't leave without a security clearance, even if they force the top hatch open. I just added the ability to vent them out into the ocean as an extra layer of 'wouldn't it be fun to-'
The depth charges are slapped on as an after feature and more or less simply designed to do bombing runs in PVP and not much else, assuming you have someone capable of making the shells in PVP from the resources they can recycle from around the ship that is.
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:07pm 
The engine room doesn't control the recharge rate of the turrets, either. That's the job of the capacitors in the utility room.
The capacitors in the engine room were designed as a consistent way to prevent brown outs and other power issues from having a high power draw engine as it felt cheap to make a ship that big not need a lot of energy to move.
The capacitors in the utility room are balanced so as long as the ship has power they'll generate enough energy to keep them firing constantly, and very much like the loaders for the coilguns they're in the same order as the periscopes, but keeping an all-in-one compact room design wasn't the objective with making this, it was to build a submarine to be manned by a large crew in communication with each other, so adding an artificial layer of difficulty to micromanaging submarine systems was intentional
Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 3:01pm 
I'll admit, the room right of command was intended as an artefact storage system for just about every artefact there is, the pump in the small chamber in the middle to fill it with water to keep the fire one contained and happy, the small room with no vent to keep the oxygen remover one happy, enough distance from the surrounding area to keep the radius effect artefacts mostly contained, but after testing making it painfully obvious that it's borderline unusable it's basically become a disused room that I haven't figured out what to do with yet
gwendoodle<3 18 Dec, 2019 @ 2:26pm 
the second room is 3 tubes on the far left of the ship which i am extremely confused with. if they are meant to kill people they do their job great, but that wouldnt make sense as you have an airlock that floods easily. if they are ballasts they are tiny and would work better together, if they are a crappy brig why do they flood?

the depth charges are stupid. lets say im being chased by a moloch and its gaining on me, i send a crew member down to fire a decoy charge. he fires it and it flies back to clang against the wall to the left.

this would be workable if their were depth charge tubes all over the bottom of the ship, say 1 under the airlock giving that little lip a point. clustering them together nullifies having more than 1

on the positive side, i love the exterior and gun placements, the shape is beautiful but some background fins just above the shuttle dock would really tie it together.
gwendoodle<3 18 Dec, 2019 @ 2:25pm 
I VERY much dislike all the crew spawning in the same small room as not only does it seem lazy but if the door isnt opened in seconds the crew will begin to suffocate.

there are 2 parts of the ship i dislike as they serve no purpose, the room right of command and the small tubes on the far left.

the room right of command has several problems, 1 is that the ladder bumps your head when aiming left, this normally wouldnt be an issue but bots will get permanently stuck on it. the other problem is a lack of use, i think its ment to be a brig but its barely usable as one due to you needing to climb a ladder to enter it. if i have someone handcuffed and want to put them in this brig i must: knock them out, pick them up, and climb a ladder to the top. if they wake up they fall off the ladder.
gwendoodle<3 18 Dec, 2019 @ 2:25pm 
i love the airlock gimmick but it doesnt work, the double layer lockers look terrible and the gun stations being super far away from the guns is a bad idea. lets say im a gunner and i want to change my recharge rate. first move to the engine room which is easily a 20 second walk, then figure out which charger is yours or switch the input of them all. after that 30+ second long adventure you must return to your gun. compare this to the Humpback, you exit the gun, aim down and tweak it.

on the topic of the airlock, presumably the idea is so its easy to defend with the gun just below it. its not, enemies will run right past the gun and theres no way to kill those at the airlock.

the wires are sloppy or too clean, wires going through walls is lazy and negates the existance of cable holders. wires being at diagonal angels looks sloppy and out of place for a ship of this might.

Sny_Vs_Spyper  [author] 18 Dec, 2019 @ 1:56pm 
Constructive criticism is appreciated
gwendoodle<3 18 Dec, 2019 @ 12:13pm 
this ship is everything but efficient
Cristy 15 Dec, 2019 @ 6:38am 
the new updates make it even better and efficient. good job :coolthulhu::cozybethesda::_banana_:
mistyhaven 15 Dec, 2019 @ 6:35am 
my favorite sub! so many neat features
Cristy 13 Dec, 2019 @ 1:02pm 
very noice sub.