Barotrauma

Barotrauma

C.S.S Palestar II
48 Comments
Average Polish Guy 25 May @ 12:21pm 
One issue that I noticed is that the diving suits lockers and oxygen tank shelfs are not powered so they don't refill oxygen
KnEe_GrOw  [author] 20 Mar, 2023 @ 6:57pm 
Hi there, thank you for letting me know about the periscope issue! I took a look in the editor and I guess something got messed up with the waypoints in the last update. I have fixed them now, so bots should be able to access the periscopes from anywhere on the sub again!
Harpi 17 Mar, 2023 @ 2:34pm 
This is my favorite sub line but it seems AI crew can't find the periscopes on their own after I command them with the command wheel.
I have to control them and park them right underneath one.
KnEe_GrOw  [author] 22 Dec, 2022 @ 12:11am 
Sorry for the delayed response. I took a look at the sub in editor and couldn't find any issues with the way points. Can you tell me where the pathing issue you encountered happened?
LegendaryDS 16 Dec, 2022 @ 3:20pm 
My two crewmembers died bec of pathing. :(
its not working at all
KnEe_GrOw  [author] 3 Nov, 2022 @ 11:31pm 
No problem! I hope you are enjoying the sub :captainsmooth:
EliFari 3 Nov, 2022 @ 2:15pm 
Many thank for the explanations:steamthumbsup:
KnEe_GrOw  [author] 2 Nov, 2022 @ 7:18pm 
Oxygen tanks is not a bug, they aren't hooked up to power by default. I left that as an option for players using the ship. Now that more of the vanilla subs have it by default I might hook some up though.
Regarding depth rating, the sub is Tier 2 and it's hull is the same as vanilla subs. Whatever a normal Tier 2 sub can get down to (I don't know what that is off the top of my head). If you are seeing warning icons over passages while looking at the map screen, I would suggest getting some hull upgrades. The sub will be able to make it through the Ridge easily with some hull upgrades.
EliFari 1 Nov, 2022 @ 3:01pm 
Looks like the oxygen tanks on the shelfs and the diving suits don't get refilled.
It doesn't work even after upgrading oxygen production to the max.
I find it very annoying, is it a bug?

I checked in the editor and didn't find a difference with vanilla subs.

By the way, to which depth is this sub rated?
I just entered the second biome Europan Ridge :
-Hull is not upgraded.
-screen lightly shakes
-creaking noises
-crew is chatting about depth (I'm playing solo).
KnEe_GrOw  [author] 18 Oct, 2022 @ 8:40pm 
Thanks! With the new tier system I would like to do something like that as well, unfortunately I don't have as much free time as I did when I first made these so I don't know when I'll be able to get around to it.:barotrauma:
🕷🕸️featherice 18 Oct, 2022 @ 6:14am 
Sub is very cool. I wish there was an another sub scaled in size, QoL and power between this and Faustus.
PerForkOp 14 Jul, 2022 @ 3:20pm 
I don't really like the color of the sub so I changed the color in the edditor, but I don't know how to edit the linked drone. Can you help with that ? I also want to do the same with the Faustus.
KnEe_GrOw  [author] 9 Feb, 2022 @ 6:24pm 
I do believe you, that is why I fixed the issue that caused the mechanic to float in the airlock. Unfortunately any fixes made to the sub will not get applied to one that is already in game. It's possible the mechanic went outside to fix a part of the drone. Did you happen to see if the drone showed any damage on the status monitor around that time?
Captain Schettino 9 Feb, 2022 @ 12:28pm 
Believe me or not, the mech was just floating in the airlock like a dead fish. The sub was damaged during a battle, so I am not sure what he was trying to fix
KnEe_GrOw  [author] 8 Feb, 2022 @ 10:39pm 
Hi, thanks for the feedback. I check the airlock out in the editor and it looks like the motion sensor that controls the outer door was a little too far inside which would stop bots from properly entering the sub. I've adjusted the positioning to stop this from happening. There is a pump in the airlock, it just doesn't activate when the outer door is open. I'm not sure why the bot was claiming they Cannot fix leak, I would need more information about what was happening at that moment to help troubleshoot. I'm sorry that the docking port was inconvenient for you, I designed it this way to help balance out some of the more powerful features the sub has. You can use the override buttons on either side of the doors to get through when that area has flooding if you don't want to go the long way through the ballast.
Captain Schettino 8 Feb, 2022 @ 12:28pm 
The mechanic puts on a diving suit and stays in the airlock floating like a dead fish. Maybe it is because there is no drainage pump in there? He also claims "Cannot fix leak". The sub suffers from the same problems of the others: the drone on the left of the command room makes navigating through the sub slow and awkward. I need to reach emergencies quickly, not being mothballed in a command room.
KnEe_GrOw  [author] 26 Jan, 2022 @ 6:23pm 
Glad to hear it! Customising the sub as you play is an important part of the game so I try to accommodate it while also building in QOL systems.
Pandathan 26 Jan, 2022 @ 12:25pm 
Thank you! I wired it in myself but I didn't know if it was bug or not, great way of allowing the players to be creative and learn with the sub's systems
KnEe_GrOw  [author] 25 Jan, 2022 @ 6:11pm 
The diving suit lockers do not start out connected to power. I wanted to leave some room for engineers to tinker. The lockers and oxygen tank shelves are all accessible for wiring, and the sub's power grid can be easily tapped into.
Pandathan 25 Jan, 2022 @ 3:57pm 
Are the diving suit lockers powerd so they will auto refill O2?
Solodric 5 Dec, 2021 @ 9:44pm 
Re: ID cards

That's the right Triton. Didn't lose my ID cards, was playing singleplayer.

Gotta admit, I'm pretty confused. I tried swapping between the Palestar II, Triton, and Orca, and my ID card only works in the Palestar II. Must have run into some kind of obscure bug, but I'll fiddle with it and see if I can figure it out.

As to the battery, good to know. I'll give that a shot, thanks.
KnEe_GrOw  [author] 5 Dec, 2021 @ 8:14pm 
As for the battery, right now they power the coilguns, ballast, engines, navigation terminal, oxygen generator, and most of the ship's interior lights. If you want to modify that you can un-wire the power to any systems you don't need from the relays on the batteries. It does require flicking two switches though, the button on the nav terminal and the reactor power button.
KnEe_GrOw  [author] 5 Dec, 2021 @ 8:13pm 
I just tested going form the Palestar II to both the Orca and the Triton (hopefully that's the right one) and had no problems with using any of the locked doors/secure lockers using the captain and security. Is it possible you swapped your ID card by accident at some point? I also noticed while testing this that the crew seems to get new ID cards when changing subs. When starting on the Palestar II the ID card for the captain will say "Fraudulent possession is unadvised". When I switch to the Orca it says "Allows limited access to areas of the sub". So I think the game regenerates the crew ID cards each time you change to a new sub. The only other thing I can think of is, somehow it is being caused by re-spawning if this happened during multiplayer.
Solodric 5 Dec, 2021 @ 3:15pm 
Glad you liked the Endworm story. It's the most epic thing to happen to the Palestar II so far in my hands.

As to the ID card thing, it's an issue on the Orca (vanilla) and Triton (modded), haven't tested any others yet. Basically if I start with a Palestar II and buy one of those, ID cards don't work. The Triton dev said it was likely a bad keycard ID (possibly just a typo) from a modded sub I started with, and that SEEMS to line up with the symptoms.

I guess going to battery-backup could accomplish most of what I'm aiming for, but does that shut down all nonessential systems? It'd be nice to just flick a switch and ensure that anything not absolutely necessary is off, since looting a wreck solo or with a small group can take quite a long time.
KnEe_GrOw  [author] 4 Dec, 2021 @ 7:47pm 
Sorry for the delayed response, this week has been pretty busy! I did some testing around swapping to other subs, but didn't have any issues with opening locked cabinets or doors. What sub were you swapping to that the ID's stopped working?

Also that Endworm encounter sounded epic! I'm glad the sub was able to help you and the crew pull through! The sub does have a sort of power saving feature you are talking about, if you shut down the reactor and turn on the batteries it should give you a good amount of time to loot a wreck or explore a cave if the sub is just sitting still. The stealth variant of the Palestar II has a bunch of special wiring to allow it to operate silently for long periods of time, it is a bit more of a challenging version of the Palestar II as the batteries generally need an outpost to charge efficiently and it does not have an extra turret hardpoint.
Solodric 4 Dec, 2021 @ 3:25pm 
Found a serious bug with your whole line of submarines, it seems. The ID cards are not set up using the vanilla object names (id_captain and the like), meaning if you buy and switch to another submarine, you can't access any of its locks, period. Possible to get a hotfix for this?
Solodric 2 Dec, 2021 @ 4:11pm 
By the time the back-and-forth ended, the Endworm limped about with less than 10% HP remaining, fleeing before I could finish it off. The Palestar managed to just barely stay above crush depth and swim up to freedom; I parked it on an underwater plateau and churned out replacements for all of my ammoboxes before proceeding with our other mission (kill a hammerhead, transport goods).

The Palestar II, unupgraded, took on an Endworm and WON. I don't know if that means the sub's hull is overpowered (since I hadn't even upgraded it) or if it's just a matter that my crew was too damned good at their jobs, but I knew you'd want to hear about this.

The Palestar II truly is the little scout sub that could. I've since upgraded hulls to max because hahahaha holy shit.
Solodric 2 Dec, 2021 @ 4:08pm 
Now, I haven't played this game long, but I've seen the memes on Reddit about what a giant set of orange rings on sonar mean. I thought that was just a general warning of, "you're entering the Abyss," though, which nasty things lived in. It was a much less generic warning than I thought.

An Endworm came in and attacked both my sub and the pirate sub in equal measure, and all hell broke loose. I hadn't upgraded hulls even once, so every time it hit us it capsized an entire wall of the sub instantly, but there was so much wide-open expanse of water that there was nothing for us to get rammed into. The pirate ship sank to the depths and the Endworm knocked it free from us, and it chased the pirates and some decoys I dropped.

I thought we were home free. We were not. The endworm came back for the Palestar II and I proceeded to run through all of my chaingun and most of my coilgun ammo against it.
Solodric 2 Dec, 2021 @ 4:06pm 
Alright, I know I've filled this comment section already, but I need to tell you about this. Last night, I was doing a simple pirate-hunt mission in the first biome. Just trying to scrape together some marks for my Palestar II's upgrades.

By this point, I had a truly full complement of crew (2 of every class except 4 security officers), with the bots having carefully-considered gear and orders so that they didn't get in each others' way and operated with maximum effectiveness. But I hadn't upgraded my sub aside from oxygen (there's an issue where people suffocate during transport missions) and some fuel efficiency.

The pirate ship... sank on top of the Palestar. It pushed it downwards, which was fine - I can deal with that. The enemy crew was too busy to shoot, so I was taking potshots at them while I waited for the Palestar II to slip out from under it as we sank.

... We kept sinking.
Solodric 1 Dec, 2021 @ 10:11pm 
Nice. Been playing with the Palestar II some more in singleplayer, and I have to say, it's a very rewarding sub to upgrade and mess around with. Blatantly overpowered workshop subs aside, I think the Palestar II really might be the best scout sub there is - it's fast, it doesn't hog reactor-power unnecessarily, and it has just enough space and weaponry to feel competent.

I've seen the Stealth and Advanced variants of the Palestar line on the workshop, but I've been hesitant to try them, as it's not clear if they're meant to be upgrades or sidegrades of the Palestar II. What do you suggest I take for a spin next?

Re: the reactor button, great to hear. In singleplayer especially, fuel-rod consumption while I'm sifting wrecks and the like can be extensive. Ideally, the command console would have buttons for stuff like this - oxygen only, or maybe a 'defensive stance' where the sub consumes minimal power while being able to open fire if something comes at it.
KnEe_GrOw  [author] 1 Dec, 2021 @ 8:20pm 
I think the on/off button for the drone might get affected by being on a multiplayer server, that could be part of why it was working oddly.

Thank you so much for letting me know that you enjoyed using the subs! It really means a lot to me! :captainsmooth: The moonpool is to make it a little easier to ferry stuff like ammo back from wrecks, I mostly added it for fun to see how it worked.

For the reactor button, that is an interesting idea! I think it would be pretty easy to wire up, I'll look into adding that feature when I set up the docking fail-safe for the drone!
Solodric 30 Nov, 2021 @ 10:52pm 
Third post, because Steam really does hate long comments.

Also, one thing that's been bothering me. Would it be hard to rig up a switch near the reactor that turns off power to everything on the sub except oxygen? We use a tiny crew (2-3 people), so the sub often idles for long periods while we're on EVA, and it burns through fuel rods like crazy. Every sub has this problem of lacking a proper 'idle' mode, from what I've seen. The Palestar II ended up being a step down from the Palestar I in this one regard, as it ate too much fuel when it was just sitting there, doing nothing.
Solodric 30 Nov, 2021 @ 10:51pm 
Regarding the Palestar and Palestar II in general, though, very high marks. The Palestar I was the perfect beginner sub for us, letting us mess around with fabrication/deconstruction, unlike the Dugong, and was just more comprehensible to newbies in general. The toolbelt locker was a huge help, too.

The Palestar II made for an excellent intermediate sub, giving us a chance to play around with more advanced features (even though that backfired, heh). I appreciated that it came with a box of explosive rounds for the drone - we used that as our pseudo-railgun for hard targets. I don't quite understand what the miniature moonpool function is for, though.
Solodric 30 Nov, 2021 @ 10:48pm 
Thanks for looking into it! Yeah, the depowered sub being unable to dock issue was the big problem. We did physically push it back to dock with scooters, but since we couldn't dock it, we tried the main dock, then it all went to hell after we found we couldn't undock it and had to violently detach it via scraping so we could dock at station. After that it was permanently floating in its regular docking spot, attached to the sub, but not officially 'docked', and thus causing sonar glitches.

It's a weird one to be sure. It was our first time trying a drone, so the idea of conserving battery didn't occur to us. It's also difficult to undock at first because you get no sonar feed until it's already undocked, that's why we had the explosive undocking, I think. The on/off button for it seems to work on a delay, or something. Whatever the case, we moved to the Faustus just to get away from this particular sub.
KnEe_GrOw  [author] 30 Nov, 2021 @ 10:05pm 
I figured out after the drone’s battery dies, there is currently no way to get it to dock to it's normal spot. I will need to figure out a fail-safe against that situation but for now, If you come across this again you can either try to charge it by rewiring the main docking port, or cut into it and wire the super capacitor's power out to the junction box. If it still had some charge left that will give enough power to the transducer to let you use the dock button on the shuttle's terminal.

I'm not sure what happened when you first tried using the drone though, I haven't run into those issue when testing it today or playing normally. It's possible the violent undocking was caused by the nave terminal's up being set to max, it can go up very quickly if you aren't using move to position.

I had to make 2 comments because it was too long for one apparently.
KnEe_GrOw  [author] 30 Nov, 2021 @ 10:03pm 
@Solodric Thank you for letting me know about this! I did some testing, and there is a weird issue with docking the drone to the main docking hatch. If you undock using the main sub's nav terminal the drone will get stuck as you described, but undocking using the drone's terminal allows it to move away normally. I also found that when the drone was in that weird undocked but stuck to the ship situation, I could use a scooter and dive suit to push it off the sub manually. I'm not really sure what is causing it to happen, I tried moving the docking hatch much further out from the ship but it didn't help. Hopefully I'll eventually be able to figure out what the issue is, but at least there are workarounds for now.
Solodric 30 Nov, 2021 @ 12:36pm 
@KnEe_GrOw

Thanks. I figured the wiring/power issue after we docked with the drone on the main hatch, but at that point it was far too late. As for getting the drone off of our sub, it refuses to budge - in fact, it thinks it's undocked, so I constantly get a 'dock' button, but it also refuses to budge. I'm guessing it's slightly clipped into the sub or something, but it's nothing visible.

We had a similar problem starting out with the drone. Couldn't get a sonar feed from it until I undocked it, which it did... somewhat violently, shooting off of the sub with way too much force. So the drone may not sit quite perfectly on the sub to begin with.
KnEe_GrOw  [author] 30 Nov, 2021 @ 8:50am 
@Solodric This is an odd one, I haven't encountered this particular issue before. The main dock of the sub is set up to take power in, so it would probabaly take some rewiring to get it to charge from there.

If you are able to move the drone off of the main sub, you might be able to leave it in a level and then try using the outpost upgrade NPC to replace it which should resolve the issue. I'll do some testing tonight after work and see if I can recreate the problem then look into what solutions can fix it if replacing doesn't work.
Solodric 30 Nov, 2021 @ 12:37am 
Ran into a problem with this one. My group very much enjoyed using the Palestar I, so I figured it was time to move up to the bigger, better version. Unfortunately, the drone has caused some bugs.

Basically, we detached the drone while doing an op. After a while, it seemed the batteries died. For whatever reason, the drone refused to dock with its proper slot on the sub after that, so I tried docking it to the sub's main docking port, in hopes it would recharge the batteries.

This was a disastrous mistake. Not only did it not recharge, I couldn't convince the game to let me undock it, so I had to scrape it off using a stalactite to dock with an outpost. After that, the drone keeps spawning in the correct position, but doesn't count as docked - so it can't recharge, and it's messing with my sub's interface. Any help would be appreciated, even if it comes down to using a console command to fix the issue.
KnEe_GrOw  [author] 22 Jun, 2021 @ 8:06am 
Thank you! :D
Joseph 22 Jun, 2021 @ 2:49am 
No problem, great sub nonetheless :steamthumbsup:
KnEe_GrOw  [author] 21 Jun, 2021 @ 10:19pm 
Sorry about that! It is now fixed! Thank you for giving me a heads up! :captainsmooth:
Joseph 21 Jun, 2021 @ 10:11am 
Also there seems to be 1 coilgun loader stacked on top of left coilgun
Joseph 21 Jun, 2021 @ 9:26am 
The upper front Coilgun its not linked to its loader since last update, I think.
KnEe_GrOw  [author] 24 Dec, 2020 @ 9:12pm 
Thank you to the kind soul that gave me a steam award! :captainsmooth:
Leonidas 23 Aug, 2020 @ 8:39pm 
Looking good! Thanks
KnEe_GrOw  [author] 23 Aug, 2020 @ 1:12pm 
Hi Leonidas, thank you for pointing that out! I had some issues when initially trying to add this to the workshop and it looks like I had forgotten to re-attach the drone. It is now properly added!
Leonidas 23 Aug, 2020 @ 11:12am 
I don't see a drone on the sub.