Barotrauma

Barotrauma

Waverunner Mk.IIa (Solo campaign ready)
7 Comments
Laevateinn  [author] 1 Oct, 2023 @ 5:10pm 
probably broken with patches since it was last looked at, I may or may not fix it at some point. Feel free to give it a shot and publish if you want.
maximustrajan23 1 Oct, 2023 @ 8:46am 
so how do i even get the guns to have power to work? lol
Blart 7 Oct, 2020 @ 4:04pm 
I agree that there's definitely something funky with the electrical system. Normally when you're in a campaign, the sub uses slightly less power than is generated, so the overloading junction boxes normally only happens during level transitions or outpost levels, when the load of the sub seems to get funky and mess up the system. That's why turning the reactor off right before a level transition to let the battery drain for a bit (because it is the battery being full that messes it up) seems to let it run fine for the next level. So far, I haven't come up with an actual solution for this, other than restarting the reactor every round.


Also, Eric hasn't actually released the ARC system Mk.II yet. He's pretty much done with it, but he's fixing a few kinks with the system and doing some last-minute tweaks. To my knowledge, he's going to release it whenever he releases his next big ship (the Persephone), and he's fairly close to finishing it. It'll probably be out in 1-3 weeks.
Blart 7 Oct, 2020 @ 4:02pm 
The deal with the gap thing is that gaps can only work between two hulls. The gaps in the cockpit and engine room are in-between three hulls. So the actual problem that's happening is that when the water is draining into the ballast, it's not actually flowing through the bottom part of the engine's hull directly into the ballast, but it's actually flowing through to the adjacent hull, and then into the ballast. The actual solution was to move and resize the existing gaps so that they would only be crossing over two hulls, and then add more gaps where there technically weren't any before. Gaps are weird, and I didn't fully understand them when I first released the Waverunner lol.
Laevateinn  [author] 7 Oct, 2020 @ 3:21pm 
Thanks for taking a look. I noticed the water in the engine thing - status says it's 4% full even when visually fully drained. Took a look at the gaps/hulls in the editor and it's not obvious to me what's wrong, so I'll take a look at your newer version when I have time.

The electrical system is also a bit finicky, think at some point I'll take apart the automated reactor circuitry and try tweaking it. If you turn off the oxygen generator the right three junction boxes will be slightly overvolted, plus the system doesn't set the fission rate to 0 when the battery fills up. I couldn't find Captain Eric's mk2 system that you were talking about, do you have a link?
Blart 7 Oct, 2020 @ 11:02am 
One thing I do have to say tho, is that you seem to have started on a slightly outdated version of the waverunner. Everything should work fine, but there are some issues with the gaps (mainly the gaps in the cockpit and below the engine) that make water flow kinda funky. It's most noticeable when the ship floods and a tiny sliver of water remains floating below the engine. But yeah, nothing too major, it's an easy fix, and you can just delete this comment if you'd like.
Blart 7 Oct, 2020 @ 10:55am 
You did a really great job with this! There are so many great things you added that I didn't even think about. The hi/lo engine switch is an ingenious addition, all of the storage cabinets linked to the crafting machines is a nice touch, and the CRATE HOLDER! I tried so hard to get a crate holder to fit in there. But yeah, this is a really well done modification, and I commend you for it.