Barotrauma

Barotrauma

(Not Maintained) Kaskara-class Assault Cruiser (Goph Original Ship)
89 kommentarer
Whisky 12 jan @ 9:22 
Laaaaaag LAAAAAAAAAG
-230 FPS:steamfacepalm:
kOtYi 27 mar, 2024 @ 12:33 
why no work :(
Viky <3 31 jan, 2024 @ 11:10 
the battleshort is cooking us alive help
Aptare 12 nov, 2023 @ 14:18 
I found a way to run the sub, but it seems insanely broken, and as soon as the round starts there are alarms, sparks flying, grid instability, its losing its shit
ŁYNX 20 okt, 2023 @ 20:03 
Sorry to pester, if I'm missing something critical, but the issue still continues. It provides an error message saying the sub may be incompatible due to needing Vanilla, the Kaskara, Custom Icons, and More Alarm Sounds, all of which I have. It makes the subs name red and removes it as a choice. Playing in multiplayer. Thanks!
GophTheGreat  [skapare] 28 aug, 2023 @ 11:36 
@WILHELM WICK The silhouette is modded into the game. I traced and filled the ship's outline in photoshop and created an item from the resulting .png, basically just copying the required .xml from existing items.
WILHELM WICK 28 aug, 2023 @ 9:15 
would you mind telling me how you created "silhouette" structures ? im trying to do one for my own sub but i only achieved to import an image of the silhoueete of it (which is good but we can't see imported images in the game)

Thanks for your help
ŁYNX 30 jul, 2023 @ 12:07 
Hi, is something wrong with the sub at this time? Sorry if I'm being a dunce, but it's constantly rejected by the game when loaded up. I've triple-checked that I have the required mods, and have already reinstalled them. Hopefully it's an easy fix, this sub is cool asf.
Luna 5 maj, 2023 @ 2:10 
switching the levers to both [Is Toggle] does not fix the issue
Luna 5 maj, 2023 @ 2:08 
the indicator lights are blinking, but pressing both levers with the 5 second window (by switching control between the ai) fails to turn off the battleshort
Luna 5 maj, 2023 @ 2:07 
not sure if its relevant, but the lever sprite does not change to the "on" position when clicked
Luna 5 maj, 2023 @ 2:06 
spam clicking does not do what you say it should
Luna 5 maj, 2023 @ 2:04 
understandable. I'll do some more testing
GophTheGreat  [skapare] 2 maj, 2023 @ 22:01 
I'm also mildly concerned about "nothing" happening when you spamclick a lever. It should be sending out a flurry of chat messages and the indicator lights should blink.
GophTheGreat  [skapare] 2 maj, 2023 @ 21:54 
No I am not giving out my Discord information.

Your hypothesis is wrong. The levers are functionally buttons on this ship (they send simple pulses of 1 every time they are activated), and they're connected to the toggle_state pins on two different relays. Both relays need to be "on" at the same time within a 5-second window to activate the Battleshort. There is no other mechanism by which to set the relays to "on", and by default they are "off".

I have one inkling of what might be wrong and to confirm it I need you to try activating the Battleshort (I understand it starts "on" but humor me) and then subsequently turning it off and reporting what happens.
Luna 2 maj, 2023 @ 12:51 
do you have a discord where i can stream the issue to you?
Luna 2 maj, 2023 @ 12:50 
so what i'm hypothesizing is that the sub state thinks that the Battleshort is on, however since the levers activating are set to the Off position, the sub gets confused and cannot shut itself off
Luna 2 maj, 2023 @ 12:46 
the same problem occurs in editor too
Luna 2 maj, 2023 @ 12:46 
update: when spawning into a server, the battleshort is on, however when using the levers, it says Battleshort primed, awaiting confirmation
Luna 2 maj, 2023 @ 12:41 
I am using the Sub Editor, both vanilla and modded gameplay. I am the only person on the server, the battleshort is permanently on. Nothing happens when i spamclick either
GophTheGreat  [skapare] 30 apr, 2023 @ 11:43 
You're the second person that's reported this but after another round of testing and checking the wiring on the live workshop version I'm still unable to reproduce the issue in singleplayer, in the editor, and in hosting an online session (alone). I couldn't get a friend to reproduce it either.

Can you give me some more info? What game modes are you launching the ship in? How many players are involved? Are you able to shut off the battleshort and restore it to normal operation or is it permanently set on? What happens if you just rapidly mash either of the levers?
Luna 30 apr, 2023 @ 3:35 
update: it is not a mod issue, i've disabled every mod i have and only activated the three required, and the issue still persists
Luna 30 apr, 2023 @ 3:31 
the L variant also spawns in with this issue
Luna 30 apr, 2023 @ 3:26 
it seems that the sub spawns in with the battleshort both active and also disabled
Luna 30 apr, 2023 @ 3:21 
The battleshort system spawns in active and refuses to shut off, any help?
GophTheGreat  [skapare] 17 apr, 2023 @ 21:17 
This ship was designed through-and-through for large crews. You're welcome to make a modification yourself but I'm reticent to release and support a version which compromises that design.
Mara 17 apr, 2023 @ 6:26 
It'd be nice if there was an override to engage Battleshort if you're in a dire 'one person left' do or die situation (or in my case, running singleplayer with AI and have trouble hitting the levers at the same time)
Jufo 15 mar, 2023 @ 22:29 
Thank you very much! I'll figure out what's wrong on my end.
GophTheGreat  [skapare] 15 mar, 2023 @ 22:09 
I was unable to reproduce said bug in the editor nor in the campaign mode. I load into the thing just fine and everything is off, as usual. The battleshort system functions as normal when toggled on and off and all the various failstates work too.

I did a very minor update to some lights to make them non-interactable but as far as I can tell, she's as functional (and laggy) as ever.
Jufo 15 mar, 2023 @ 7:59 
Oh no rush, I don't expect you to, only do it if you enjoy doing so.
GophTheGreat  [skapare] 15 mar, 2023 @ 1:17 
I'll take a peak within 72 hours. No guarantees I'll be able to fix anything though.
Jufo 14 mar, 2023 @ 14:35 
Hello! This sub is awesome, one of our favorites, and we were looking into using it again. But, either because of baro updates or because of other mods we have running, the ship spawns with the battleshort system active and overvolting, and none of the buttons or levers fix it. Have you looked at it recently?
Tinman 11 aug, 2022 @ 22:31 
My god, This thing is super laggy XD
WindSheep 5 mar, 2022 @ 12:41 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2773698701
thx for the idea⁽⁽٩(๑˃̶͈̀ ᗨ ˂̶͈́)۶⁾⁾ i just make a ship like urs~~:steamhappy:
WindSheep 5 jan, 2022 @ 0:59 
(゚∀゚)awesome! thx for that
GophTheGreat  [skapare] 4 jan, 2022 @ 14:56 
@Windsheep I stuck the .jpg in the Kaskara's mod folder and I modded it into the game by copying and changing the xml from an existing poster.
WindSheep 3 jan, 2022 @ 1:56 
excuse me
(´・ω・`)/ how did you upload that blueprint picture on workshop?
kellym 28 dec, 2021 @ 14:19 
this is pretty dope, we shall meet in battle some glorious day
GophTheGreat  [skapare] 15 dec, 2021 @ 0:33 
The Olympus is mostly empty >.> It's just big, which is not a difficult feat in sub building.
Drunk Man 11 dec, 2021 @ 0:07 
Holy fuck this thing has more items than the Olympus. I love it
GophTheGreat  [skapare] 5 dec, 2021 @ 22:58 
@Beowolf Fixed the issue. I just had to move the water detector a little.

@SquidNeko No, it is an attack submarine. The deep diver bonus is stupid anyway. It shouldn't be an arbitrary tag with a bonus.
Beowulf 5 dec, 2021 @ 5:55 
Tried it in current Unstable yesterday.
I do not want to imagine how long this took to make (the guide lights etc.; sure you can use item assemblies or copy/paste but still...)

I had an issue though:
The bottom engine room got in a state where it reported a flood although there was none.
Had to ditch the flood warn alarm for good then.
SquidNeko 4 dec, 2021 @ 18:56 
I take this is not a deep diver?
Commissar DOOM 4 dec, 2021 @ 18:02 
@GophTheGreat Right so I've found the trouble. The blast door were busted open by me so when I tried to lock em in place it gets stuck. I've switch to L version and it works fine. No bots stuck.
Commissar DOOM 4 dec, 2021 @ 17:25 
@GophTheGreat Yeah I tried to keep the bots off but they kept getting stuck there. The lever doesn't help for some reason. It's there a way to just keep the blast door open? The lever just locks the door close not keeping it open.
GophTheGreat  [skapare] 4 dec, 2021 @ 13:23 
@Commissar of DOOM, There's *already* a lever that locks the reactor blast door open or closed. I put it there in February.
GophTheGreat  [skapare] 4 dec, 2021 @ 11:41 
@Commissar of DOOM, does marking the buttons to be ignored not work?
Commissar DOOM 3 dec, 2021 @ 20:32 
@GophTheGreat Could you add some kind of button to keep the Bulkhead open? Because it's not the only engineer that kept getting stuck there but plenty of them lol. It could benefit with just one simple button that keep it open and if there's something wrong then it can be locked down which we already have.
GophTheGreat  [skapare] 3 dec, 2021 @ 16:13 
@Commissar of DOOM, yeah there's nothing I can do to help that. Perhaps telling the AI to ignore the buttons on round start will keep them away. Also opening the door yourself and leaving it open will stop them from getting stuck.

@SPEED RUNNER - Z There's nothing to update unless you want me to add a research station for the gene stuff. Everything still works.
Commissar DOOM 2 dec, 2021 @ 10:51 
The reactor bulkhead really messed with the AI pathing. They always get stuck there and can't access it.