Barotrauma

Barotrauma

K-24 Crocodile
72 Comments
Doomich  [author] 28 Jul @ 5:30am 
@PixelGiest666
Their supercapacitors are connected directly to the guns and are located next to their ammo loaders. They don't require switches, It's enough to simply set the charging speed on them, just like for Rail/Coil.
PixelGiest666 28 Jul @ 1:41am 
@Doomich Again I have to ask, where is the switch located that allows you to turn on the capacitors for the laser or chaingun- at least so then you can operate any of those weapons.
PixelGiest666 27 Jul @ 1:22pm 
Thank you so much dude just saw this!! let you know if it works or not :D
Doomich  [author] 27 Jul @ 6:59am 
@PixelGiest666
Hey, I'm not sure and don't remember. I think I only had a couple of T3 submarines.

But if you really want to, you can take the boat file from the mod folder and run it in the editor to change its Tier, and then just put it in the folder with your local submarine files, or return it back to the mod folder by replacing the file (but in this case just don't re-subscribe so that the mod doesn't download the original files).
PixelGiest666 27 Jul @ 3:34am 
Wanted to say thanks again for the help from a while ago, do you have any other subs in the tier 3 category that kinda have this same style as far as power management goes that you could recommend? Me and a friend are about to start an 'Iron Lung' esque campaign run, and we are using the Crocodile as the tier 2 sub upgrade and I was wondering if you had a tier 3 sub similar to it <333
Doomich  [author] 2 Aug, 2024 @ 9:38pm 
@PixelGiest666
In the bow at the bottom, there are two periscopes for them, to the left of the railgun periscope.
PixelGiest666 2 Aug, 2024 @ 4:35am 
Hey dumb question but how do you use the chaingun and Laser?
LupusWolf 25 Mar, 2023 @ 12:12am 
@Salty Sis' 4U
If I remember correctly it was to do with how the hull in that section was built. I remember fixing a bot issue there on my Lucky Lady version via redoing the section around the O2 generator.
ꙘĿт ꙳ ׅϾׅꜧꙙה 7 Jan, 2023 @ 8:33am 
Bots are really having trouble fixing the hull in the front ballast section.
The angled tip of the room seems to befuddle them.
ꙘĿт ꙳ ׅϾׅꜧꙙה 8 Dec, 2022 @ 5:48am 
Wish there was a mod that just generally improved their AI, t'is abysmal at times.
ꙘĿт ꙳ ׅϾׅꜧꙙה 8 Dec, 2022 @ 5:48am 
Dunno. Maybe they were afraid of the water locked behind the door?
Doomich  [author] 7 Dec, 2022 @ 8:09pm 
@Salty Sis' 4U
Yeah, bots and waypoints in this game are a headache, can’t imagine why this could happen because I can’t reproduce this problem.
ꙘĿт ꙳ ׅϾׅꜧꙙה 7 Dec, 2022 @ 7:32pm 
Bots seem to have some trouble with the door to the Oxygen Generator Compartment, noticed as much after it got flooded with said door shut and all the machinery inside got fried while I was rescuing one of my mechanics that got grabbed and pulled outta the sub mid-trip.
ꙘĿт ꙳ ׅϾׅꜧꙙה 7 Dec, 2022 @ 5:48pm 
Thanks mate. Love the Mk.I something fierce. :HappyEshe:
Doomich  [author] 7 Dec, 2022 @ 5:42pm 
@Salty Sis' 4U
ill see what i can do
upd: Fixed. For some reason the door waypoint was broken :o
ꙘĿт ꙳ ׅϾׅꜧꙙה 7 Dec, 2022 @ 4:41pm 
In other news, I've discovered the Mk.I has a similar bot oddity to the Mk.II, albeit at the second door to the right from the top of the stairwell; the ones in the "stowage compartment".

Bots run to fix anything past that door and they just run against it til ya open it yourself.
ꙘĿт ꙳ ׅϾׅꜧꙙה 5 Dec, 2022 @ 10:41pm 
So, I've been using both subs... And whilst the Mk.II has its perks, I kinda prefer the layout and manual feel/atmosphere of the Mk.I just a bit more.

Even without the ability to swap its turrets, I love it.
Doomich  [author] 5 Dec, 2022 @ 2:54pm 
@Salty Sis' 4U
well, Mk II is just slightly improved in terms of QoL and has a nicer interior. Enjoy
ꙘĿт ꙳ ׅϾׅꜧꙙה 5 Dec, 2022 @ 11:33am 
I'll give it a go tho', was planning to make a new game anyhow due to some bugger-ups.
ꙘĿт ꙳ ׅϾׅꜧꙙה 5 Dec, 2022 @ 11:30am 
"By the way, I would suggest you also try Mk II version, it's more polished although not as hardcore and gloomy as this one"

Not as hardcore and gloomy?
...Is that supposed to be an upsell?
ꙘĿт ꙳ ׅϾׅꜧꙙה 5 Dec, 2022 @ 11:29am 
I love the sub. I love the manual switches for the rear airlock, love the manual doors and so much more.

I have noticed that the bots sometimes forget how to open the doors on the front end of the ship tho', had like 6 of them headbutting the door to reach a breach on the nose.
ꙘĿт ꙳ ׅϾׅꜧꙙה 5 Dec, 2022 @ 11:28am 
I didn't notice it was there at all, but in fact one of my bots was occasionally firing it: I know this because I have it loaded with a nuke, so when it went off... Was super hard to miss.
Doomich  [author] 5 Dec, 2022 @ 12:18am 
@Salty Sis' 4U
There is a switch on the periscope itself, bots can only use the turret that is currently on as they can't use switches.
Although I have encountered the problem that the bots refuse to fire if both weapons are located in the same place, like on this submarine, because they consider them as obstacles.

By the way, I would suggest you also try Mk II version, it's more polished although not as hardcore and gloomy as this one
ꙘĿт ꙳ ׅϾׅꜧꙙה 4 Dec, 2022 @ 7:26pm 
...How do you fire the railgun? Can't seem to find the periscope myself, nor via the AI just going to it as commanded.
ꙘĿт ꙳ ׅϾׅꜧꙙה 4 Dec, 2022 @ 6:21pm 
Vanilla-friendly... Gud shit.
Doomich  [author] 2 Dec, 2022 @ 11:14am 
Doomich  [author] 11 Jul, 2022 @ 6:33pm 
@Switchgear yep
Switchgear 11 Jul, 2022 @ 5:07pm 
Is there no medical fabricator to this sub?
Doomich  [author] 29 Jun, 2022 @ 7:55am 
@Agitatio
Done, thanks!
Agitatio 29 Jun, 2022 @ 7:13am 
Add medfabcab tag to Medicine Cabinet so that some extra medical items spawn in it instead of spawning in crates at the cargo spawnpoint.
Doomich  [author] 27 Feb, 2022 @ 12:28pm 
-Adjusted supercapacitor values for recent update.
-Fixed hull hitbox in oxygen generator compartment.
Doomich  [author] 17 Feb, 2022 @ 11:05pm 
@Triggermatti
I took a look, nice one!
Triggermatti 17 Feb, 2022 @ 8:05am 
@Doomich
If you would like to have a look at it, I have uploaded to variations of the K-24 now.
K-135 Ryza, attack sub. Basically a slimmed down crocodile
K-735 Oberon Deep diving transporter. Larger basically.
K-635 Konesy shuttle for the Oberon.
Doomich  [author] 16 Feb, 2022 @ 12:39am 
@Triggermatti
Hehe, that's great, enjoy
Triggermatti 16 Feb, 2022 @ 12:07am 
@Doomich
Thank you. Had so much fun with taking your sub apart and learning what actually makes it tick.
11/10.
Doomich  [author] 15 Feb, 2022 @ 8:15pm 
@Triggermatti
Hey, of course you can use it
Triggermatti 15 Feb, 2022 @ 11:35am 
Hey Doomich. Big thank you for this sub. It brought me into the game in a totally new way. K-24 defined Barotrauma for me. I was wondering, I have made a couple of subs based around this one. Could I have your permission to upload them as mods? Ofcourse, I will link to your original here and list what changes I made.
LupusWolf 24 Dec, 2021 @ 9:45pm 
@Doomich

I appreciate it. I'm not very artistic, so it was much easier for me to modify a great design as opposed to put one together myself. Thank you again for uploading the Crocodile, it's brought a lot of fun to my time in Barotrauma, both in the editor and in the campaign.
Doomich  [author] 24 Dec, 2021 @ 8:41am 
@OperaWolf
Sure, of course you can
LupusWolf 24 Dec, 2021 @ 3:34am 
@Doomich

I was wondering if I could have your permission to release my group's customized version of the K-24 Crocodile, with a title that lets people know it isn't the original and a link to yours and a list of differences in the description. I feel as though it has enough changes to warrant it, and after putting enough time into it maybe someone else will enjoy it as well. If not it's completely fine and I'll happily keep it away from the Workshop.
Doomich  [author] 18 Dec, 2021 @ 12:49pm 
-Added an extra discharge coil in front of the captain's room.
Luff 18 Dec, 2021 @ 4:49am 
Oh wow, this looks very bleak and interesting! Will try this out later.
LupusWolf 17 Dec, 2021 @ 7:16pm 
@Doomich
Hidden ladder setup with waypoints is creative, I like it.
Doomich  [author] 17 Dec, 2021 @ 5:09pm 
@OperaWolf
Probably the last update removed some inconveniences.
Doomich  [author] 16 Dec, 2021 @ 11:27pm 
Little update.
-Small restyling.
-Swapped laser and coilgun positions (increased laser energy consumption).
-Added additional loader for chaingun, increased rate of fire (vanilla value).
-Added platform and hidden ladder in the central access shaft.
-Minor cosmetic and interior changes.
LupusWolf 12 Dec, 2021 @ 10:34pm 
@Doomich
Definitely noticed the power use on the Coilgun. Considered whether the high burst was too strong despite the power use, but after some thought I think it's good. In short fights it's very powerful, but if you aim poorly or when you get swarmed you can tap out quickly. Encourages better planning (piercing/explosive on swarms, trigger discipline, etc).

Thank you for the advice. I finished setting a platform and the waypoints. Tested it pretty thoroughly, looks good. They fix all the segments of the roof and can reach the junction box (had to move it up; again, I respect your ability to make good-looking wires, it's tough). If they go left out of cargo towards the stairs at a sprint they snag on the platform for a moment then drop down instead of running down the stairs properly, but no issues when they walk the route instead of run. I tried to clean that up a bit, but after an hour or two of testing I got the feeling the bots just kind of do that, so I called it good.
Doomich  [author] 12 Dec, 2021 @ 4:40pm 
@OperaWolf
Oh, also don't forget to place the waypoints at the same height as the rest of the waypoints on this deck and place the closest one closer to 1118 instead of 1078, otherwise the bots will get stuck trying to get there from 1078 because it will be closer, even ignoring the fact that it's not connected (stairs problem)
and "debugai" command will help you check if you have any problems.
Wypoints are the most capricious moment in the editor, even worse than wiring, hate them :D
Doomich  [author] 12 Dec, 2021 @ 4:18pm 
@OperaWolf
Coilgun isn't just x2 faster, it's also x2 more power hungry.
For the central shaft, I would just copy "Platform Basic" and change the sprite depth to 0.600, then extend it from the upper transport deck to the periscope, and add some waypoints by attaching the closest one to 1118 )
LupusWolf 12 Dec, 2021 @ 1:17pm 
@Doomich
Really enjoy that. I've found a lot more enjoyment from well-designed but purposefully flawed subs than I have from the ones that do everything.

I added mirrored levers to the ballasts and swapped the Coilgun and Pulse Laser. Kept the adjustments you made to the guns. Not sure if faster Coilgun is too strong or not, but it felt good in play so I'll leave it in.

I'm currently trying to fix something I noticed with the bots not being able to weld an area (Central Access Shaft, between Bot Waypoint nodes 1045-1046 and 1079-1080), not sure how to go about it, not enough editor experience. Any tips?
Doomich  [author] 12 Dec, 2021 @ 12:41pm 
@OperaWolf
yeah, that's right, the idea is that it will be pleasant but inconvenient due to spartan conditions and economy, and you will have to fight with this and sometimes manage energy by switching any components, because previously the reactor produced 4000 instead of 5000 hehe