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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.
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).
In the bow at the bottom, there are two periscopes for them, to the left of the railgun periscope.
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.
The angled tip of the room seems to befuddle them.
Yeah, bots and waypoints in this game are a headache, can’t imagine why this could happen because I can’t reproduce this problem.
ill see what i can do
upd: Fixed. For some reason the door waypoint was broken :o
Bots run to fix anything past that door and they just run against it til ya open it yourself.
Even without the ability to swap its turrets, I love it.
well, Mk II is just slightly improved in terms of QoL and has a nicer interior. Enjoy
Not as hardcore and gloomy?
...Is that supposed to be an upsell?
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.
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
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2896469646
Done, thanks!
-Fixed hull hitbox in oxygen generator compartment.
I took a look, nice one!
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.
Hehe, that's great, enjoy
Thank you. Had so much fun with taking your sub apart and learning what actually makes it tick.
11/10.
Hey, of course you can use it
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.
Sure, of course you can
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.
Hidden ladder setup with waypoints is creative, I like it.
Probably the last update removed some inconveniences.
-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.
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.
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
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 )
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?
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