Barotrauma

Barotrauma

Dauntless L. Cruiser (40k)
16 Comments
m13796624212 3 Dec, 2023 @ 5:09am 
Thank you
Sharpe  [author] 19 Nov, 2023 @ 7:13pm 
I've upload the torpedo file, but it hasn't been changed since I last played so the recent updates might have made changes to wiring. But I guess it there's not too strange going on with the ones already in the Dauntless file it should be ok.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089413426
Sharpe  [author] 19 Nov, 2023 @ 7:09pm 
It was only design choice not have duplicate controls on the bridge since I felt there was enough there (and because I thought I had set up the torpedo terminal to centre on a transducer in front of the sub for a better view when manual detonation was needed, I realise I must have forgotten that or it might not have worked in testing).
All it would need is six buttons (or anything else to activate them) connected to six wifi components, (777, 778, 779 and 780, 781, 782, for torpedoes 1 and 2 respectively) set to a high range (I went with 20000).

The shuttle terminal allows for bridge control of the shark assault boat. However it requires a switch in boat itself to be turned on (It would turn of shuttle controls and allow wifi input and vice versa, so that only one terminal could provide input at a time. There were issues with navigation if both terminals were active at once).
Sharpe  [author] 19 Nov, 2023 @ 7:09pm 
From what I remember when designing and from briefly looking at my wiring (though I'm a bit out of practice with it):
I designed them to be semi-dumbfire torpedoes with limited detection.
Once armed it turns on a motion sensor for alive humans and monsters (I remember running into a lot of issues trying to make them explode when detecting structures, even with adjusting the sensor). So it needs to be manually detonated against structures and submarines (the smallest decrease in velocity helped me tell if it glanced the side of a sub).

The terminal is only for launching and detonating the torpedoes. I toyed with the idea of having it control them but decided against it given how much firepower I was putting into them and the inspiration for them. Though it is possible if you want to make the changes necessary for it (though it might take a bit of doing, I fiddled with the engines of the torpedoes, mostly to keep them shooting straight).
Jacoopi 18 Nov, 2023 @ 7:43pm 
add: I also cannot find the .sub files for Torpedo 1 and 2
Jacoopi 18 Nov, 2023 @ 7:36pm 
Love this ship but I've had issues using the Torpedos
Are they on an impact/motion fuse along with the manual control (arm, launch, detonate) and does the forward Torpedo Control Terminal #1 actually control the trajectory of the torpedoes or is it only for launching? Any way to launch them from the bridge?
I also cannot find a use for the Shuttle Navigation Terminal inside the Bridge
Sharpe  [author] 15 Jan, 2023 @ 4:54pm 
Thanks, I hope it works out better this time. But I have a nagging feeling I forgot to change something.
Boaty McBoatface 15 Jan, 2023 @ 4:32pm 
Wow, I'm really impressed by how quickly you did things. Thanks for taking my feedback on this, I look forward to using the sub again next time I play. You're the best!
Sharpe  [author] 15 Jan, 2023 @ 1:24pm 
- I added in a lot more auto doors (I think the only ones now not auto are the airlocks and the forward ballast door) since it's a lot easier to change the auto doors to manual than the other way around. If you remove one of the wires on the door (or just detached it without completely removing it so you can add it back later) they will become manually opening doors but retaining the auto closing and water detection. There is a logbook with the information of which wire that is (since I've forgotten what the 2 set_states were connected to), which I've moved to the bridge since it may have been difficulty to realise there was a cabinet in front of the decorative bookcase.
Sharpe  [author] 15 Jan, 2023 @ 1:24pm 
- I've fixed the capacitors' auto charging logic, now each capacitor has it's own set of components. It'll fix the issue of the logic not working when the capacitors had different levels of charge when connected to the same logic components. Since the batteries use something similar I added a button to turn their auto charging off, just in case anyone runs into a problem with them not being on the same charge %, but I don't think I've had a problem with the batteries.
Sharpe  [author] 15 Jan, 2023 @ 1:24pm 
I've finished updating and fixing the sub based on the points you made and as much as I could remember that needed fixing.
All the changes that were made are in the change notes, but to address the ones you brought up:

- I had the same issue with the Macro cannon shells exploding as soon as fired, but after updating the 40k mod (main branch, not the PTB so I'm not sure if that has the issue too) I didn't have the issue anymore. Before loading it in game check the sub editor to see if it fires properly. If it still doesn't I've added a Lascannon variant of the sub. The Lascannons have the same firing arc as the Macro cannons so they hopefully won't be too different in strength.
Sharpe  [author] 15 Jan, 2023 @ 10:34am 
I'll see what I can do to fix those. It's been a little while since playing Barotrauma and I had forgot there was some things I needed to change.
Boaty McBoatface 15 Jan, 2023 @ 7:17am 
(cont'd)

- The auto doors feature is cool, I'd just prefer it if all doors were either automatic or manual to help prevent issues when trying to rush around and fix things. Personally, I prefer manual doors altogether, but auto is fine too.

As it stands right now, the sub is pretty cool, it just has a few issues that make it hard to recommend. The issue with the macro cannons is the biggest one, it severely limits the combat capabilities of this vessel. The overall layout of the sub is pretty good and has lots of storage space for people to work with, the fact that it has multiple fabrication bays is amazing. There are a few other gripes that I know I had during the sessions with my friends, but they were so minor that I can't recall them at the moment. With a little more polish, this will definitely be an amazing ship in the future. I hope this mod gets updated soon so we can go back to using this sub, it honestly sucked having to leave this sub to go back to our previous one.
Boaty McBoatface 15 Jan, 2023 @ 7:14am 
Decent sub overall, just a few things that I found when playing with my friends over the course of several sessions:

- The macro cannons don't seem to work properly, the rounds seems to self destruct immediately upon leaving the cannon and have no effect on enemies. The fact that you can't swap them out for other weapons is the main limiting factor here, if you could change them for normal hellguns or some other weapon it would be easier to give this a pass. Maybe something was just bugged with our save, but it didn't seem like it.

- The supercapacitors for the weapons don't seem to recharge properly, I had to remove the circuit that was automatically controlling them and manually override the charge rate so that the weapons could work properly. Since I can make things work, it's more of a minor inconvenience than a pressing issue, but I still would like it if the automation worked properly.

(continued in second comment)
Lance lead Averof 4 Jan, 2023 @ 3:16am 
A magnificent vessel, with this i shall bring his light to these accursed depths and scourge all the vile xenos that dare stand before humanity.
Bronco 18 Dec, 2022 @ 8:25am 
this is great, very good for late campaigns!