Barotrauma

Barotrauma

RS-1050 'The Charlatan'
61 Comments
Moon-Shadow 16 Feb, 2024 @ 10:58pm 
RS-1050 MK II 'Charlatan'

From someone else who made a successor model, there is no longer this up and down as a problem.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2964343361&searchtext=RS-1050+MK+II+%27Charlatan%27
Kobichimera 16 Feb, 2024 @ 8:36pm 
Though, looking at the description, the constant sinking may be by design
Kobichimera 16 Feb, 2024 @ 8:35pm 
Aside from that, this is my favorite custom submarine to use.
Kobichimera 16 Feb, 2024 @ 8:34pm 
The only real issue I have with this submarine is that it has an issue of saying in one vertical place. The submarine doesn't distribute its 'weight' very well, so using the airlock makes it almost immediately sink, only to bounce up and desperately correct itself, often leaving crew members slightly behind.
Moon-Shadow 21 Oct, 2023 @ 12:52pm 
So slow that waiting 1 to 5 minutes has no visual effect, or how many hours do I have to wait.

So that a bed with waiting is an alternative to a cheap doctor.

And on journeys would be a way to heal someone than to use his few medicines, on the Time you start.
dyra55 21 Oct, 2023 @ 12:45pm 
They do but very slowly
Moon-Shadow 21 Oct, 2023 @ 12:29pm 
Beds don't do anything in the game, they don't heal over time, even the sick beds don't do that, already tested in the editor.

So only deco to use, which bots also do not use by themselves, only the player can put someone in there.

If beds heal , then only with a mod , if there is one then I don't know it.
gavin 21 Oct, 2023 @ 4:15am 
luckspeare, if the creator isnt updating the label and bed you can go into the sub editor and fix it, if you dont know how lmk
Luckspeare 3 Sep, 2023 @ 11:21pm 
Reactor room radioactivity symbol is too far forward, so people walk behind it. And I also notice the animation spasms on sleeping in the bed, probably because it's too close to diagonal wall. Sucks that it does that.
Luckspeare 3 Sep, 2023 @ 10:48pm 
Really nice design! I like.
Moon-Shadow 16 Jul, 2023 @ 7:21pm 
(4)

Currently I am also rebuilding a stage 1 mod submarine from someone else, which has some problems with the controls, settings are missing somewhere else, and consists of too many parts for its small size, and still needs the disassembly and construction machine because I want to use it until the last biome.

The control system does not even work properly as it is divided into 2 devices, the shuttle control system drives and has sonar, but everything important is connected to the normal control system, which does not have sonar and cannot be driven with, so I still have to see how I can get the cables from the shuttle to the main control system and delet the shuttle part.

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RS-1050 MK II 'Charlatan', so it will take a little longer until I can use this one, as I am rebuilding the other one first.
Moon-Shadow 16 Jul, 2023 @ 7:13pm 
(3)

RS-1050 MK II 'Charlatan'

I have not currently used at this time, because I played little Time the game here, and just look at me several submarines that fall into a price to be able to start normally without what to change.

I am not original in biome 2 to buy one, and currently although everywhere can buy one no matter what level, because I have adapted a certain file because there is no mod for it.

I want to have the possibility to look at every submarine before I buy it at any time, like before version 1.0

Without always looking at them in the workshop first, if they are higher in price than what you can start with, and only when starting the preview of the prices are to be seen.
Moon-Shadow 16 Jul, 2023 @ 6:58pm 
(2)

Try the level 2 version, if it does the same for you, which is an adapted version of this one. / So with all the mods that are currently active, like with this submarine.

Simply open the submarine editor in the game, load the RS-1050 MK II 'Charlatan'.

Then click on Save in the upper left corner, change the name to what the copy should be saved as, and set the price to low, then start normally and watch this submarine if it does the same.

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RS-1050 MK II 'Charlatan'

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2964343361&searchtext=RS-1050+%27The+Charlatan%27
Moon-Shadow 16 Jul, 2023 @ 6:57pm 
(1)

Just started, everything works for me, I don't know what the problem is but it sounds like one or more mods are not compatible with this submarine.

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Otherwise save all mods as a mod list on the page where you activate the mods in the game.

And just deactivate all of them, then restart with these, if it still happens, I don't know what the problem is, I have some mods but none of them causes this with one submarine, even if I haven't used all submarines yet.

If it doesn't happen anymore, just activate some of the mods and see which group of mods is causing it, and then test certain ones until you find the one that is causing it.

Should you test because if you then get such problems with other submarines that you at least know which mod causes it, and whether you then really want to use this mod that does this or find another that does the same without this error.
Precursor 16 Jul, 2023 @ 10:44am 
it burns my crew where the medical cabinet is also the submarine spawns as a wreck but does not load in at all leaving black boxes on where it should be
Moon-Shadow 7 Jul, 2023 @ 6:24am 
What is meant, burn the crew. ?
Precursor 7 Jul, 2023 @ 5:16am 
question. why does this submarine burn my characters?
Moon-Shadow 28 May, 2023 @ 11:53pm 
Sometimes, with me never.

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I probably have to run the cable on the hatch from left to right with a character that has the value of 50 electronics, as I have tested it. (50 electronics, because of not dying by electrocution. )

This way the hatch stays open when I open it, and no longer closes automatically.

So the repairing Bot can always go down, because he doesn't have to press the button, and shouldn't press it because the hatch is already open.

And no bot closes a door by itself, all doors and hatches do that by themselves, because of the way they are wired.

And a ballast tank apparently only fills as far as it is set as ballast space, so for the possibility of water coming out, there is still a door and another one up there.
Literal Otaku 28 May, 2023 @ 8:12pm 
I love this submarine, but there seems to be an error that makes it so bots sometimes can't open the ballast hatch
Darkside99x 18 Apr, 2023 @ 3:18am 
@ Jamie Wolf Shouldn't that be the IIC? lol
Moon-Shadow 17 Apr, 2023 @ 5:57pm 
Is this then a level 3 submarine, or still a level 2, because a level 1 it can be with so much rather not more.

Level 2 submarine would be good, level 3 is already so often, and shortly before the game came to V 1.0 level 3 were changed to biom 4, if that is still the case it just takes too long until you get a level 3.

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Or does anyone know a mod that adds level 3 submarines to biom 3 , or the biom restriction completely removes , without so a mod changes other things , so that this mod then has no problems with other mods.

As a mod for launch money increase I did not find, since there are also submarines that are level 3 and are available at launch.

Since I have 1 submarine mod which is a level 3 but from the cost still goes to start , so a heavily upgraded Dugong , but still with only the 3 small towers.
Jaime Wolf 17 Apr, 2023 @ 5:39pm 
Didn't have enough room for this. I stated as true the original sub design as possible and make it more single player friendly. Thank you Jam for this cool little sub.
Jaime Wolf 17 Apr, 2023 @ 5:34pm 
List of changes I've made in the MKII
1. Swapped nuclear reactor to fusion from EK mods. The one from EK can be turned on/off
2. Added one coilgun to the top of the sub
3. Added a camera to the ballast tank pump
4. Texts displays for Fuel left, Bat left, Fission rate, and power needed
5. Added a switch for the oxygen generator.
6. Merged all interior lights to one switch. Minus the red emergency lights
7. Added 2 dive suite lockers on the top floors
8. Added an efficient auto reactor controller.
Moon-Shadow 17 Apr, 2023 @ 4:07pm 
Where are the differences between this MK2 version and the original.

If there are not these problems , the here Mod Developer could look at the version of them to fix the problems.

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Unfortunately, the crew on the stairs often get stuck even in missions, so all those who do not have a fixed work position.

And the ladder to the ballast tank, the hatch they never open, it's a bit inconvenient as captain to run after the mechanic every time he reports again need a diving suit and then runs up there with one that I open the door for him.

I have no idea how the wiring works, nor have I ever created a submarine here, otherwise I could adjust anything on the submarine with the editor, or change the wiring in the game something like the door stays open or something.
Jaime Wolf 17 Apr, 2023 @ 1:32pm 
Would I be allowed to post and share a MKII variant I just finished?
Moon-Shadow 16 Apr, 2023 @ 12:25am 
Question, the bots can also reach the fire extinguisher behind the bed.

Since the ceiling is so low there.

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I Know beds are only deco in the game, and bots don't use them by themselves.

Except chairs when bots have no tasks or you are standing at a station.

But if you put a character in the bed on this submarine, he fidgets, which they don't do on other submarines. ( ? Except that with the fidgeting is currently with beds a bug from the game. )
Moon-Shadow 16 Apr, 2023 @ 12:12am 
Further but only a small problem, with the stair.

On missions so far still had no problem with it, but when I stand at a station, and the people there have nothing to do, and are on the submarine, they often hang at the top of the stairs and want to go somewhere, so they fidget around there.

And because of events in stations where they shouldn't get in, I always send them straight to the submarine.

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The ascending and descending, will probably be better when the pumps and engines have an upgrade, because when you stop when you change the height, it takes several minutes until it stops, because it constantly goes up and down.
Moon-Shadow 16 Apr, 2023 @ 12:11am 
The submarine has one Mistake.

Whenever the pump in the ballast tank must be repaired, the bot goes to the ladder above and gets stuck there, he does not open the door for whatever reason.

After some time he goes again , or runs to the next task , but always throws his diving suit there , so that at some point all 3 accumulate there.

I had to go there every time, open the door so the bot could get down, and collect each wetsuit.

If you let him down he brings the diving suit back again.

Wetsuits are usually always brought back by the bot, or by others even if they don't need them at the moment, but no one picks up the ones that are put down there.
Jam  [author] 15 Apr, 2023 @ 11:43pm 
thanks dude, appreciate it!
Pride Lizard Pride Lizard 15 Apr, 2023 @ 2:54pm 
Hey, this is a really cool concept for a sub! And it looks pretty neat.
銀柏 14 Apr, 2023 @ 10:34pm 
BIG BRAIN
死于鼻孔太黑 (⊙●●⊙ 14 Apr, 2023 @ 9:56pm 
brain
𝓦𝓲𝔃𝔃 14 Apr, 2023 @ 7:42pm 
Maybe a little more decorations? The command room is really dull but i know i can do that if you don't want to :D (really close to vanilla)
Moon-Shadow 14 Apr, 2023 @ 11:54am 
Just got around to playing Barotrauma.

Ah the Terminal, Next to the medicine cabinet is the medicine production.

At least you don't have to constantly run around stations to build stuff.
Jam  [author] 14 Apr, 2023 @ 7:02am 
Yes, that's exactly right, it was always meant to be a roleplay ship that has plenty of trade-offs, mainly its size, it is a little bit bigger than a Moloch, but I don't think i could have made it any smaller. But i do appreciate the review, has very useful criticism. thanks !
Moon-Shadow 14 Apr, 2023 @ 2:42am 
Now, if it's about the size of a Moloch, and it's supposed to mimic that, it wouldn't make much sense for the submarine to be much larger, in terms of the lore.
Moon-Shadow 14 Apr, 2023 @ 2:40am 
The size fits so, it is anyway much inside, as a class 1 submarine.

If more would come in like medicine manufacturer, or more cargo, or cabinets, one would make another class 3 submarine out of it, so only from biome 4 can buy, stat with it as class 1 to start.

And with the quantity and the position of the towers, one can use that together with a Perk a technician also still up to biome 4 and further, than in biome 2 a class 2 to buy to have to buy a class 3 from biome 4.

If then it should be a maximum class 2, because otherwise you would have to wait too long until you could buy it as a class 3.

But better it stays a class 1 , there are enough class 3 , and anyway hardly class 1 and 2 , except too many cheat subs with mechanics what would make them rather class 4 or 5 if there were these classes.
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Class 3 submarine from Biom 4 it was still before V1.0 , whether it is different now I do not know because I just arrived in Biom 2.
ichpochmak 14 Apr, 2023 @ 2:10am 
very good and cool submarine but i think that thais ship need to be a litle litle biger
General Michael 13 Apr, 2023 @ 3:35am 
Moloch Submarine
Bottom Text
Jimothy 12 Apr, 2023 @ 5:48pm 
Extremely unique and cool. Good jorb.
Jam  [author] 11 Apr, 2023 @ 11:27am 
thank you <3
404_coffee.exe 11 Apr, 2023 @ 6:36am 
this is an nice sub
Jam  [author] 11 Apr, 2023 @ 1:46am 
all have switches, little red dot in each room
Kokorocodon 10 Apr, 2023 @ 9:57pm 
No inner lights
Brainlet 10 Apr, 2023 @ 9:47am 
This is beautiful
ALE199 9 Apr, 2023 @ 1:05pm 
The fact it looks like a Moloch triggers my fight or flight instincts
Moon-Shadow 9 Apr, 2023 @ 8:18am 
Class 1 Assault.

16 Cargo Box , on a Assault Sub is that Rare.

Cost 8000 MK , i have Option to Start with them , that is good.
Moon-Shadow 9 Apr, 2023 @ 7:53am 
If the submarine is based on the enemy type "Moloch".

Then intentionally or accidentally the "Moloch" is based on a ship from "EVE Online".

In any case, one of the few ships that are made compact without being excessively long, or high and long.
Swallows (UwU) 9 Apr, 2023 @ 7:43am 
Genuinely a fascinating design with its own flaws and perks. Loving every bit of it.
15.5T 9 Apr, 2023 @ 4:32am 
Gallente Vexor? well best imitation submarine I ever seen so far