Barotrauma

Barotrauma

X37 Assault Carrier
139 Comments
NegativeDraken 28 Jul @ 10:23am 
It looks like the C2 lmao
Tendou Arisu 10 Jan @ 11:29am 
shuttles are not powered on.
President_David 27 Dec, 2024 @ 10:31pm 
Is there a way to shut off the combat shuttles power source? They drain power fast even when not moving at all. I want to land the shuttle outside, shut off the power, and go mining and come back, and then turn the power back on.
basic 15 Oct, 2024 @ 4:32am 
Wow
Ģ◊иℤ◊⚡ℤ∀муpΛй 31 Jul, 2024 @ 10:45am 
The gunners keep suffocating after moving to a different map.
Malnux the Restless 11 Jun, 2024 @ 11:28pm 
is there a way to fire the shuttle weapons whilst remote controlling them?
Moon-Shadow 22 Apr, 2024 @ 10:56am 
This works because some submarines allow water to be pumped into the diving chamber before the outer door can be opened, and some where it then opens automatically.

All that would be necessary to open the shuttle from the outside is to press a button so that the inside fills with water before you can open the outside.

You should also a it like this for the outside otherwise it will fall down and you won't be able to get in, since it's normal to open it from the outside, it's always like a normal door where everything just fills up normally without pressure to not equalize the water for the submarine.

That's why it has to be changed for the outside door, do to same system, so that it can fit into the shuttle, otherwise don't work good.
Aether♢Astra 22 Apr, 2024 @ 10:33am 
The transport shuttle has an issue, when you are sailing straight line its fine it keeps its depth but when you open the back door, that hull that counts as the airlock fills with water. now the "neutral" ballast level is off because a part of the ship is filled with water, so after opening the door once and that small section fills with water, when trying to sail in a straight line you actually sink. any chance to fix this?
Moon-Shadow 22 Apr, 2024 @ 10:05am 
Correct the controls, that they are not only in the other language.

I didn't know about remote control.

I'll take another look at the submarine in the editor because of the remote control.

With this submarine I know that you can shuttles with your own reactors, since you only ever see batteries where there isn't enough time for single players.

The submarine is too big for single player for me.

-

Because of the problem with bots getting stuck on ladders.

The Modder musst make manually adjusting the navigation points in the submarine made the submarine work correctly with bots for everyone else.
Hornet 22 Apr, 2024 @ 4:13am 
This is my love ship in Star Citizen
starlightedsovereign 25 Mar, 2024 @ 10:06am 
A very nice ship, but i saw two issues so far,
1st - Bots usually get stuck on ladders in different places, making them not do anything for the rest of the round
2nd - I couldn't realize how to actually use the shuttles until i translated the chinese text in description, i think it would be nice to explain the shuttle usage in english part too,
but still, this ship is pretty awesome
Mr.Spas 8 Jan, 2024 @ 6:18am 
they make the best ships in the verse
¿ WinterFrostbite ? 5 Jan, 2024 @ 9:37pm 
We love the Crusader Hercules Starlifter.
Vas 5 Dec, 2023 @ 4:38pm 
Great sub! Will you ever make another variant with more top guns?
Jaquie 1 Dec, 2023 @ 2:54pm 
sorry if someone has already asked but how did u make the shuttle bay doors have collision outside the ship?
BravoSixGoingDark  [author] 12 Nov, 2023 @ 5:19pm 
Did you use another custom sub before swapping this one?
Clear_Skies 11 Nov, 2023 @ 7:44pm 
Solved it, awkward way, had to kill myself (as captain) and that gave me a new card that works now. Also the periscope going to Shuttle (5) does not allow you to operate the transport shuttle via the console, the console still stuck on combat sub (4)
Clear_Skies 11 Nov, 2023 @ 5:08pm 
Yeah, got the sub, swapped to it, and same issue. The lockers and secure area is locking us out. We have the doc, captain, and security, but none of us can get into our appropriate sub.
BravoSixGoingDark  [author] 3 Nov, 2023 @ 1:34am 
Are you using performance fix? If so please refer to the mod compatibility section thank you
SpoOoOoky!! 2 Nov, 2023 @ 6:31pm 
Would love to use this in my multplayer campaigns but i cannot get the chainguns to function on the shuttles. just makes clicky sounds when holding down fire.

Any ideas?
Cornelius 29 Oct, 2023 @ 3:50pm 
Bunny, I have actually had the same issue with another modded sub. No one is able to access the locked storages, and I don't have any mods active other than the sub mods. Have you found a fix for it?
☭Soviet Femboy☭ 26 Oct, 2023 @ 12:41am 
@BravoSixGoingDark Sorry for just getting back to you. SO I did a lot of testing and what now with some spare saves and I found out the issue isn't with the ship.I was running a Modded Role(Acolyte) and I discovered having multiple Acolytes breaks their Keycards.

Nothing was wrong with the Carrier. So all good on my end. Really enjoying the Carrier!
fireandice3223 25 Oct, 2023 @ 11:05pm 
0/10 This sub requires "Having Friends" The Ai bot are useless here.
BravoSixGoingDark  [author] 25 Oct, 2023 @ 4:19pm 
@Bunny sorry for the late reply, were you on a custom sub before switching to this ship? And are you using mods?
☭Soviet Femboy☭ 20 Oct, 2023 @ 2:41am 
Hey so I dunno if anyone else has this problem but when I transferred to my X37 today my Captain and Security clearance don't work on Captain locker or Armory. Strangely enough my dead engineers ID is the only one with authorization into Captain Locker, Armory and Prison. Anyone know what I did wrong or how I can fix this?
BravoSixGoingDark  [author] 16 Oct, 2023 @ 6:28pm 
@Epsilon29 Have you opened the hangar door?
Epsilon29 16 Oct, 2023 @ 5:18pm 
can someone tell me how the shuttles work? me and my friend have been trying to get it to stop saying 'insuffient power' for an hour
rem 10 Oct, 2023 @ 2:59am 
Interior design is getting better! :steamthumbsup:
John ' Kebab' Helldiver 8 Oct, 2023 @ 12:37pm 
how do i turn on the shuttle
dedaF 6 Oct, 2023 @ 3:55am 
I cannot overstate how fun this submarine is to use with a group of friends. With my group of 4 it was a bit of a challenge to get it all working together but man when you have a firing line ready for some of those OP pirate subs from Dynamic Europa, and you see that front hull crack as you unload into it; man oh man. It's definitely on the strong side, but personally my friends and I play on the Dynamic Europa mod and it felt great.

-Fantastic aesthetic and layout
-Great shuttles/drones; not jank to use at all, controls are excellent.
-Also comes with a cargo shuttle to take into a cave or next to a wreck for easy looting, has storage for those minerals and all that wreck juice
-It even has a bar!

There's a reason this is the most popular submarine over the last 6 months, you owe it to yourself and your group of friends to give it a try

Creator also a very cool and helpful guy, very handsome and wonderful fellow.
rem 3 Oct, 2023 @ 2:19am 
:3 How to put prisoners in jail is so fun!!

We modified some of the outer walls of the submarine to prevent an attack, but with this update,
Added a "non-attack" setting to the uncomfortable outer wall!! Thank you! Very good :>

I really like the x37!!
BravoSixGoingDark  [author] 2 Oct, 2023 @ 5:28am 
Hi rem please see the service bulletin for a list of changes. Also if you could verify that the update has come through successfully it would be greatly appreciated.
rem 2 Oct, 2023 @ 5:06am 
What's been updated?
transistArbitrage 29 Sep, 2023 @ 4:12pm 
c2 hercules lookin ass
Mr.Spas 28 Sep, 2023 @ 9:17pm 
c2 Hercules from star citizen
Aether♢Astra 18 Sep, 2023 @ 9:19am 
low power mode is automatic?
BravoSixGoingDark  [author] 18 Sep, 2023 @ 3:26am 
@Matt92099 If the batteries are on full capacity and made to run at full throttle, the combat shuttles will have a run time of 3 minutes and the transport 8 minutes. Do note however, the combat shuttles' batteries will not deplete within 200m of the mothership and the transport has both a sleep mode and a low power mode that turns of all but the propulsion systems. The battery life during actual operation should be much longer.
Aether♢Astra 17 Sep, 2023 @ 4:18pm 
Whats the run time on the fighter shuttles while not charging would you say 5 mins? 20 mins?
Moon-Shadow 17 Sep, 2023 @ 4:41am 
Miraculously, each submarine takes over the upgrades from the one before it.

And each level 1 and 2 can also be upgraded like a level 3 if the mechanic has the last perk of the left perk tree.

So if you plan to leave the submarine with a mechanic that has only level 1 or 2, you should have 2 mechanics, if someone plays like that to lose character or multiplayer where I don't know if then all upgrade is reduced to the respective level and higher is turned off until you have one with the perk again, or the upgrades remain active and only nothing can be made higher until the perk is there again.

So there is no problem if the submarine is level 3
BravoSixGoingDark  [author] 17 Sep, 2023 @ 2:32am 
@Matt92099 Thanks for the suggestions, I'll definitely consider them but I'm a little busy right now. The ship is tier 3 so it can be upgraded to sustain maximum depth. If you start with it I believe you should be good with it for the rest of campaign.
Aether♢Astra 16 Sep, 2023 @ 1:28pm 
Can you add a long range terminal communication to the bridge and transport shuttle, like one seen here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2526520454 (that has a mission clock to which is nice)

Voice on radio is out to 500m and on wifi you can do like 1000m or something i believe so you can use text when out of voice range.
Aether♢Astra 16 Sep, 2023 @ 1:19pm 
can this be used start to finish campaign? whats its max depth after full upgrades?
BravoSixGoingDark  [author] 16 Sep, 2023 @ 3:37am 
@Matt92099 The plaques on the shuttles are a good idea. I'll try to add them as soon as I can. Also for the discharge coils, they only cover the nose and automatically fire but you can turn them off.
Moon-Shadow 16 Sep, 2023 @ 12:24am 
Why are the 4 shuttles in the editor only called 1 to 4, and do not have their own names. ?

No problem, the game reads out the ID, but if you want to look at them in the editor, and someone else would name a submarine or shuttle or drone with numbers, it becomes confusing to find the right one.
Aether♢Astra 15 Sep, 2023 @ 9:26pm 
can you add an editable "Call sign/nickname" plaque on the fighters like you have for the ship name and another line under it to add a number to use as a kill counter for that fighter
Moon-Shadow 15 Sep, 2023 @ 7:24pm 
It bothers me that shuttles always only have batteries, and then they become useless, you can't even get them back, you can't even put batteries in there to give energy to the shuttle, never useable for single players.

This versions, which charge up to 200 meters, are something useful that no longer lies on the ground without electricity and can also be used in single player.

Except that this submarine, with its 5 shuttles, is better suited for multiplayer, because it takes too long to use several shuttles sensibly with switching bots, and so you usually only use one.

At least that's what it looks like, I haven't used it yet, I've driven the shuttle in the editor, a good friend said they all have to visually overlap because they're all too big for the hangar, and I said that's probably decoration while the submarines appear as boxes when they are in the hangar, before only looking at the shuttle because of the wiring, so I didn't know that it was really made to look decorative.
Moon-Shadow 15 Sep, 2023 @ 7:10pm 
"Aurora Class Interceptor"

It's not uploaded, it's just testing how it works.

Since it is the size of shuttles like many other shuttles build for their submarines, and at least it doesn't look like something oval like other shuttles often look like.

The ballast tank also has to be opened when the door is opened, the pumps have to be stopped and ballast tank pumped empty, which is easier for me with a different pump that then starts.

It probably makes sense when the pump from the ballast tank reaches the repair value to send a signal beforehand that I know that it will no longer be possible to change the height. / Because the mechanic is about to start.

Only when this from two texts work will I try to build a shuttle that can, It's far too complex for me, Batterie loading under 200 Meters, so I'll have a reactor for the shuttle that switches off when docked.
Moon-Shadow 15 Sep, 2023 @ 6:55pm 
"Aurora Class Interceptor"

I first converted it for myself. / And will also be tested at some point with switching off the reactor when docked to a submarine. / Until I'm ready to build something small like that myself, which can then also be used as a shuttle.

Both weapons each have a periscope.

For captain a periscope for a railgun with 2 single loaders, the weapon is invisible in Front in tiny, with a smaller angle to the front.

Speed is still reduced, and consumption of the reactor is still reduced, and ballast is still improved - it fluctuates too much up and down when you change altitude.

The diver exit will have an automatic water in and out system so that the submarine doesn't always fall down when leaving.
Aether♢Astra 15 Sep, 2023 @ 5:35pm 
how much coverage does the eletrical discharge coil have is it just nose of the ship or top as well?
BravoSixGoingDark  [author] 8 Sep, 2023 @ 5:11am 
Hi Moon-Shadow, I know the wiring on the boat is very messy, but that doesn't necessarily mean they aren't manageable. From my experience, the key here is modularity. You can design each system in isolation in a reusable manner and then just apply them to all your future projects. For example, the automatic door, ballast pump and shuttle controls all use prefabricated control systems. As for updating them, I simply need to go back to each module, make changes and then update the system en bloc instead of trying to pick out the function of individual components from the whole pile.