Barotrauma

Barotrauma

Damageable Transducers real sonar version
24 Comments
tulpa 4 Apr @ 3:18am 
its alright i managed to make a makeshift version of the mod, u can check it out if u want im gonna publish it with credits to u in a minute :3
MsFizzy  [author] 3 Apr @ 6:00pm 
I'd have to add a check for "if is powered" or something along those lines, admittedly never really thought to since i wanted it to be hard to repair it. If i were to make it so you can just unpower it and trivialize it would kinda defeat the purpose of the mod
tulpa 3 Apr @ 3:57am 
i have a problem, the sonar still does a shitton of damage despite it recieving no power, i tried to wire a lever to it that disconnects the power for when someone needs to repair it, but it still does a lot of damage if you fail the repair check... could u please fix it? the concept of this mod is so cool..
tulpa 3 Apr @ 3:24am 
awesome, thanks for making this awesome mod
MsFizzy  [author] 3 Apr @ 12:57am 
It should yes! if i recall it breaks down at a fair rate so be sure to keep your eye on it!
tulpa 2 Apr @ 9:42am 
hey, does the transducer slowly deteriorate like other mechanical and electrical equipment?
29 Aug, 2024 @ 6:57am 
ok thank u for ur time
MsFizzy  [author] 28 Aug, 2024 @ 1:46pm 
modded submarines (community made) use base game assets most of the time, i doubt many if any mods affect the transducer itself, so this mod should work with just about anything
28 Aug, 2024 @ 12:56am 
time to tell my crew to repair the sonar transducers while its fine and turn on the sonar >:]. also on a question. Does this work on mod submarines?. thank u
MsFizzy  [author] 25 Apr, 2024 @ 1:40pm 
would be possible, in my own testing and usage of the mod i def noticed it degrades pretty quickly but honestly i kinda like it that way. i can see about making it degrade a lil less slowly however
ThisIsTheJohnDoe 25 Apr, 2024 @ 12:55pm 
Very neat mod. Would it be possible to reduce degradation speed? Using it in campaign but it seems to lose health quite fast compared to say the turrets in immersive repairs.
MsFizzy  [author] 10 Apr, 2024 @ 2:25pm 
yeah to be fair i didnt put a whole lot of effort into getting the actual sonar damage types lol, thank you will get this integrated.
Pagan's Crusade 10 Apr, 2024 @ 9:17am 
I notice you did indeed try to have repair failures afflict sonar damage. You have the failure state set to afflict "sonarsounds", "activesonar", and "sonarimpact", all set to 150 strength. However, they don't seem to work. These affliction types have a bunch of conditional parameters, and won't do anything on their own. I think I've managed to find a work around. If you want proper sonar damage, remove the afflictions you have, and replace them with these instead...

<Affliction identifier="stun" strength="4" />
<Affliction identifier="burn" strength="5" />
<Affliction identifier="sonarPingWaterClose" strength="1" />
<Affliction identifier="sonarslow" strength="100" />
<Affliction identifier="sonaroverlay" strength="60" />
<Affliction identifier="activesonarlua" strength="120" />

Now you should be able to take actual sonar damage whenever you fail a repair check, as well as have the proper sounds and visual effects to go along with it.
Pagan's Crusade 10 Apr, 2024 @ 1:59am 
@MsFizzy I actually know how to mod myself, and can edit it to my own liking. I'm just giving some constructive criticism. If you're making a mod for the community, it's good to take feedback into consideration.
MsFizzy  [author] 9 Apr, 2024 @ 10:23pm 
im a big fan of ttrpg's so i like a little aspect of randomness in my games, makes things more entertaining and can cause some very silly and fun moments, you can with enough time get to the point where repairing it isnt much of an issue (in campaigns), if you dont like the mod being designed with way then dont use my mod i guess.

also marius, tbh the explosion is just for comedic effect, it *does* to sonar damage, quite a lot of it actually the explosion is just kinda funny
Pagan's Crusade 9 Apr, 2024 @ 10:07pm 
@MsFizzy I understand wanting to make something fun and challenging. I like challenging mods, otherwise I would not be using Real Sonar. However, the problem with the repair mechanics of your mod is just the RNG element of it. I think the more fun and silly moments would be your crew forgetting to turn the sonar off before sending someone out to repair it, rather than losing half your health from something out of your control.

I take it the high skill requirement and damage you have set might be inspired by Hazardous Reactors, which makes reactors have a high skill requirement to repair and also has some potentially deadly consequences for failing the repair check, but in that mod, you are able to get around this threat by simply shutting off the reactor. You cannot do the same for transducers.
Comrade Marius 9 Apr, 2024 @ 9:34pm 
@MsFizzy I don't think making a mistake repairing a sonar array in real life would cause the sonar to literally explode in your face. I don't think that's how it works. The captain would have to turn it on by accident or something like that.
Pagan's Crusade 9 Apr, 2024 @ 9:16pm 
@kooll Well, it does not do a sonic blast. It's an explosion that deals burn damage.

Also, I'm sorry, I reject this assertion. An inactive and broken sonar will not just magically turn on because you put the screw driver in the wrong way. This would absolutely never happen, and the fact there are 0 human casualties from sonar related accidents should be a testament to that. The only way it would happen is if the sonar is already active, and this is something that can already naturally occur in this mod without failing the repair check.

If you repair the sonar while it is active. You automatically get blasted. I think it's more engaging to have these mishaps happen naturally as a product of poor crew cohesion, rather than just an RNG repair check.
Therealseraphim 9 Apr, 2024 @ 8:16pm 
This is a fantastic mod, How ever I would like to say I think its too easy for my liking,

1. The sonar only killed 8 crewmen

2. The sonar function flawlessly with terrible regularity

3. Why only 5ooMw of power draw It should be atleast 15k

4. The 9th crew man didn't die of their injuries on the way back into my sub and became Eisenstein of Mechanics and Engineering

5. The damage actually displays on my status monitor (No percentages tho Just how I like it!)

6. The sonar also Shows the Creatures far too well in my taste should be lower fidelity In my
O P I N I O N

7. The Sonar also Sounds off pitch Too dull of a tone.
kooll 9 Apr, 2024 @ 7:50pm 
@Pagan's Crusade bro things the 240db (almost 10,000 times more load then a jet engine) sonar to the face wont hurt. aslo theres a good few mods that do high repair skill needed like that to make it harder and more chanlgeing (tho you can easly get that high in base game even, and with mods you can get like 150+ skill.
MsFizzy  [author] 9 Apr, 2024 @ 7:47pm 
I made this mod for fun and to bring unnecessary challenge, i made the repair requirements so high because i thought it would be funny and to make it a scary thing do to (brings out some fun and silly moments)

failing to repair a sonar in real life could lead to some ***very*** bad consequences as sonars often need to be active for proper repairs, i felt it right to make it punishing to fail the skill check (skill issue???/?!?//1/@#?/)

the last bit is unintended however i think its really funny
Whirlwind_C 9 Apr, 2024 @ 7:43pm 
this mod was not designed to be fun or fair

happy sailing
Pagan's Crusade 9 Apr, 2024 @ 6:33pm 
Nice mod. I really do like the idea. However, in execution, it's kind of poorly balanced and has some design decisions that are kind of strange. I'll list down some criticisms I have below.

-The repair requirements to fix the Transducer is very high. A whopping 115 Electrical! Why? No other module comes even remotely close to this number. Should be 55 max.

-Failing the repair check causes the Transducer to explode and deal an absurd amount of AOE damage, as though it were filled with volatiles. Why not just have it shock you like every other electrical device?

-I also don't know if this is an intended effect, but a damaged transducer prevents use of the autopilot mode, and being unable to maintain position makes it almost impossible to repair the transducer without having the submarine rest on the sea floor. If I open an airlock to get out there to fix the Transducer, the sub starts falling into the abyss.
Whirlwind_C 3 Apr, 2024 @ 1:35pm 
is this compatable with neuro-traumatic real waifu EK sonar into abyssal stations suit v1.1.1.1 (lua required) 2023 free download no virus (ball jiggle physics) europa?