Barotrauma

Barotrauma

B-71(L) light-fortress
28 Comments
Lynx 17 May, 2024 @ 1:45pm 
i love this sub so much, have a few Awards.:spiffo:
StANP 30 Oct, 2023 @ 3:38am 
Ah nvm. Just found out its a issue of mine for applying the mod during an existing campaign, something with the old id card not compatible with workshop sub (got this info from the Malachite creator). Still works if you start a new campaign though.
StANP 29 Oct, 2023 @ 9:24am 
Really awsome sub, I kinda dig the bomber crew style to sub building since the Bronze Age. There's a problem though I can't open those locked (for roleplay) lockers in single player even when switching to the captain, captain's locker doesn't grant me access even with ID.
MRIBat 9 Jul, 2023 @ 10:45am 
guess I don't need my fixed version anymore
MRIBat 9 Jul, 2023 @ 10:45am 
Cool
FLX  [author] 9 Jul, 2023 @ 8:20am 
It's fixed. Thanks for the feedback.
MRIBat 8 Jul, 2023 @ 5:02pm 
Bottom coil gun does not work. Can't interact with it sadly
MRIBat 8 Jul, 2023 @ 4:52pm 
Bot friendly?
Choo 13 May, 2023 @ 12:40pm 
So after reading a post from the developers regarding the details of the patch they planned to release (which did release recently) some of my issues may have been fixed. Next time I play with this sub I'll keep an eye out for an other potential issues with the bots
FLX  [author] 13 May, 2023 @ 9:55am 
Yes I would need more precise information because I didn't spot any obvious problem with the waypoint placement.
I have moved some waypoints in the places where they got stuck for no apparent reason which solved some of the problems but I cannot explain why.

One thing that is not my responsability is the fact that AI cannot go around the blast doors. The game doesn't try to recalculate a path if a door is locked so they just headbang the door instead of going around.
Choo 29 Apr, 2023 @ 1:17am 
I have been noticing numerous AI pathing issues. If I could point them out could you look into fixing them?
FLX  [author] 23 Apr, 2022 @ 8:39am 
Compatibility with Urban Expanses update:
- Fixed hulls that moved
- Fixed invisible turret not being interactible by AI any more
- Simplified O² detectors assembly (from 9 to 5 objects)
- Added display on supercapacitor to feedback charge rate
FLX  [author] 9 Mar, 2022 @ 1:08pm 
Submarine updated to be compatible with Rising Tide update.
- The twin coilguns are not compatible with weapon swapping sadly but the railgun is and the rear weapon is now empty by default.
- Modified layout to isolate the turrets as initially indended and remove dead spaces.
- Optimisation of object number to improve performance.
FLX  [author] 16 Apr, 2021 @ 12:42pm 
@Jacob I've taken a look at what you said. This is working as intended, nav terminal sends signal to junction box that is acting as a HUB and spread the signal to all 3 ballasts pumps.

@Sosa I've tested in the editor and launched a multiplayer lobby with bots and it didn't happen for me. One of the two depth charge tube is empty by default, maybe that's why you thought you lost a charge?
Sosa 3 Apr, 2021 @ 4:24pm 
For some reason whenever I spawn on the ship it just drops the depth charge infinitly and it never stops.
FLX  [author] 16 Mar, 2021 @ 6:25am 
Thanks for the report, I didn't find the time to update my ships after the recent patches so I'll make a big update if I manage to take some vacations !
Jacob 15 Mar, 2021 @ 9:22pm 
Don't know if this is a bug with the unstable version, due to my various mods, or what, but the wiring for the ballasts is jank. Wired to signal_0 of a junction box from the navigation terminal to the pumps in the three ballasts short-circuits the signal from the navigation terminal; that is, the sub don't sink.

I was able to use an alternate configuration using two WiFi components (one connected to the navi terminal and one connected to the three ballasts) that seems to work alright. Hope this helps if it is behavior that will stick around.
Jack 12 Feb, 2021 @ 2:48pm 
Hey FLX this ship is fucking awesome. The real B-71 is kickass and this model of it is exactly what my potato ass laptop needs.
Santas Helper 29 Sep, 2020 @ 2:56pm 
Ah yes, ignore me I am an idiot. Just opened it up in editor. So weird that is has that row of non-functional lamps, makes it look like a derelict. I am just used to the more clean looking engines I guess, haven't played enough to see an actual large engine until I saw your sub.
FLX  [author] 29 Sep, 2020 @ 2:31pm 
Strange it's supposed to be the non-wrecked large engine like on the screenshots.
Santas Helper 29 Sep, 2020 @ 10:02am 
With the engine I just meant the visual model used was the (wrecked) version. the medbay thing does make sense, just with a small crew during my play testing my captain was also the medic, so running back and forth when someone needed something was a lot of backtracking.
FLX  [author] 29 Sep, 2020 @ 9:39am 
Hey, thanks for the feedback Santa, AI pathfind problems usually come from waypoints placement but there is no debug telling when a waypoint will function or not so I can only fix problems when someone spots one.
I'll make another campaign run to look after more pathfind problems.

Concerning the engine it is downgraded compared to the original B-71, keeping the same power would increase the speed over 30km/h which is too fast for most monsters to keep up so I've reduced the thrust and power consumption proportionally to keep the same speed.

I've checked the junction boxes, their decay rate hasn't been modified (I've kept as many vanilla settings as possible for everything) but they are quite numerous (21+ 9 batteries + 9 supercapacitors) so yeah I should lower the decay.

Finally concerning the mebay it was originally linked to the armory but having to cross either room to reach the other felt wrong to thoses who tested the ship so I ended up with that solution.
Santas Helper 29 Sep, 2020 @ 9:08am 
AI seems to be unable to navigate it at times due to the ceiling/floor being too close together for upright walking in some sections, they just get stuck. For example I would suggest lowering the catwalk across the reactor a bit to align with the floor so it is evenly spaced in both top and bottom sections since bottom section has extra headroom. Also the lack of a door from the captains section to the medbay is perplexing, structurally it makes sense, but gameplay wise it is a pain to have to go down, over, then back up to get around it, a secure door would help there. electrical panels tend to decay very fast, I did not actually open the editor and look to see if they are ramped up on decay though. The engines being "wrecked" looks a bit odd to me, all those broken useless lamps that can be clicked on but not done anything with just seem like a waste. Over-all a great design concept and wonderfully wired up. With some minor tweaking it will be a great campaign sub.
FLX  [author] 25 Sep, 2020 @ 3:46am 
You can find some free slots in the junction box of the top hatch if you need.
Yes the scene from Aliens is clearly the inspiration for this technical duct. I've made a wreck version of this ship with an enemy spawn in it of course :D
Trickap 24 Sep, 2020 @ 5:12pm 
No worries! i only found out about it because i jumped right into the editor to add another fabricator and i found out by myself that every slot in the boxes was used so i had to add a new one myself anyways haha. Great sub. i love the upper area with the wires, if i replicate a scene from alien where it crawls in the ducts with a crawler over there just once i'll be happy.
FLX  [author] 24 Sep, 2020 @ 5:08pm 
It's fixed, to check if you have the last version check the captain's secured cabinet and the logbook should indicate version 1.1 uploaded september 25
FLX  [author] 24 Sep, 2020 @ 5:00pm 
No it's a mistake on my part sorry. I'll fix that (as soon as I can find a slot on a junction box because it's crowded in there !)
Trickap 24 Sep, 2020 @ 1:45pm 
is it intentional that the med fabricator isn't connected?.