Barotrauma

Barotrauma

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EK Daima Mk-I
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13 Sep, 2024 @ 5:57pm
30 May @ 8:16am
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EK Daima Mk-I

Description
EK 'Daima' Mk-I
Heavy Logistics Tender / Resource Collector

"The Daima class submarine is designed as a versatile heavy logistics support platform. Capable of acting as transport, fleet tender, salvage, or mining operation command vessel. The Daima has a spacious cargo bay, substantial onboard engineering & material processing facilities, a heavy duty industrial reactor, and carries a single 'Spanner' class utility shuttlecraft. Although the design suffers from poor maneuverability due to it's excessive hull mass."

Role: Transport ( Logistics Tender / Salvage / Mining )
Tier: 2
Price: 30,000 Mk
Recommended Crew: 8 - 14
Size: 60x18m
Horizontal Speed: 19 ( 22 with upgrades )
Vertical Speed: -18, 24
Cargo Capacity: 64 Boxes
Magazine Capacity: 24 Shells, 18 Boxes
Vessel Strength: Low
Vessel Maintenance: Medium / Large-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Experienced

Notable Features:
  • Large cargo storage
  • 'Spanner' Utility Transport Shuttle
  • Remote operations center
  • Underwater radio system (2.25km range)
  • Large engineering room
  • Medbay
  • Armory
  • Brig
  • Docking port power transfer
  • Drainage duct system

Weapon Systems:
  • x4 Coilgun (Turret-Mount)
  • x2 Empty Hardpoint (Turret-Mount)

RADIATION DANGER:
  • OKERION 'Heavy Reactor Module' LSFR-8402-B.
    Unit does not feature integral radiation shielding. Do not enter containment vessel during operation without proper protection; minimum coalition protection equipment index class-II or above.

Shuttle remote-control is located in the aft section of the lower observation deck. Toggle between manual & remote command using the green lever in the command station or inside the shuttle itself. Stock Reactor Trim: 0.005 - 75 Stock Battery Controller Trim: 202 - 15

EK 'Spanner' Mk-I
Utility Transport Shuttle

"The Spanner is a rugged lightweight shuttle designed for cargo and personnel transport. Although mainly used in large scale mining and salvage operations, a simple and utilitarian design lends it to a wide variety of roles. The Spanner is also equipped with 'remote piloting' capability, allowing a central command ship to take control when needed. Just beware when operating in open waters as the shuttle lacks any defensive armaments."

Role: Shuttle ( Transport )
Price: 2,200 Mk
Recommended Crew: 2 - 3
Size: 11x4.5m
Horizontal Speed: 30
Vertical Speed: -19, 26
Cargo Capacity: 4 Boxes

Vessel lacks on-board diving suits.

Drone Command Frequency Band:
Max rated range: 1.5km Command In: 1156 : { Navigation } Navigation vertical channel 1157 : { Navigation } Navigation horizontal channel 1158 : { Pulse to Toggle } Docking control 1153 : { Pulse to Toggle } Remote command override 1151 : { Pulse to Toggle } Power mainline Telemetry Out: 1155 : { Navigation } Drone sonar data feed 1154 : { Boolean } Remote command status 1159 : { Boolean } Power mainline status 1152 : { Percentage } Battery charge level

I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?

-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now.

( Also expect that potential "EK mods remaster" to not happen after all )
54 Comments
Dr. Mikhail |VIP-S| 🐧 28 May @ 4:21pm 
What was the former reactor radiation leak made from, if I want to edit it back in ?
Was it simply a volatile rod hidden in the reactor room ?
usmctacos 26 May @ 4:35am 
You should make exactly this but more military themed maybe
usmctacos 20 May @ 6:41pm 
This is honestly my favorite and most used sub, i'd love more exactly like this one haha
Пулемётчики 13 May @ 11:07pm 
@Videogames

What about making it 40 km/h That's what I'm doing on the Revuk submarine with my brother right now.
Videogames  [author] 13 May @ 10:33pm 
@XxROMPEXCRANXsS
It's been a few updates since I've played so I'm not sure of any weird control conflicts. If you're really desperate to you could just use a wire to change the lights color pin.

@Пулемётчики
Vanilla engine upgrades give such a small force percentage difference that it's not really even noticeable especially with extremely large subs... and on top of that I've been nerfing the engines on subs for a while because clown-mains thought that anything above 20km/h was 'too overpowered' (despite more than half vanilla subs being more than 20, and many even reaching 25). Maybe I will see about increasing the base force stat for engines a tiny bit and doing some more extensive testing to find a decent middleground so the force percentage upgrades are more substantial increases.
XxROMPEXCRANXsS 13 May @ 3:50pm 
Hi, I have a question. How can I change the colour and brightness of light sources? Just when I press them with a screwdriver nothing but wires appear there
Пулемётчики 12 May @ 11:50pm 
So why is the speed of sailing on this submarine reduced to 17-18 km per hour??? The most interesting thing is that the engine improvements are not affected at all
Yorith the Dreamer 13 Feb @ 11:18am 
Any way we could have the radioactive version as an alternative or describe how you implemented it? Would love this feature for my coop mode, don't care about bots.
ZeGuardsmen 16 Jan @ 5:01pm 
@Videogames Seems i found a wierd bug that maybe part of some Vanilla code error since the script says its Vanilla Baro which its only seems to appear when using the Subs Indicators like sending command to fix flood in X room that seems to be causing it so besides that as long as you do normal NPC assign positions everything works fine but the moment you do that it just magicly Rad poisons but yeah i double checked and sub assignment duty works fine.
Videogames  [author] 16 Jan @ 1:11pm 
@ZeGuardsmen
They're specifically coded to not go into the reactor unless they're operating it or repairing, but then again it's 'Baro AI' so who knows maybe the flags that's supposed to make them not path through when idle just literally doesn't do anything.

The passive radiation was removed in an update, you might have an old version anyways - or you're playing with a mod that adds radiation back in somehow...? ( or a world radiation bug )