Barotrauma

Barotrauma

EK Daima Mk-I
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 )
ZeGuardsmen 13 Jan @ 6:58pm 
Question do AI just keep passing by the reactor? cause ive been noticing poisoning on ai but they dont stand inside beside the Techy assigned for it
FallRivers 5 Dec, 2024 @ 5:18pm 
welp this is probs gonna be a mainstay in my load order now :3
Videogames  [author] 5 Dec, 2024 @ 4:48pm 
Radiation is pretty low, however I can see how doing long mechanical repairs on it (or if playing with mods that makes radiation way stronger & changes medical systems) can be an issue.

Bot's shouldn't usually stand idle in the reactor chamber unless they have an action to do, such as repairing or loading fuel. If AI crew are just standing idle then that's actually 100% a game bug.

I'll just patch it out, and if people feel like it they can use a mod that adds 'proper' radiation modeling to reactors.
Elec Frost 5 Dec, 2024 @ 12:48am 
The reactor's radiation effect is by design, but it's very easy to handle.
I've taken the moment to read the desc here before i acquire this submarine, so I've prepared my crew for it.

Simply dedicate one E. engineer in PUCS, hazmat and talents to it. As for the electrical repairs, a hazmat on another guy.
It also helped I took my time going through three other T1 subs before this one.
FallRivers 4 Dec, 2024 @ 5:18pm 
@comandate striker

i lost 4, 3 engi's and a medic, at least i was in sandbox XD. the maker really should make a bot friendly version at some point
comandate striker 4 Dec, 2024 @ 1:49pm 
bro, why the reactor give radiation? i lost 3 bots.:steamsad:
FallRivers 4 Dec, 2024 @ 1:35am 
ok i love the sub, the looks, the layout, the features, really just all of it, but it's a shame that it's not ai friendly due to the reactor. do you think you could maybe release a version without the radiation feature so people who play solo or in small groups could use the sub? if not it's a banger of a sub regardless :3
Пулемётчики 19 Nov, 2024 @ 12:13am 
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
Videogames  [author] 7 Nov, 2024 @ 7:32am 
@Siriko Makkenzy
0.5 is the default value on navigation terminal but it's editable so it can be changed based on what the tooltip says when hull volume is selected. This setting doesn't actually change the neutral buoyancy of the sub, it's just needed to tell the navigation terminal what the "zero" center position is for vertical control is, otherwise a sub would drift upwards or downwards slightly when the control is in the middle.

As for the shuttle problem, yeah I did account for the extra buoyancy of the shuttle. The issue is also slightly reduced by the fact the shuttle has it's own ballasts also filled to 'neutral' buoyancy by default, so the shuttle isn't producing lift.
Siriko Makkenzy 6 Nov, 2024 @ 10:56pm 
I understand you, but when calculating the data, this value will be equal to 0.5 with vanilla values ​​​​in the sonar monitor. But also, if you don't do everything with a reliable distance, you will have to change the parameter. This parameter also takes into account ballasts and hulls from docked shuttles, submarines and outposts. that is, when the shuttle undocking you lose the accuracy of the configured parameter
Videogames  [author] 6 Nov, 2024 @ 10:42pm 
@Siriko Makkenzy
The game accounts for total hull volume when calculating buoyancy, so submarines with larger dry hull area need more ballast to account for it.

Also due to some complicated volume/density calculations which I can't explain entirely in a steam comment: generally speaking a "neutral ballast ratio" (according to the in-editor readout when selecting hulls) between 0.35 and 0.2 gives a decent range of vertical control & stability.
Siriko Makkenzy 6 Nov, 2024 @ 10:09pm 
Hello, I have a question: what is the reason for such a huge number of ballasts? Did you do it for balance?
Videogames  [author] 2 Nov, 2024 @ 7:54pm 
FYI: there is a small bug in Barorauma v1.6.19.1 affecting electrical systems, the Spanner's battery has to be toggled off and on again after undocking in order for the battery's load calculation to update correctly. A temporary workaround for the issue until it's fixed.
Videogames  [author] 1 Nov, 2024 @ 6:58pm 
@D The legacy 5 suit locker isn't even wireable I think, or at least not without mods.
D 1 Nov, 2024 @ 6:17pm 
I suppose the diving suit storage (legacy locker) isnt meant to replenish o2?
Videogames  [author] 1 Nov, 2024 @ 8:00am 
@D All 3 suit lockers are working fine for me, and the two lockers by the reactor.
May just be an issue with a diving suit mod?

Railgun racks are for mod compatibility, some types of ammo have to be stored as shells.
(or also for wreck looting, because railgun shells exist in vanilla still.)
D 1 Nov, 2024 @ 2:47am 
suit lockers also are not connected properly and dont refill o2
D 1 Nov, 2024 @ 2:39am 
the sub has rail gun shell racks
except the sub doesn't allow any large hardpoints
Hmm?
usmctacos 24 Oct, 2024 @ 2:08pm 
this is the best sub
Videogames  [author] 23 Oct, 2024 @ 2:52pm 
@DINKI MI 6
Oh issue with shuttle not main sub, yeah unfortunately this is a bug with how captain's helm skill causes engine force to be multiplied and the autopilot doesn't know how to compensate for that. Especially with smaller craft like shuttles since there is less inertia.

I'll try experimenting to see if I can add some kind of dampening system to the shuttle ready for update once Unto the Breach stable update releases, but no promises.
DINKI MI 6 23 Oct, 2024 @ 10:54am 
When captain take control - shuttle shaking in AP
But. When engineer take control - shuttle stop shaking after click new course in AP.
I looked in the submarine editor
EightHook37 22 Oct, 2024 @ 10:16pm 
Bro this sub is fuckin great, genuinely one of my favorite subs, loving my ongoing campaign with it. Thanks for the awesome sub.
樞仔 18 Oct, 2024 @ 7:32pm 
This ship is very good. It has perfectly fulfilled the expected functions in the original design: salvage and cargo. It is a very well-designed submarine cargo truck with complete functions and sufficient self-defense weapons. DAIMA's attached shuttle, Spanner, gives my team enough safety when conducting salvage and mining operations: it is sturdy, durable, and has enough capacity for me to load loot, instead of using a cargo SDV for frequent round trips. The boat, there's even plenty of first aid supplies on this little boat, which is very important.

Especially when we have the MOD Europa War installed, the enemy's combat capabilities are greatly enhanced. Many times when extravehicular personnel are seriously injured, they will not be able to return in time for treatment. Spanner parked near the mission target location can avoid the mission. Catastrophic failure.
-=}EWo{=-Demicus_Maximus 14 Oct, 2024 @ 4:28pm 
Honestly the best general-purpose sub I have used so far, despite being billed as just a cargo hauler. Won't hold up in extreme combat without a good crew but even in singleplayer with AI crew this sub is just a joy for general use.
Videogames  [author] 8 Oct, 2024 @ 7:42am 
@distructoriii
In testing there's no issue with shaking, even with helm skill 0 or helm skill 100.
So I don't know what would be causing that.

Possibly a modded overwrite issue is doing something to engines?
or if this is in multiplayer, its possible there was wiring sabotage.
distructoriii 8 Oct, 2024 @ 5:47am 
idk if the sub was design to swing from side to side when maintaining position. is it fixable in mid run?
NebulaGrinder 21 Sep, 2024 @ 7:00am 
One small thing I noticed is that the blue button near nav terminal on bridge has a "Medbay" label, but in reality it controls the oxygen generator, like the one in engineering which is labeled correctly
Slaughterhouse Joe 20 Sep, 2024 @ 9:00am 
Man I love your ships
sheep 19 Sep, 2024 @ 12:38pm 
No worries! My captain was able to find the issue, the ship had spawned with the shuttle battery output being off so it hadn't been charging. Not sure if it was a bug or just an user error but no longer a problem, thank you for the response!
Videogames  [author] 19 Sep, 2024 @ 7:43am 
@sheep Unfortunately I'm not able to reproduce this issue, still charging fine in gameplay. Is this on the current build or unstable test? Also are you having issue with the battery draining even when the shuttle power is turned off?

Might be another weird electricity game bug, but on the off chance it's not. Check and make sure the charge rate on the shuttle battery is enabled & the "recharge buffer" battery in the shuttle docking room is working.

I specifically wired the charging circuit to only work from external power. So it shouldn't be an issue with the battery constantly charging "itself" and deleting electricity through rounding-errors...
sheep 19 Sep, 2024 @ 1:49am 
Shuttle battery is constantly draining and doesn't recharge? Anything I'm missing or is it bugged? Thanks
bees 17 Sep, 2024 @ 8:52am 
One more thing i've noticed just now, after upgrading the engines twice, the acceleration is way higher, but... the top speed is still 19.
And with the twice improved engines the main sub sways in place when maintaining position, as well as the shuttle
Videogames  [author] 17 Sep, 2024 @ 8:47am 
I actually removed the vent from the reactor room on purpose to coerce the AI to piss off, since they ignore the hull tag "do not stay" otherwise.
bees 17 Sep, 2024 @ 6:40am 
I've acquired the sub in my campaign and already a couple of things have popped up that might need fixing, mostly small things.

I noticed a bot claim that it couldn't reach the deconstructor, but after a couple of seconds it could.
The bot manned lower right coilgun could see through the submarine and fired at the Ballast tank B
The drone (when told to maintain position) is far too powerful and will overcorrect and aggressively sway in one spot.
And finally there's no vent in the reactor room, which is very minor since the bot hasn't been stuck in there long enough for it to matter but still thought i'd mention it.

Other than those things this is the submarine of my dreams, the high acceleration drives amazing and i can overshoot the outpost docking port just to swing around in seconds no problem, bots are smart enough to navigate fine on their own (so far)

10/10 would buy again
Lt. Col. Kilgore 16 Sep, 2024 @ 8:02pm 
Yeah, that makes complete sense, I don't have much experience shipbuilding so I never looked at it that way. I had an idea for an attack/multi-role sub with a moon pool room able to be flooded. On the ceiling of the dive room I put a vortex-ring cannon as an "anti-boarding" measure.

I was never able to get the wiring to work and the game didn't like draining the water back out after usage (which was likely my inexperience).

Either way, just spit-balling ideas.
Videogames  [author] 15 Sep, 2024 @ 11:05pm 
Yeah had a few suggestions for carriers, although making such a thing as a "small carrier" is hard unless it's craft are quite cramped since alot of volume is already being dedicated to housing them and then you still need ballast volume after that. Or unless it carries just one tiny shuttle and at that point is it really worthy of being called a carrier? I can definitely make a bit smaller shuttles than those used on the Matriarch, so could probably manage to make a carrier that is a bit more compact while still being able to hold 2 of them and decent amount of space for crew amenities.

For a while I've been considering just releasing a single "legacy submarine pack" fixed & campaign class-updated. (Although not sure if some larger subs would make it in due to game performance bugs introduced over the years). Likely a good time to do that would be once the next batch of PVP content & campaign bugfix updates drop.
Lt. Col. Kilgore 15 Sep, 2024 @ 8:11pm 
Hey Videogames, it's awesome to see you back making subs, you're my favorite sub builder.

My friends and I have spent hours aboard the marauder and matriarch and made a lot of great memories aboard your vessels. As far as suggestions go, I would love to see an up-to-date hybrid/light carrier design; decent armament, but low displacement.

Or, I would love to see an updated marauder (my favorite sub save for the window near the helm XD) if you have any plans to go back and update the older designs.

Keep up the awesome work!
Blacklight 15 Sep, 2024 @ 2:44pm 
Still my favorite sub builder. Nice to see a new post!
Videogames  [author] 15 Sep, 2024 @ 1:17pm 
@Laurent-Crow
For some reason the door motion sensor was still detecting "walls" despite being set to detect humans only, so the hatch was opening instantly causing a small amount of water from the docking port gap to fall in. Enabling wall detection and then turning it off again seems to have fixed it but I don't know if this config bug could happen again in future patches.

I have no clue what the problem with the command terminal's dock button not reappearing correctly was because there's no wiring issue, but just resetting it's prefab has fixed it.
Laurent-Crow 15 Sep, 2024 @ 12:35pm 
Your boat can't dock at the outposts. In addition, water is leaking through the docking lock. Am I missing something?