Barotrauma

Barotrauma

View Stats:
Water not fully pumping out of rooms since halloween update.
So like the title says, since the most recent update. One of my favorite subs has stopped fully pumping water out of rooms. The water will be pumped out until it is around 8%-12% and as this is a small sub. If all the rooms get flooded once. The sub will no longer climb. This was not an issue prior to the most recent update.

I tried moving the pumps around to see if it was just the location, but it didn't work. One thing that I found which actually did work. Was if I went and unwired the pumps from the water detectors so they only had the power wire connected and then set them to pump out they would pump out all of the water.

I tried looking through the object parameters to see if maybe the target level was set to 0.12 or something, but I couldn't find a target level parameter. Any help would be appreciated.
< >
Showing 1-10 of 10 comments
Regalis  [developer] Nov 12, 2019 @ 3:20am 
How are you controlling the speed of the pumps? It sounds like you're trying to use the "set_targetlevel" input, which generally should only be used to control ballast pumps with the navigation terminal. The latest update fixed an issue in the way the neutral ballast level was calculated, which may have caused some unintended side-effects if you were using them in a non-standard way.

The difference between "set_targetlevel" and "set_speed" is that when using the set_targetlevel connection, a value of -50 means the pump will attempt to drain the room fully, a value of 0 fills it up half-way and 50 fills it up completely. When you're using the "set_speed" connection, a value of -100 means pumping water out a full speed, and a value of 100 pumps it in at full speed.
Last edited by Regalis; Nov 12, 2019 @ 3:22am
RiP candyland Nov 12, 2019 @ 1:40pm 
Originally posted by Regalis:

It is setup using signals and water sensors. I found that the sensors were made too small. So when I increased the size of the sensors It pumped a little more out. It could have been that the sensors were offset wrong, but I couldn't move them in a small enough increment to find out.

Anyway even after making the sensors larger, the pumps were still only pumping until 4% water. Definitely much better, but still an issue for the size of the sub. I would just post you a steam workshop link, but the creator has removed his sub after the update. Guess it was turning into too much of a pain in the ass.

I ended up just taking the power loss and setting all the pumps to run full out all the time. I plan on doing more work on the sub soon and I will try a few more configurations to see what I come up with. I will probably upload it if i manage to fix it and just give credit to the original creator. Hopefuly it will inspire him to come back and finish up.


PS: Love the game. Haven't played a game which has held my attention for this long in years. What you guys have done is awesome.
Not really on topic either, but the amount of crashes when going to new places on the multiplayer campaign map is ludicrus. Always a desync issue which mass kicks the server except for maybe 1 or 2 people. Happened to me well over 10 times in this last run.
KevVv Nov 13, 2019 @ 1:16pm 
Direct all the water trough doors and holes to the ballast rooms.. problem solved =)
RiP candyland Nov 13, 2019 @ 4:29pm 
Originally posted by KevVv:
Direct all the water trough doors and holes to the ballast rooms.. problem solved =)

How in the hell is that problem solved in any way? So every time the ballast tanks fills the sub floods.
Regalis  [developer] Nov 14, 2019 @ 4:50am 
How exactly have you set wired the sensors to the pumps? Are you using the "set_speed" or the "set_targetlevel" connections?

Also as a hint, you can nudge the items with arrow keys. The "placement grid" may not be accurate enough for this kind of precise sensor placement, but with the arrow keys you move them pixel-by-pixel to get them exactly where they're supposed to be. :)

Mountain King Nov 14, 2019 @ 7:35am 
Originally posted by candyland:
Originally posted by KevVv:
Direct all the water trough doors and holes to the ballast rooms.. problem solved =)

How in the hell is that problem solved in any way? So every time the ballast tanks fills the sub floods.

Ballast tanks won't pump in water beyond their capacity, and you can further improve the system by having the ducts close when the room they drain into becomes full.

This just sounds like a classic case of water detectors being placed slightly above the bottom of the hull they are in, allowing water to pool beneath them.
RiP candyland Nov 14, 2019 @ 3:16pm 
Originally posted by Regalis:
How exactly have you set wired the sensors to the pumps? Are you using the "set_speed" or the "set_targetlevel" connections?

Also as a hint, you can nudge the items with arrow keys. The "placement grid" may not be accurate enough for this kind of precise sensor placement, but with the arrow keys you move them pixel-by-pixel to get them exactly where they're supposed to be. :)

Wow! Thank you, I feel retarded. :D I should be able to get this up and running in no time I am gonna start working on it now.
RiP candyland Nov 14, 2019 @ 6:39pm 
Ok I offset the sensors in multiple different positions, but still the best I could get was 4% water.
Regalis  [developer] Nov 15, 2019 @ 2:32am 
How exactly have you set wired the sensors to the pumps? Are you using the "set_speed" or the "set_targetlevel" connections?

If you can upload the file somewhere, I could also take a look and see if I can diagnose the issue!
RiP candyland Nov 15, 2019 @ 7:39am 
Ok so it looks like the signal check component is hooked up to the pumps set_speed, but then the Water Detector itself is connected directly to the set_state.

So the wiring goes like this

Water Detector - Signal Check Component (signal_in) - Signal Check component (signal_out) - Small Pump (set_speed)

Water Detector - Small Pump (set_state)

I have the sub file. I am not really sure what platform would be preferable for me to upload it to you.
Last edited by RiP candyland; Nov 15, 2019 @ 7:48am
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Nov 12, 2019 @ 2:54am
Posts: 10