Barotrauma

Barotrauma

46 ratings
Falcata-class Assault Sub (Goph Original Ship)
5
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
6.517 MB
Aug 18, 2020 @ 3:05am
Nov 28, 2021 @ 9:37pm
43 Change Notes ( view )

Subscribe to download
Falcata-class Assault Sub (Goph Original Ship)

Description
Falcata:
An aging hull commissioned to bring rebellious Europan colonies to heel during the early days of the settling effort, the Falcata-class Assault Sub is a venerated design now mostly relegated to close patrol and heavy escort duty. Falcatas mount two dual "Rampart" coilguns, two single "Parapet" coilguns, and a fearsome "Deliverance" spinal gattling coil system. The few Falcatas that are still sea-worthy suffer from relative sluggishness and spotty reliability, but are respected nonetheless.

Now with a wrecked version!

Now with custom alarms for fires and floods!

5 - 9 Crewmen recommended

== Ship Technical Specifications ==
  • 1x Gatling-type GAU-27/A "Deliverance" Cannon (spinal mount, 1800 RPM linked coilgun system)


  • 2x "Rampart" Dual Coilguns* (8-round burst configuration with a 1s delay between bursts)



  • 2x "Parapet" Coilguns (Reload time tuned to 0.3 instead of default 0.2, only 66% as powerful as a normal coilgun)
  • 3x Electrical Discharge Coils (2 cover the nose, 1 covers the underside of the lower airlock)*
  • 1x Depth Charge Launcher

    * Never assign the AI to the middle invisible gun on the Rampart mounts. Assigning to the left and right guns of each set works fine. The invisible middle gun is just to center the UI for when a human mans the weapon.

    * The discharge coils lining the Deliverance cannon's barrel are entirely cosmetic except for the one at the very rear.

  • Maximum horizontal velocity of 13km/h (11km/h practical)
  • Maximum natural diving velocity of 13km/h
  • Maximum rising velocity of 18km/h

  • Medical and normal fabricators + deconstructor
  • Smart drainage system. Water is directed away from the reactor room wherever possible. Duct blocks on upper decks will not open if the rooms below are completely filled with water to prevent underside breaches from crippling the sub's drainage.
== Design and Gameplay Notes ==
  • 4x Extra Medical/Security IDs in the Captain's cabinet for whatever reason.

  • There's a discharge coil in the "dead hull" beneath the Deliverance cannon in case monsters get stuck there. Activate through the button in the frontal ballast.

  • Hand-placed container inventories designed to give you all of the basics but nothing advanced unless you're willing to break down material.

  • The arms vaults in the Gunnery room is only accessible to ranking personnel (captain and security)
  • Toxin cabinet is only accessible to medical officers (medical)
  • Brig only accessible to ranking personnel (captain and security)

  • Several loose vents and panels placed strategically for traitor games.
  • Yeah there's a clown suit.
26 Comments
shortsnapz13 Aug 29, 2022 @ 11:21am 
Very nice, ship, I really like the playstyle it forces you to utelize
Alexpell99 Nov 29, 2021 @ 5:22am 
Thanks a lot!
GophTheGreat  [author] Nov 28, 2021 @ 9:39pm 
Added a research station to medical.
GophTheGreat  [author] Nov 28, 2021 @ 12:53am 
I'll have it done within 24 hours
Alexpell99 Nov 27, 2021 @ 11:37pm 
If it's not too much of a bother that would be very appreciated. Me and my friends were looking for a good sub for our playthrough and that one would definitely fit the bill if you added a research station.
GophTheGreat  [author] Nov 27, 2021 @ 7:20pm 
@Alexpell99 I haven't added a research station for the gene splicing stuff. Would you like me to?
Alexpell99 Nov 25, 2021 @ 1:34pm 
Is this mod still up to date?
FCD kelseyblue112 Sep 2, 2021 @ 6:49am 
i approve on how your working together with your community and taking suggestions!
pyr0kid May 12, 2021 @ 5:38pm 
found a small bit of wall in the top left of the fab room where the wall is white rather then brown, right under the external light.


also i noticed that the arrows in the top gunnery room look different from the ones in the bottom one, with the top ones having two arrows and the bottom ones having a single arrow.

im unsure if this an intentional indication of how many guns are in each group or an oversight. (also, one of the arrows for gun1 is slightly offset)


my engineer would also like to say thanks for not maxing out the junction box wires, as otherwise he wouldnt have been able to rig some of the diving suits to autorefill.
pyr0kid May 12, 2021 @ 4:36pm 
that explains the shotgun shells alright. thanks for fixing the engine thing, we kept having raptors getting stuck on the engines.

regarding the light, it might just be a quirk of my 8 year old dvi monitor but it seems pretty blue to me. https://imgur.com/a/hbRI2kS

also, can you settle an argument im having with my chief engineer? he insists that the alarms go off when junction boxes break and im of the opinion its just minor leaks people are fixing coinciding with junction damage. is there actually an alarm for junction damage?


im glad all my issue reports arent coming off too annoying to you. :steamthumbsup: