Barotrauma

Barotrauma

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Stickleback - MK 1
   
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Feb 28, 2021 @ 2:23pm
Apr 20, 2022 @ 12:08pm
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Stickleback - MK 1

Description
THANKYOU FOR PURCHASING THE FRITHcorp Mk 1 Scout Submersible.

Available armed or unarmed for challenging campaign start

A Modern entry level sub for the "hands on" submariner

Usage instructions included on logbook in captains safe

Class : Scout

RRP :
Armed: 4354 Kr
Hardpoints: 2354 Kr

Crew : 1 - 5

Experiance : Intermediate

Usage instructions included on logbook in captains safe

Start Up Sequence:

BASIC
Check reactor lock is set to "Off" ["NR shutoff". Electrical Room]
Engage Main Power Switch ["MAIN PWR". Electrical Room]
Start up Nuclear Reactor [Reactor. Reactor Room]
Engage Life Support ["On/Off". Engineering Room]
Engage Interior Lighting ["Int". lighting panel. Command Room]
Set Battery Charge Rate [Terminal. Electrical Room]
Engage Super Capacitor Charge ["S - Cap Chrg on/off". Electrical Room]

TRANZIT
Engage control station ["CTRL On/Off". Command Room]
Navigation Lights ON ["Nav". lighting panel. Command Room]
Gun Lights ON ["GUN Lights". Command Room]
Trigger SafeLock OFF["TRIG lock". Command Room]

OPTIONAL
Suit Oxygen Supply ON ["SUIT O2". Engineering Room]
Bottle Oxygen Supply ON ["TANK O2". Engineering Room]
Fabrication ON ["FAB on/off". Engineering Room]
Auto Door Close ON ["AUTO DOOR". Command Room]

Specifications:
Nuclear Reactor:
Type: Glowing Joe's FusionMASTER 3000
Output: 3800
Fuel Economy : 0.18

Battery:
Type: 2 x EuroCell Bunny Boilers
Total Output : 1600
Total Capacity: 10000
Max Recharge : 500

Super Capacitor:
Type: 2 x Shockomatic S-CAP dulux
Total Output: 4000000
Total Capacity: 30
Max Recharge: 8

Engine:
Type: Merlin "Mr Thrusty"
Max Force: 550
Power Consumption : 2000
31 Comments
lordFrith  [author] Mar 22, 2023 @ 12:18pm 
@realthrumwolf do the capacitors have charge? they start empty and there is a switch to start them charging, possibly double check the charge rate on the capcitors too

( see description)

"Engage Super Capacitor Charge ["S - Cap Chrg on/off". Electrical Room] "
realthrumwolf Mar 21, 2023 @ 11:27am 
Hello sorry to comment again ive tried the sub again but the guns still wont get power and we have tried to turn off and on the gun lock, it gets a little bit of power but not enough
lordFrith  [author] Oct 25, 2022 @ 11:03am 
@realthrumwolf, i tested and it does work but ...

there is a button switch on the bridge (labeled Gun Lock) that needs switched on for guns to work. its below auto door and above the gun lights switch.

Poor labeling on my part as calling the switch "gun lock" would imply weapons fire when switch is off rather than other way round... but there you go :p
realthrumwolf Oct 25, 2022 @ 10:51am 
if i may ask this might seem idiotic but me and a friend cannot fire the coilguns is there a fix to this issue?
lordFrith  [author] Oct 31, 2021 @ 5:54am 
Updated:
removed some areas of double hull
upped output of reactor to make power balance a bit less... insane
removed giant pile of spanners from workshop floor
lordFrith  [author] May 15, 2021 @ 9:29am 
a wee update to fix the issue of labels scaled to 0.01 causing MASSIVE LAG in MP.
thanks to regalis for explaining that one and leonidas for raising the issue on github.

should be the main cause of MP FPS tanking
there is a high volume of sprite layers and light sourcecs at the central access ladder due to my custom door buttons. that might still be causing some lag

thanks for everyones feedback
Leonidas May 9, 2021 @ 7:00am 
I think the stickleback is my new favorite sub. Outstanding design. Even semi-survivable in ITA
Carlowong May 5, 2021 @ 7:11pm 
This is so good love it, I Need more haha! Thankyou!
lordFrith  [author] Apr 28, 2021 @ 7:15am 
i thought i updated it yesterday? i removed the heavy door for some simlar effect deco item

who knows why they intentionally added collision to that object but it should be gone
Rune Apr 28, 2021 @ 2:56am 
it looks like the airlock heavy door deco is still broken