Barotrauma

Barotrauma

32 ratings
Deep Sea Challenger
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.921 MB
May 2, 2021 @ 6:19am
May 16, 2021 @ 2:22am
25 Change Notes ( view )

Subscribe to download
Deep Sea Challenger

Description
-- NEW UPDATE : Deep Sea Challenger becomes a content pack, with the addition of burst fire coilguns, toggleable auto discharge coils and the Eurotorp MU-90 Anti-Fauna and Anti-Sub torpedo variants, who are also addable to your own custom submarines, if you have the Deep Sea Challenger modpack enabled. Single-player bot campaign friendly, MU-90 Anti-Sub arming range PvP friendly. MU-90 Anti-Sub doesn' target wrecks/thalamuses/thalami (interferes with ITA and would honestly be unbalanced) --

The Deep Sea Challenger was originally financed by an eccentric movie billionaire on Earth, thus possibly becoming the result of one of the world's most expensive mid-life crises. Production ceased after the hostile nature of Europan fauna was discovered, but the Deep Sea Challenger hulls were quickly appropriated by Oddsball Industries [stock ticker ODBI] as a production pipeline shortcut for Europan authorities to supply outrider exploration and perimeter defense to crews assigned to vital colonies. The Challenger is an overcomplicated boat with maximal features in minimal space. The vertical design lets you get into any nook and cranny of the Europan cave system, and the integrated moon pool allows easy access for salvaging and exploration teams.

Dimensions : 15x14 (perfect for exploration of cave systems), five decks.
Propulsion : 30 flank speed, 19 one engine speed, 8 silent running speed, 20 ascent speed, 14 descent speed.

Oddsball Industries present the following feature suite on all DSC subs:
Command and Control:
- Rudimentary 'ODDIX' operating system with help feature for all systems.
- CCD camera and cargo drone, with periscope and sonar control.
- Exterior, click-to-shift-feed camera system.
- Automated, power-saving oxygen generator which only activates at a certain oxygen level (default 60).

Defense:
- Fire-and-forget EuroTorp MU90 Anti-Fauna (arms at 1/5 max vanilla sonar range) and/or Anti-Sub (arms at 4/5 max vanilla sonar range) homing torpedo system, 5 torpedoes storable. 2-3 torps to kill a moloch, 1 torp to blow up 1/3-1/4 of a subs hull. MU90 Anti-Sub variant notoriously unreliable, use with care and at closer engagement distances, as to not blow up your own sub.
- Burst Fire top and bottom coilguns with toggleable lights during silent running. Double click to turn coilgun lights on or off. Four burst fire, 0.8 second delay between bursts. Kills crawler in two bursts, armored mudraptor in 4-5 bursts.
- Aft and fore discharge coils with external alarms for away teams and proximity auto discharge function manipulable from Oddix.
- Fauna decontamination system with internal creature detection integrated into lower airlock and moon pool.
- Depth-charge system, 3 depth charges storable, are dropped in consecutive order with each new click of depth charge launch button, bottom first, top last.
- Porthole shutters closeable to protect window softpoints through ODDIX or button in Helm.
- Auto-block ducts lead to ballast tanks, lower airlock and moon pool for power efficient drainage.
- Ballast tanks can be indepedently drained via. the ODDIX operating system, for ballast flora decontamination.
- Oxygen can be sucked out of the sub via. ODDIX for fire containment.
- Engine control and fabricator/deconstructor control restricted to holders of a mechanic id card, for reduced sabotage risk.

Navigation:
- Nav terminal and monitor (periscope) control of the boat. In monitor mode, click and hold to move sub while watching through a camera and wide-beam searchlight. Toggle between fore and aft searchlight and monitor feed. Manipulated through buttons left of nav terminal in Helm. Double click to turn searchlights on or off, independent of eachother.
- Emergency electrical thruster can be activated for 20 km/h ascent speed, if the boat holds more breached water than the ballast can manage.
- One ballast tank can be deactivated for power efficiency.
- Silent running system. Shutters closed, all lights turned off, engines are capped at 20% power and 8km/h flank speed, and the reactor fission rate minimized, while the sub runs on batteries.
- Twin shuttle engines allow 28km/h flank speed, and 19 km/h flank speed with one engine turned off for power efficiency.
- Manipulable sub neutral buyoancy setting.

Exploration and Exploitation:
- Moon pool for easy acces to and negotiation of ocean, caves and wrecks while open, and secondary storage while closed and auto-drained.
- Upper and lower docking hatches with power throughput from stations. Remember to turn off the reactor while docked to save rods.
- Pneumatic tube system links re-wired depth charge launcher containing cargo shell at external aft airlock loading bay, to upper cargo deck. No need to waste time transporting stuff via. ladders, launch the depth cargo shell, empty its contents into cargo and throw the cargo shell down the central access corridor, for repeat use. Or, as a traitor, sneak a nuclear depth charge into the system and destroy everything and everyone in the upper decks while remaining at safe lower distance for exfiltration.
- Mineral sonar on gunnery deck.
- Deconstructor and fabricator located in cargo deck.
- Climate-Controlled Crate Rack located in Engineering, toggled on/off by mechanic-exclusive button.
- Flare depth charge and flare coilgun ammo supplied in the sub out-of-the-box.
- Cozy crew quarters with role-specific cabinets, table and stools, beds, medicine storage and an accordion.
- Some loose vents for traitors to exploit.

Power systems control:
- External lights/internal lights turned off separately,while auto-trigger oxygen rate can be set at lower or higher rates via. ODDIX.
- Battery charge rate can be set through ODDIX, and total charge is visible on screens in engineering and helm.
- With all systems powered, the Challenger flies at 28km/h flank speed and 20km/h ascent velocity/14km/h descent (upward of 28 ascent speed with emergency electrical thrust activated). Electrical load is approx. 1500 at this meta-setting, 2500 if the auto oxygen system isn't battery buffered.
- With non-critical systems and one engine and ballast off, the electrical load rests at approx. 500 and speeds at approx. 10 km/h vertical and 18 km/h horizontal, for auto-piloting long distances power efficiently.

I hope you like it! I tried to make a sub that was reminiscent of exploration subs on Earth (and their freak colors), like James Cameron's Deep Sea Challenger from the Marianas Trench, while integrating a few idiosyncracies allowing for both traitor play, component manipulation and Dwarf Fortress-like "fun". I recommend trying out the Into the Abyss mod, the sub is specifically designed to be a scout sub, that can survive that mod, and I've also set up a storage unit in the ballast tank for storage of depleted, dangerous, fuel rods.

Mod dependencies:
- Buy and Craft Electrics by Sarox
- EK Dockyard by Videogames
- EK Armory by Videogames
- EK Gunnery
- EK Utility by Videogames
- More Alarm Sounds by GophTheGreat
- Seated Operators by Dolorus Iras

Mods where systems have been copied or whom I've been inspired by:
- Ghost Manta by RainDreamer
- CCD Nav Terminal + Periscope and Compact Camera Drone by Asadgunz
- Cosin Navigation by Hephaïstos
- Oxygen Automation System by badgerman
- Automatic Flood Control Door by Gollvieg, for the lights
- Smart CCTV / Camera System by CaptainKeyboard
- The Blue Guppy, for its discharge coil alerts, by Crumpaloo
- Electronics Compendium by Captain Keyboard
- MineTorpedo by GreySciTe
- Burst Fire by GophTheGreat
28 Comments
chelovek Mar 25, 2024 @ 11:49am 
poop
BioRadical Jul 16, 2023 @ 5:04pm 
Any chance we could get an update to this sub for the game's release? I love this sub.
Die Bismark Apr 6, 2023 @ 8:37pm 
this is the goofiest looking sub ever and i love it
Hydraliks Mar 23, 2022 @ 8:40pm 
@Nakmeath @oddsball after doing some testing I have discovered that Nak's oxygen problem is comeing from the advanced vents. Their default state is 0 (closed) and it looks like their sprite is representing the wrong value so they look open when they are not. Replace all the advanced vents with normal vanilla vents and everything should be fine.
Nakmeath Mar 18, 2022 @ 5:56pm 
I believe there is a bug with this subs current oxygen generation. No matter how long it's left running any room that any character is in starts to run out of oxygen for me. I don't know exactly how many minutes this takes, but it's about 1 to 7 minutes roughly. I can't say when the bug appeared, but last time I played, this sub didn't have that bug and now after wanting to return and play this game with this sub, it has it. I've tried uninstalling/deleting and reinstalled/resubscribing to the mod to fix it and... the bug is still there and everyone suffocates without putting on a mask or diving suit.
oddsball  [author] May 21, 2021 @ 11:27am 
@HologramRose, hey thanks for the question!

hmm, I think besides the secure cabinets for each role in the crew quarters, the only buttons you are locked out of are engine 1 and 2 on/off, climate-controlled rack power on/off and fabricator/deconstructor buttons. Those are all mechanic buttons.
The engine 1 and 2 on/off can be set in oddix too, by anyone, the rest is for limiting traitor stuff and making the mechanic more busy/important.

If you want a workaround, you can just replace the buttons, and I'll be making a vanilla version soon, with normal buttons too.

If you are playing in single player, you start with an engineer and mechanic bot, that you can just shift to and control as a player, so that shouldn't be too much of a problem, I hope.
HologramRose May 20, 2021 @ 12:07pm 
Perhaps this is my own idiocy, but I can't seem to use some of the buttons as captain. Is this part of your "dwarf fortressian" fun? Seems like if you try to play this in single player or MP without certain roles, you're locked out of some functions because of it (Fabrication without Mechanic, for example).

Is there a workaround I'm not seeing, is this a glitch, or is it intentional?
oddsball  [author] May 15, 2021 @ 11:55am 
Okay, I added the last updates I can think of, and a slew of button/terminal/monitor/cabinet descriptions on mouse hover. I now consider it feature complete, and probably won't update until the next update from the Barotrauma devs.
oddsball  [author] May 11, 2021 @ 1:12am 
@Vane, thank you! No unfortunately. See, part of the design philosophy is to make chances for dwarf fortressian "fun" to happen (you can google it, if you're interested in the concept). I've already made the submarine easier to handle than it was meant to be in the beginning, so I probably won't change the specific element, you mentioned. But duly noted, I should consider integrating an override switch in a new update, then you should be able to swim into the small airdock area, press the inside button to close and then swim up into the central access shaft again, before dying of pressure.
oddsball  [author] May 11, 2021 @ 1:09am 
@Dukes the depth charge loader isn't linked, no. If I linked it to the depth charge firer, it would be launched when you press the buttons for firing on the nav console or in the gunnery deck. We don't have depth charge holders in Barotrauma so far unfortunately, so it's a substitute.

The buttons to the left of the nav console, oh boy: That's the toggling of the mouse navigation system! When you press the left one, it deactivates nav terminal control of the sub and activates control from the monitor feed (coming from two searchlights) above. If you press the right one, it shifts between aft and fore searchlight monitor feed control of the sub. The control (propulsion) is controlled by pressing and holding the mouse in a given direction.

Okay, maybe I should add a text label explaining what they do in an update.