Barotrauma

Barotrauma

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Katyusha 34
   
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File Size
Posted
Updated
523.674 KB
Jan 29, 2022 @ 7:54am
Apr 6 @ 3:39am
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Katyusha 34

In 1 collection by ArchCrusader
ArchCrusader's Shipyard
25 items
Description
Description
Sporting excellent vertical movement and high firepower, including a nuclear torpedo and a siege railgun, the Katyusha 34 can quickly inflict severe damage against any target, as long as its crew takes care of the unresponsive engine and low yield reactor.
Properties
Designation:
Tier III Attack (Battlecruiser)
Cost:
24400 Marks
Size:
48x19 m
Recommended Crew Size:
5 - 9
Cargo:
16 crates
Armaments:
3 chainguns, 1 siege railgun, 1 nuclear torpedo, 1 depth charge launcher (loaded with decoy), 2 hardpoints
Mobility:
Average
Max Forward Speed:
19 Km/h
Max Descent Speed:
16 Km/h
Crafting Facilities:
Fabricator, Deconstructor, Medical fabricator, Research station

How to play
With several chainguns covering different areas, a twin-barrelled, rapid fire siege railgun and a nuclear torpedo, the Katyusha 34 is capable of barging through the Europan seas and rain death and destruction upon any target. It features excellent ballast flow and size, allowing it to quickly adjust its position, while the depth charge tube can provide some relief against the more obstinate threats.

The "Нонна" siege railgun is the centerpiece of this vessel, capable of quickly delivering twice the payload at one fifth of the recharge rate of normal railguns.
This isn't without its caveats, however, since the gun requires its operators to manually turn it through levers and open fire using the separated button, meaning that without good teamwork its effective accuracy is severely compromised; not only that, the loader only holds up to two shells, which further decreases the gun's firerate without enough operators.



On the other hand, the "Нина" nuclear torpedo is rather simple to use: releasing it with the "launch" option enabled will have it move forward at maximum speed, activating a frontal motion sensor after 4 seconds that will detonate the 2 nuclear charges once it makes contact; the "drop" option will instead have the torpedo sink down on release, exploding after a set amount of time (10 seconds + the input from the terminal). It goes without saying, communications with the captain is crucial in order to hit the designated targets.

With all that said crews should be mindful of the reactor's poor performance, meaning that the sub will struggle while doing too many things at once: the engine in particular can be somewhat unresponsive, since it requires a vast amount of energy before starting up. Luckily a set of batteries is in place in order to absorb overvoltage, which is then redirected back into the power grid to alleviate the load.

Author's notes
For those captains whose ambitions are higher than the Ural Mountains and wisdom deeper than Lake Baikal. Remember that the sub's controls are quite "decentralized" from command, which means that communication and teamwork are extremely important in order to work at maximum efficiency.

Put 2-3 operators on the siege railgun, have them reload as fast as possible, watch things explode.

Other subs I've made:

Magellan Science Vessel
Acolyte Spearhead Sub
Die Königin Command Sub
Atlas Battle Freighter
Scrapjack Bomber
Audace Stealth Corvette
Bulwark Heavy Assault Sub

My Barotrauma Workshop
6 Comments
Kaizer Apr 6 @ 2:05pm 
The draining issue didn't reoccur, so I wouldn't stress it. I could have very well just been mistaken
Kaizer Apr 6 @ 11:07am 
Yea, me neither. It worked fine when I took it for a spin in editor. My quick test is to just throw a grenade in minisubs and see if the bots can fix the damage, and putting holes in the main sub wall and all of that was fine in editor. I've had issues with minisubs when the ship is added midcampaign, but usually that's things like the minisub overlapping the main sub or cargo elevators flying off. It's running on a dedicated server and I also ran into an issue where trying to fix the status monitor in station causes me, but not everyone else to get booted, so it might be the performance mod or something
ArchCrusader  [author] Apr 6 @ 3:43am 
I believe I fixed the pathing, which was literally a couple of waypoint that got "disconnected" between updates lol. Draining in the torpedo/minisub works fine from my end, I'm unsure if it's mods or maybe dumping and rebuying it that causes issues.

And yeah, the sub is meant to be a bit rough around the edges, especially the electrical grid. Glad that you were able to work around it!
Kaizer Apr 5 @ 11:50pm 
By fixer upper, I mean I got the idea with the batteries eating excess power and rewired it to work a little better, doors had to be wired, diving suit lockers weren't plugged in. Bots keep getting stuck in the top docking hatch. I suspect the 'room' up there is too short.
Kaizer Apr 5 @ 10:16am 
Water doesn't drain into the minisub. Had to edit the electrical system to keep things from frying. This is definitely a 'fixer upper' which I appreciate as an engineer.
Garrrry Apr 15, 2024 @ 8:52am 
bro i love the torpido