Barotrauma

Barotrauma

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Wolfrum MkIII
   
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Aug 7, 2022 @ 11:43pm
Jun 9, 2024 @ 8:54pm
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Wolfrum MkIII

In 1 collection by DragonWolf569
DragonWolf569's Submarines
13 items
Description
-TRANSPORT SUB-(TIER III)

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PRICE: 21,200 mk
Dimensions: 62x17m
Recommended crew size: 4-8
Recommended crew experience: experienced
Max horizontal speed: (Manual) 20Km/h (Autopilot) 13Km/h
Max vertical speed: 18Km/h
Capabilities: 2 Fabricators, 3 deconstructors, 1 medical fabricator
Cargo Capacity: 28 crates
Max reactor output: 10000 kW

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This sub is a retrofit of the Wolfrum MkVI, its generally the same sub but with alot of things removed(for performance) so it should perform better and have more FPS when playing larger multiplayer sessions!!
It is simplified overall so most of the "artistic touches" have been removed!

--DESCRIPTION--

The original Wolfrum submersible was designed and produced under a coalition scientist during the early years of colonization as a research and development vessel. Its main purpose was to survey, catalogue, and bring forth new ways of neutralising the many dangerous flora and fauna of Europa.
The vessel was very successful for quite some time, while making sure to stay close to other vessels or stations for support as it was lacking proper defensive emplacements at the time. But as communication with Earth ceased and the supply ships stopped, the need for vessels to protect themselves became paramount and thus the Wolfrum and her crew needed to adapt or be left behind. The best case was the ship would be scrapped for usable parts by the Coalition scrapyards, the crew moved to newer vessels, most likely the Humpback. The worst case was to sink into the abyss being lost forever!
In a dash of courage the captain paid to keep the Wolfrum from the scrapyards.
"This is a mighty fine vessel and just because its not armed well enough doesn't mean its a lost cause." The captain wrote to the secretary of Operations.
Even though the Coalition wanted the Wolfrum scrapped the captain quickly gathered all the funds he could find, even taking from members of his own crew to purchase weaponry! And weaponry he was able to find, as he got lucky that a Aegir MkIII was being scrapped in the same station.
Though the captain was able to retrofit the Wolfrum with more then enough weapons and emplacements for later additions there was not enough money, time or materials to remove the susceptible areas of the now weaponized science ship. Making it a hybrid of sorts, one that could be sunk if overwhelmed but if crewed well was a force like no other!




Popular Discussions View All (1)
1
Sep 7, 2022 @ 9:08am
Modding my own Wolfrum.
Nakkikassi
12 Comments
Behrg Aug 25, 2022 @ 11:38am 
This and the Mark6 are great boats! Friend's complained about lag on the 6, so I switched to this and we love this too. Thanks for the release. Its great! FYI, we tend to always cut the wall between crew quarter and command area. Also, if there's a place that holds water that we can't get to we try cutting walls to be able to repair from inside if we can.
Behrg Aug 25, 2022 @ 11:35am 
Regarding dome, since its just a glass dome, is there way to make it so that it does not effect buoyancy when the research hatch is closed? That would be ideal solution for me, since I really enjoy having it, but its very dangerous to leave filled with water in the mod environment I play in. (Barotraumatic)
Nakkikassi Aug 22, 2022 @ 2:00am 
Thank you! ^_^ This sub is great!
DragonWolf569  [author] Aug 19, 2022 @ 9:19pm 
no it is not, both should be locked........ i just facepalmed that i left that error in!
pyr0kid Aug 19, 2022 @ 9:18pm 
(is it intended that only 1 tox cab is id locked? this is in both wolfrums to be clear.)
pyr0kid Aug 19, 2022 @ 9:15pm 
i dont get the hate for the dome.

the dome/medbay doesnt have enough volume to bring the sub down with ballast at 0%, and even if it did, it literally has a blast door for containing a flood.

if a sub is going to have this much firepower it needs some flaws, OP is boring.
DragonWolf569  [author] Aug 19, 2022 @ 3:46pm 
i just updated the sub to have two more suit lockers in the command room!
Im still debating about removing the dome!
and I will most likely not be adding a door to the reactor and cargo bay has it forces you too "move" around the sub more! also you can plasma cut the glass and set the ai( if you have any) to not repair it!
Nakkikassi Aug 15, 2022 @ 1:31am 
The case for Diving Lockers: Wolfrum is a long ship and the way to diving lockers can be a hazardous one. I love the new more classical air lock and accessories, but they can be far away for the crew to run from left to right. Once idea would be to add diving lockers to the left side of the ship. Example, the command bridge lost it's secure steel cabinets, there could be room for new lockers right there. What if you extend the large platform in the bridge and add more lockers there? Here is a visual example: https://steamcommunity.com/sharedfiles/filedetails/?id=2849324676&fileuploadsuccess=1
Nakkikassi Aug 14, 2022 @ 2:36pm 
Now if only I could have these:
1. Lose the glass dome/research dome. It breaks, gets filled with water and pushes the ship down. Everyone hates it, it has no friends.
2. No door between the reactor and the cargo bay. I would install one.
3. More Diving Suit Lockers.
I love it. I love this ship. It really looks great in the editor. Love the changes: The Moon Door/Pool was horrible. Got stuck and caused a lot of lag. There's fabricator linked cabinet! This is the best! Cargo bay is till going strong! Good!
Nakkikassi Aug 14, 2022 @ 2:25pm 
I can take this in a middle of campaign if I download and load this mod. Then buy the ship from station for around 22k mk.