Barotrauma

Barotrauma

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EK-R Humpback
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Aug 13, 2024 @ 9:52pm
Oct 27, 2024 @ 3:25pm
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EK-R Humpback

Description
Humpback 'R'-Type
Overhauled Coalition Hull

"The Humpback class of hulls have been a mainstay of the coalition navy for years, loved by their crews despite the design's age and having seen several attempted 'modernizations' during it's career. However many of these modifications did little to alleviate underlying design issues discovered with the aging hulls or introduced new teething problems as a result.

Originally proposed by an independent naval architecture development house, the purpose of the R-Type Humpback is to overhaul the entire design from the ground up, bringing critical systems up to modern operational standards whilst keeping the underlying design the same. To this purpose: almost all internal electrical & mechanical systems were replaced entirely, and new turret hardpoints fitted to the hull compatible with current coalition standards. Although the cost of equipment & minor hull modifications puts the total price a fair bit higher than your every-day Humpback."


"Nothing fancy, it does what it says on the tin..." -Zubmariner

Role: Attack ( Patrol Vessel )
Tier: 2
Price: 18,000 Mk
Recommended Crew: 4 - 8
Size: 49x14m
Horizontal Speed: 25
Vertical Speed: -19, 20
Cargo Capacity: 24 Boxes
Vessel Strength: Medium
Vessel Maintenance: Low / Small-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Any

Notable Features:
  • Overhauled power grid
  • Turret installation hardpoints
  • New upper-airlock
  • Engineering room
  • New medical bay
  • Brig
  • Docking port power transfer

Weapon Systems:
  • x2 Coilgun (Turret-Mount)
  • x1 Railgun (Heavy Turret-Mount)
  • x2 Empty Hardpoint (Turret-Mount)
  • x1 Empty Hardpoint (Heavy Turret-Mount)
Optional: Depth Charge & Discharge Coil variant.

Stock Reactor Trim: 0.0167 - 75

It might just look like a Humpback edit, but actually I just remade the ENTIRE Humpback hull from scratch just using the original as reference measurements because at that point it would have actually been more annoying to go and manually strip-out all of the wiring and decorations from the actual Humpback in order to have a clean slate to start from. Don't expect more Vanilla sub rebuilds, or guaranteed more subs for that matter. I was just inspired on a whim to try remaking the Humpback in particular since it's a long time community favorite of many among the early retail release vanilla subs, while changing some aspects of the design like it's medbay placement & the lack of hardpoints.
33 Comments
Videogames  [author] 23 hours ago 
@Delago I'll be entirely honest, even I have no clue how the campaign logic that determines when "autofill" is used or not works. There is a setting in sub-editor for "manually equipped items" but as far as I tested even enabling that setting doesn't entirely disable autofill of containers tagged with it.

You want to you, worse case scenario might just have to just manually toss the randomized spawn items in a crate or two and yeet it out the airlock. Or you could go into sub editor and just delete all of the "container tags" in the container properties (as a side effect that might break bot item sorting though since bots storing items is also controlled by container tags not just autofill.)
Delago Apr 30 @ 6:47pm 
Is there any way to remove the automatically supplied weapons and equipment that come with the sub? It really messed with the balance in my friends campaign and we had to change back to our old sub unfortunately.
Leenday Nov 10, 2024 @ 1:21am 
Thank you!
Videogames  [author] Nov 9, 2024 @ 9:38pm 
@Leenday
The components aren't normally accessible, being inside the walls, and there's not alot of valid reasons to rewire doors during the middle of a campaign game so they were locked to prevent unwiring-griefing. In-game the yellow component at the top of the door does let the door's closing delay be edited, but that's all.

To re-enabling wiring is to just turn off structures & walls in editor and then drag select the components in the roof above the door, then just set them back to unlocked wiring. Or shift right-click a signal check component and hit "select matching items" but that could also affect other wiring.
Leenday Nov 9, 2024 @ 2:36pm 
All wires on the doors are locked and cannot be modified. Can you unrestrict them or tell how to do so?
VillageGuru Oct 27, 2024 @ 7:54am 
Hey m8, could you add a connection between a regular fabricator and a storage container next to it ? It would be great, thx :)
m13796624212 Oct 3, 2024 @ 9:54pm 
Thank you!
Videogames  [author] Oct 3, 2024 @ 12:33pm 
@m13796624212
Fixed on unstable build. The August update I added to temporarily fix it on Stable didn't publish correctly apparently, tried updating it again.
m13796624212 Oct 3, 2024 @ 4:51am 
And uh, there is an error on 'multiplexercomponent'
m13796624212 Sep 29, 2024 @ 12:02am 
We don't have to use EK for this right?