Barotrauma

Barotrauma

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EK Revuk Mk-I
   
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Nov 16, 2024 @ 3:19pm
Dec 7, 2024 @ 5:05pm
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EK Revuk Mk-I

Description
EK 'Revuk' Mk-I
Light Freighter

"The Langrek Enterprises 'Revuk' class freighter is a small but venerable containerized-cargo transport with a somewhat novel forward-mounted engine pod. With cargo bays fore and aft of the bridge section, the Revuk has exceptional carrying capacity for it's size. This, coupled with it's relatively low crew requirement and ease of maintenance, makes these vessels very popular among small freightline startups and private contractors, despite it's relatively cramped quarters."

Role: Transport ( Cargo Freighter )
Tier: 1
Price: 15,000 Mk
Recommended Crew: 6 - 8
Size: 40x11m
Horizontal Speed: 20
Vertical Speed: -19,20
Cargo Capacity: 60 Boxes
Magazine Capacity: 12 Shells, 12 Boxes
Vessel Strength: Low
Vessel Maintenance: Low / Small-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Any

Notable Features:
  • Engine-forward hull configuration
  • Small engineering room
  • Small medbay
  • Small armory closet
  • Docking port power transfer
  • Drainage duct system
  • Brig

Weapon Systems:
  • x2 Coilgun (Turret-Mount)
  • x2 Empty Hardpoint (Turret-Mount)
  • Electrical Discharge Coil (Surface Mount)

Stock Reactor Controller Trim: 0.0166 - 75 Stock Battery Controller Trim: 101 - 15

I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?
37 Comments
Aesculapius 2 hours ago 
@Videogames
Hello, my friends and I really liked this Tier 1.5 submarine. However, we have a question: does the mineral scanner actually work on it or not? We've installed the upgrade, but it feels like the scanner isn't functioning. (I wasn't controlling the sub as the captain, just as an assistant — we didn't have a captain with us.)
Videogames  [author] Apr 30 @ 9:08pm 
Honestly the update that added tiers really caused more problems than it solved. (Tier-3 just replaced 'Deep Diver' class with the same issue all over again.)

At least for my submarines, you can kind of just take "Tier" as a general suggestion - the more clear indicator of submarine capability & progression is mostly going to be the price first and foremost. I kind of purposely put alot of my ~15k-20k in Tier-2 instead of Tier-3 so particularly frugal crews can pick them up slightly earlier, and take advantage of the mechanic 'refit' perk if they want to keep it through the rest of the campaign, since I know alot of crews like to stick with one submarine after they switch from a Tier-1.
Videogames  [author] Apr 30 @ 9:08pm 
Another kind of balancing problem is crew size, since I want to at least give some options for slightly larger than usual tier-1 and tier-2 subs so larger crews have something to use that isn't just cramming everybody into a Barsuk. So yeah you can kind of consider the >10k submarines as being more like a "tier 1.5".

After next sub releases, you can expect probably some more "traditional" <9k starter subs. I might also try to make a set of 'themed' progression subs at some point.
Videogames  [author] Apr 30 @ 8:57pm 
Its possible it's a mod thing, although I'm not sure why bots would have trouble taking items out of the deconstructor with said mods as they seem to be able to put items in the deconstructor & start the deconstructor just fine. So that is odd.

With the added clarification, I get what you mean about bots slamming the doors on eachother yeah. Bots manually closing doors behind them is a vanilla behavior and, yes, they absolutely will slam the door in your face if you happen to be walking behind them. As for bots standing in the doorway however, that isn't fixable with node changes as the cause is just bots interacting with items (such as junction boxes) that are too close to the door so they stop in the doorway. If bots just stood in front of the item they're using instead of stopping the moment they are in the item's radius it wouldn't happen. Doors don't cause any damage though so it's really more of a minor inconvenience delay when using a bot engineer.
and just a TL;DR that I love the aesthetics of this, it fits into the game really well lore-wise as like your average low-mid end corporate tug
>Discharge coils aren't "hardpointable", but I would agree. I mainly just thought of their inclusion as a method for allowing the submarine to start with fewer coilguns & a less combat focused playstyle.

Not a ding! I love this sub. It feels borderline between the tiers but is grungy enough that it feels like a 1. Maybe two versions, a $15k top-of-the-line Tier 1 without the coils and a $17.5k bottom-of-the-segment Tier 2?
That's fair. I actually forgot you have to be running Better AI for the bots to even access the deconstructor in the first place and there could be conflicts. From the handful of subs that I've had this issue with it appears to be the deconstructor being placed at least partially on a "soft" floor (scaffold) but if it works for you that might just be my modlist.

The AI constantly banging their heads off doors appears to be a result of having a larger than recommended crew, but I think the navmaps could still use tweaking. I had 8 or 9 crew with 4 set to storing objects and when there was a lot to move they were constantly following each other through doors and getting smashed in the head when the door closed prematurely.
Videogames  [author] Apr 30 @ 3:05pm 
I'm not able to reproduce the AI issue, bots are able to open doors fine for me as well as carry out deconstruction orders.

The fabricator has a a small linked locker 'in front of' it that can be used for material buffer. The other 4 large 'shelves' are not linked due to a performance related fabricator bug in multiplayer campaign. ( Just slap a stack of common use materials in the fabricator, and use the secondary shelves mostly for storage & reserve materials. )

Discharge coils aren't "hardpointable", but I would agree. I mainly just thought of their inclusion as a method for allowing the submarine to start with fewer coilguns & a less combat focused playstyle.
xxx_420_Bad_Boy [Wizard_Cum] Apr 29 @ 10:56pm 
Also, while it does have an unwieldy design, I think this is might be pushing capabilities for Tier 1. (Also, while common area bunks are cramped as advertised, there's two empty window observation rooms, the break room is alright, the bridge is spacious). It is expensive at $15,000 but feels a little OP so fully equipped-- maybe the discharge coils should be a paid upgrade?
xxx_420_Bad_Boy [Wizard_Cum] Apr 29 @ 10:45pm 
This is already one of my favorite ships, but it badly needs a rework of whatever logic the NPCs are using to move around the sub. They are constantly crashing their heads into doors, stumbling, etc. and can't use the deconstructor (perhaps because their navigation gets confused by it being half over a ledge)?

Also, the fabricator isn't linked to the other metal shelves next to it, so it's inconvenient to construct things sometimes.