Barotrauma

Barotrauma

MineTorpedo
48 Comments
thequiantgoose May 17, 2024 @ 5:51pm 
is the torpedo launcher purchasable in campaigns?
GreySciTe  [author] Dec 5, 2023 @ 4:18am 
That's indeed weird since I don't override anything with this mod...
I sadly don't have an idea. Maybe Barotrauma Discord can help you.
profole Dec 3, 2023 @ 4:38am 
this is so weird. For some reason this mod overrides my changes to the sub editor music, however the mod contains no sounds file in the filelist.xml.
You have any idea why this happens?
WC? Oct 13, 2023 @ 9:40am 
Outstanding. Its being updated even.
GreySciTe  [author] Oct 13, 2023 @ 8:12am 
Hey! Thank's for your kind words! Sadly I won't find time to mod until at least start of december.

I will look into those issues then. Buoyancy can be adjusted, speed and damage is also no problem. But I don't know if it's possible to reduce the agility. Seeking torpedoes are basically creatures. It's generally not too easy to balance everything with those torpedos.

Normal mines are basically thought to be anti-sub. I don't know how well the beacon variant might work vs creatures. If I've find the time, I can make homing mines.
WC? Oct 12, 2023 @ 12:43pm 
Yah. What Theo said. If these things had some kind of max turn radius they would be way better. And slow em down some.
Theo Oct 12, 2023 @ 7:38am 
Very cool mod!

Little feedback:

The torpedos might be a little too agile and fast. I'm not sure if it's even possible to shoot them down (I noticed a healthbar) but if it is, the speed at which they come hurtling at you makes it very hard. I tried for a while ;). Them being able to turn around and go the other way near instantly is probably a little too agile too.

I also noticed that the torpedo explosion doesn't produce a sound for me.

(Playtested on the most recent version)

Many thanks for this cool mod and I hope you'll pick it back up again in the future!
WC? Oct 7, 2023 @ 9:40am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2471443438&searchtext=torpedo

I love your mod but the damn unguided ones just don't work and its a deal breaker. Also the homing ones are over tuned and need nerf to seeking ability. Your torpedo's are not buoyant.

I recommend you talk to the author of "Portable torpedo". That mod has very similar torpedo's but theirs don't actually sink when fired. The author of that mod did something right.
WC? Oct 5, 2023 @ 2:23pm 
@GreySciTe

Tested your mod. Love it. Just one problem. Having the same problem where unguided torps drop and do not have neutral buoyancy.

Also some kind of homing mine would be lovely. With an activation time to give you plenty of time to get away of course. The explosive mines seem to have little utility against other monsters but I see how they could be useful against other subs if deployed in a good spread which I have an idea for a minelayer type sub for that.
GreySciTe  [author] Jun 20, 2023 @ 7:40am 
Depends if the mod monsters have certain standard monster tags
MCpurplé2 Jun 19, 2023 @ 11:48pm 
Can Life-Buster Torpedo focus mod monsters?
GreySciTe  [author] Mar 24, 2023 @ 9:54am 
Thanks @crazyscientist for the inputs

I updated some stuff.
crazyscientist Mar 24, 2023 @ 6:38am 
i have been reworking this mod as i thought it has been abandoned. I can give my files to here or upload a fork if necessary.
GreySciTe  [author] Mar 17, 2023 @ 2:23am 
After the full release I will overhaul all my mods. But sadly I have not as much time anymore so it will take it's time. Sorry for that.
Eisenwald Mar 16, 2023 @ 8:27pm 
@GreySciTe . It seems that this mod is invalid in the current version, which is really a pity.
Non guided torpedoes will pass through the target without collision, and guided torpedoes will not explode after impact. Could you please fix it?
q234560 Oct 15, 2022 @ 11:45am 
This has always been my favorite mod in Barotrauma. I wish one day you could increase the damage of those anti-sub torpedoes and fuel they carried. Currently the max fire range is really poor.
squarter239 May 3, 2022 @ 2:16pm 
is there any way to increase the damage in the torpedoes? I am trying to make a ship with torpedos as the main armament, but they do too little damage
Almaz(Yukkie) Dec 14, 2021 @ 8:30pm 
I love this so much!
I wonder if they have nuclear torpedoes yet.
GreySciTe  [author] Oct 22, 2021 @ 2:43am 
@steven Yes, you are correct. It basically works like a turret or a horizontal depth charge tube.

The torpedo rooms in my akula sub are a relict from times when I tried to make torpedos based on shuttles. But I like the idea of having a little coordination going on between the crew to fire a torpedo. And it adds some immersion for me. So I adapted those rooms for my new method and kept them.
Steven曾 Oct 16, 2021 @ 6:38pm 
So does it means just link a torpedo loader and a torpedo launcher tube. And then link them to a periscope like common turret? I ask because I saw a guide room in your akula sub and I REALLY don't know what's this. By the way, do u have plan to build a wire-guide torpedo like MK48? I know many other players use UAV instead the function of wire-guide torpedo, but I love your torpedo skin:)
Valkyrie.Yukikaze Jul 1, 2021 @ 12:43pm 
Valkyrie Mk.XXXVII Military Attack Submarine
My personal submarine built that is using the "mine torpedo" mod with semi-realistic torpedo room and launching warning system.
https://steamcommunity.com/sharedfiles/filedetails/?id=2533892219
oddsball May 9, 2021 @ 1:28am 
@GreySciTe and thank you! that's awesome! Yeah I did the same in my MU-90 variant. Looking forward to seeing your changes, I talked about your mod on the discord yesterday, people are quite interested in the sub-buster variant, still :)
GreySciTe  [author] May 9, 2021 @ 12:07am 
Thanks for your work! You can use my mod for your ship components mod. I'll credit you too in my mod here. A little problem i still got is with increasing detection range the torpedo tries to attack humans in the sub when there is nothing else around. I disabled humans as a target for now until I have a solution.
oddsball May 8, 2021 @ 3:20am 
also the attack speed modifications were made to solve the frequent problem where a monster in idle detects the torp and "kills" it before the torp itself can attack and detonate. Especially an issue in head on attacks. And the ship component tweak mod will give your torpedoes Eurotorp MU-90 skins, since the torps' behaviour is so similar to that specific torpedo. The speeds almost match too (54km/h to 90km/h for the eurotorp)
oddsball May 8, 2021 @ 3:17am 
@Greyscite no problem!

I've made some modifications to your life - buster. It has solved the issues. I set seeing and hearing range to 7 each, comparable to endworm detection. I set all monster detection range to 9000. I added charybdis and endworm as targets too. I modified the attack of the head limb, so the attack range is up from 50 to 150, and attack delay down to 0.1. I removed "avoid abyss" behavior too.

It has solved all the problems, since the state where the torp goes upward only activates if there are no monsters anywhere. I'd like to add it in a ship component tweak mod (i'll directly credit ur mod then), but we can also just roll it into your eventual update?
GreySciTe  [author] May 3, 2021 @ 11:37pm 
Thanks for praise and testing! I'll think about it. AI behavior is a bit tricky to understand :D
oddsball May 3, 2021 @ 7:07am 
(continued) But in circumstances where the sub is between upper and lower rock (approx 1-500 meters distance) and the hammerhead is 200 meters out, notices the sub and engages... even if you launch the torpedo at a good moment, the torpedo moves too far out to detect the hammerhead that in the mean time has moved next to the sub. And if you launch the torpedo with the target 200-300 meters out, sometimes even 100 meters, the torpedo doesn't really engage and ends up moving upwards very quickly.

I was wondering if it has something to do with the torpedo "monster" having a preferred depth range? Like the charybdis moving down to abyss depth immediately, if you spawn it in non-crush-depths and it doesn't have a target/ even ignores targets sometimes if the target is at too low a depth?
oddsball May 3, 2021 @ 7:07am 
@Greyscite, don't worry about it, the mod is cool as hell already!

I've done some more testing, and as far as I can tell, I need to roll back some of my comments. I think the efficiency problem is actually that the torpedo "monster" doesn't activate quick enough, while the torpedo being a bit too fast to begin with.

The scenario was a "terminate Hammerhead" mission. In sub editor testing under perfect circumstances, the torpedo tracks and annihilates the hammerhead just fine, before it notices the sub visually or thru sonar pings. (continues)
Pyotrious May 2, 2021 @ 7:53am 
funny mine
GreySciTe  [author] May 1, 2021 @ 7:34am 
I'm afraid that is something you can't change without starting to mod yourself.

I'm aware of the problem with the torpedo going upwards after it's activated. Might think about solving that again. What happen's is that a guided torpedo is an item until a short time after you fired it. Then it's deleted and a torpedo creature is spawned instead. And somehow a creature decides to go straight upwards if there isn't a valid target in it's sensory range.

The unguided ones stays an item all the time and should move straight in the line you fired it.

I didn't want the torpedos to be fired across the whole map but 200m is too little. Wanted around 300-400m.

tl:dr I will have a look into making the guided torps go straight longer. But will need some time to do so.
oddsball Apr 30, 2021 @ 12:10am 
Okay it works, I can see, and very well! But my problem is, that the homing range of the torpedo is very small? and the torpedo, 3 seconds after launch, starts moving vertically. So ff I have a monster 200m in front of me, the torpedo won't detect it, shift course to twelve o clock, straight up vertically, and burn out before reaching anything farther out than a quite short distance. Is that something I can change?
oddsball Apr 30, 2021 @ 12:01am 
Hey, I really like the concept of this specific torpedo mod, fast, homing, not remote-controlled. But in my testing (I've made a sub with this torpedo system in it) I have yet to see if they actually explode and when they do. I havent uploaded my sub yet, but will credit you when I do of course!
GreySciTe  [author] Mar 30, 2021 @ 8:38am 
Thank you!
Pcbr Rushman Mar 30, 2021 @ 5:32am 
Fu......ing amazing, i love works like this one, thank you very much for the time invest doing this awesome mod
GreySciTe  [author] Dec 21, 2020 @ 3:29am 
Added an unguided torpedo with inventory space for small items e.g. explosives. It has a running time of around 20 seconds. Sadly sub-busters can't be used against wreck and ruin walls because there were problems with the ai and devs decided to make it impossible. So use sub-busters only in pvp sub vs sub combat.
GreySciTe  [author] Dec 19, 2020 @ 2:33pm 
I feel honored MericSever!

I finally got some time for this mod and found some problems with the sub-buster torpedo which unintentionally does not seem to target wrecks and ruins. I hope to find a solution and can fix this. In addition I will soon add unguided torpedoes with a slot for smallitems e.g. explosives like the depth charge.
MericSever Nov 27, 2020 @ 3:59am 
Just added to my new sub mod :) Cheers
GreySciTe  [author] Nov 22, 2020 @ 11:57pm 
Thanks!
Likvid Nov 22, 2020 @ 6:27am 
Good work!
woo wooo wooo wooo Nov 16, 2020 @ 11:19pm 
amazing :)
GreySciTe  [author] Nov 12, 2020 @ 3:09am 
@Beowulf: I like torpedos being fast because they actually are real fast compared to ships and subs. Also I like them to get to fast enemies like hammerheads.

UNHUNT is correct. Sub-busters target primarily and farthest sonar and decoys. But they also target structures like hulls. It is meant to be really dangerous to fire them without an enemy target.

But I will give your input some thought and do some more testing when I find the time to do so.
Thanks for your input.

@Cop Named Tim: Would be honored!
un.hunt Nov 11, 2020 @ 5:01pm 
@Beowulf, all non-blind monsters can see your sub from ~50m, even if there are no sounds at all
Patriote Nov 11, 2020 @ 1:50pm 
Might use this for my ship!
Beowulf Nov 11, 2020 @ 12:40pm 
Mines are hella cool, yeah!

Torpedoes move too fast for my liking.
Also even silent running makes them go for your ship if no other is around.
Guess there is only so much you can do at the moment with hacking them up as monsters going for hull.
Tigris Nov 11, 2020 @ 2:52am 
Hell yeah
GreySciTe  [author] Nov 11, 2020 @ 2:26am 
Will be added when i find the time. I also like to add an EMP Torpedo for PvP
Tigris Nov 11, 2020 @ 1:48am 
This is awesome! What about a nuclear Torpedo (yellow cap?) and a unguided one (grey cap?)?
Krinkus Nov 10, 2020 @ 10:18am 
nice