Barotrauma

Barotrauma

BFT Nuclear Torpedo
84 Comments
Patriots1007 Mar 21 @ 1:05pm 
Raven, you gotta decrease the tick rate for the counter on the lights. Not that difficult to do in the editor, it's been a while since I modified this design but I remember changing the missile so that it would last 60 seconds I believe. In turn, this also increases the arming time of the missile, which is a pretty good tradeoff so I didn't bother changing it.
ravencorp Mar 20 @ 1:21pm 
Amazing mod!! One question, any easy way to increase armed and auto detonation time? Thanks!
Chappy Feb 13 @ 9:23am 
detonates almost immediately after launch. unusable.
󠀡󠀡 Dec 24, 2024 @ 9:18pm 
@Faelien it's working fine on me
Faelien Dec 24, 2024 @ 5:36pm 
Sadly this doesn't work anymore with performance fix. Adding the components mentioned to the high priority items doesn't work. :steamsad:
Solus The Immortal Sep 22, 2024 @ 12:55pm 
doesnt work anymore since LUA for barotrauma is out of date
Falsified Sep 15, 2024 @ 12:31am 
here comes the sun
doo-doo doodoo
dhdoctor Sep 9, 2024 @ 7:37am 
added things to performance fix torps dont explode anymore on start but now they dont work at all trying to figure out why output from the periscope isnt making it to the torp
Patriots1007 Jul 1, 2024 @ 6:57pm 
Got it to work, tysm for this wonderful creation :3
Patriots1007 Jul 1, 2024 @ 6:24pm 
Okay, I've been looking through how it would work and it would be pretty easy, you'd just need to use the same wiring as the mechanism for controlling the different rockets, hooked between a transducer and wifi component to the terminal. I'll try this myself and see how it goes, if I can figure out how your wiring works lmao.
Patriots1007 Jul 1, 2024 @ 6:01pm 
I'm pretty sure you don't check this anymore, but I'd like to pitch an idea for an upgrade. Double the time before it explodes, and add a transducer to the missile itself, connected by wifi to a sonar monitor placed on ship. That way you can have what's basically a missile that can navigate several hundred meters away and if it ever gets lost, the operator can just flip sonar for a moment to get it's bearings! I mean yeah, it can already go about 200m but imagine how satisfying it'd be to crossmap an enemy submarine from 500m..
Overmorth Jul 1, 2024 @ 2:09am 
This is nice
Got what i deserve
its simple and works
thankz
󠀡󠀡 Mar 30, 2024 @ 12:32am 
My Torpedoes stopped working suddenly. Is this a wifi connection problem? I'm not really good at wiring. There's no more lights on the missile and I can't launch anything for some reason. I can look through the periscope and only see the rocket bay but can't launch it.
Night_Kondor Mar 3, 2024 @ 8:54am 
I rarely write comments, but this mod is a masterpiece. Very easy to install, turns clusters of enemies, pirate submarines and thalamus into nothing. Kerbarian thank you, this is a godsend for those who like to destroy everything and not suffer from the fauna.
oblivi0ngate Feb 18, 2024 @ 2:46am 
Kerbarian brother, I've assimilate your nuclear torps into my submarine if you are willing to check it out :steamthumbsup: https://steamcommunity.com/sharedfiles/filedetails/?id=3162093516
ycya8812 Dec 22, 2023 @ 10:42am 
I'd like to know the settings for the reactor. I'm making my own that won't explode.
Langton Industies Nov 9, 2023 @ 1:59pm 
works amazing
Domeyko Nov 5, 2023 @ 10:12am 
thats a big fucking torpedo
King Von Jul 5, 2023 @ 12:10pm 
could not get this to work even after disabling all mods :(
Cryptsy Satoshi Jun 23, 2023 @ 3:13pm 
There is something going on where firing another turret on the sub (no wifi interference) causes the torpedos to prematurely detonate with or without the "armed" light coming on. Firing the torpedos before any other gun is fired works normally
Jack Kellar Jun 17, 2023 @ 12:23pm 
If this is an item assembly, just edit the torpedo's yourselves. It'll be much better
Dr. Diesel Submarine Jun 9, 2023 @ 4:59am 
+1 on Hazardous Reactors breaking BFT. Maybe replace the oxygen rack with nuclear reactors with something more conventional?
Whiskey Jun 6, 2023 @ 10:10am 
Along with that my friend keeps hearing a cacophony of meltdown sirens coming from the torpedoes
Whiskey Jun 6, 2023 @ 9:36am 
Do you also need any friends to set up the correct perf fix settings to be able to use the torpedoes properly?
Solus The Immortal Jun 4, 2023 @ 9:13am 
Found it Hazardous reactors mod renders the torps useless
Solus The Immortal Jun 3, 2023 @ 8:19am 
ok fixed it but now they wont launch with LC, maybe its a mod i'm using conflicting with it
Solus The Immortal Jun 3, 2023 @ 7:42am 
Cool mod not sure whats happening when i test them, the sub spawns and after about 30 secs they start exploding, i dont have performance fix installed so idk whats happening
Valentine May 31, 2023 @ 4:52pm 
Hey I am playing the performance fix mod and torpedo mod and it doesnt explode on me however the camera no longer follows the torpedo, the performance mod was recently updated so this might be why I'd appreciate the fix. Thanks!
Valentine May 27, 2023 @ 9:05am 
Never mind! It was the performance fix mod!
Valentine May 26, 2023 @ 2:09pm 
For some reason the torpedos are playing a constant alarm and the camera no longer tracks them, please fix this! Thank you
DrBossWatson May 19, 2023 @ 7:15pm 
Also the camera doesn't follow the torpedo anymore
DrBossWatson May 19, 2023 @ 7:13pm 
Torpedoes are awesome, however they have started playing an alarm constantly.
Kerbarian  [author] May 10, 2023 @ 3:25pm 
epple yes, the reactors have to get to 0 condition to explode, but then they need to be repaired before they can explode again. Oxygen tank shelves repair anything you put inside them, and by adding the right tags to the reactors they can be put inside the oxygen tank shelf.

Those core mechanics come from the "Radiant" drone in https://steamcommunity.com/sharedfiles/filedetails/?id=2829038684 , so I wasn't the one who figured that part out :)
epple May 7, 2023 @ 7:09am 
conscript you can drag the reactors out you just have to move the o2 shelf that they come out of. you can also Click+Shift and drag the reactors back into the shelf
epple May 7, 2023 @ 7:06am 
So, after more tinkering with this my thoughts are that the reloading of the payload is so damn clever. If I'm not mistaken you've made the critical reactors as refillable o2 and thats why they sit in the shelf, the cores also are invincible and reactor fuel rate is zero. The reactors blow and the o2 shelf regenerates their condition so they are reloaded and can go critical again. Wow, well done.
epple May 7, 2023 @ 6:17am 
I've tried understanding how you've made these and I've got to remotely setting a hair trigger meltdown but after I make them go critical subsequent restocks come back with empty cores.
Am I missing something? I've got the invincible cores autostocked into the reactors that are NOT invincible and these are all inside an invincible oxy shelf.
Enmity May 4, 2023 @ 1:12pm 
when i add the BFT Launcher there are no torpedoes in it is this normal?
conscript May 3, 2023 @ 9:42am 
You are soooo brilliant man. Could you please tell me how to install reactors into the oxygen tank? I can't edit the reactor inside the tank, and the reactors will be removed if I simply drag them out. THANK YOU !!!
Kohanovsk1 Apr 28, 2023 @ 5:26pm 
Woooow, so cool man
ArjeZiz Apr 26, 2023 @ 8:05am 
How to install torpedoes. They are not immediately on the submarines
Eisawesome Apr 19, 2023 @ 1:43pm 
I was going to go through the @ss pain of making something like this myself, so thanks for posting your brilliant creation. c:
Kerbarian  [author] Apr 19, 2023 @ 11:45am 
Bernie Sandler looking at Hazardous Reactors, I don't think it can be compatible. The torpedoes work by having their reactors hovering just below meltdown temperature and then tipping them over the edge to instantly explode at the right time. Hazardous Reactors has a whole different way of handling meltdowns and I don't think it can get that same "instant meltdown" effect.
Kerbarian  [author] Apr 19, 2023 @ 11:39am 
coopore nuclear (reactor-based) are the only torpedoes that can be automatically reloaded. I’ve thought about making a version you can load depth charges into, but that would mean you’d both need to recover the torpedoes at a station and then buy/build depth charges to load into them.
coopore Apr 19, 2023 @ 5:13am 
I love this mod but are you thinking of making a less powerful non-nuclear version of the torpedoes? I think it would be a lot easier to balance subs that I put torpedoes on.
ChamParis Apr 18, 2023 @ 9:19am 
Amazing mod !
Bernie Sandler Apr 18, 2023 @ 2:22am 
Awesome mod! Could you possibly do a compatibility patch for Hazardous Reactors? I was running into arming issues, and the torpedo's would never detonate.
Kerbarian  [author] Apr 17, 2023 @ 11:34pm 
obsidianz yes, if you add torpedoes to a shuttle and then replace the lost shuttle, it also replaces the torpedoes on the shuttle.
Midnight Pineapple 9mm Apr 17, 2023 @ 11:24am 
Lol, this game has so many cool mods.
obsidianz Apr 17, 2023 @ 12:54am 
Sorry again, but this is the question.
And what will happen if you attach a nuclear launcher to the shuttle, and then press the replenish button at the station.
Will it work correctly or will the game client confuse what needs to be replenished?)
obsidianz Apr 17, 2023 @ 12:52am 
Thank you very much kind person)
Somewhere for the first time, the wording did not match, but now everything instantly worked.
Moreover, the basic wording of Fix's Performance even differed slightly, but I did it by analogy, to add what is missing to what is already there. And it works.
+ 1 great component to create boats)