Barotrauma

Barotrauma

EK Vanguard Mk-II
34 Comments
Videogames  [author] Feb 23 @ 3:10pm 
@Chappy
Armory is the only room without drainage, if you really want I can add a pump in there and just set it to invincible so it doesn't have to be accessible for repairs.

Testing as of version 1.7.7.0: drainage systems for all other rooms are still working, and pump auto control is working. If pumps are spawning unwired or turned off it may be a modding overwrite issue or server issue.

You seem to have this information backwards. More ballast produces a lower neutral level not a higher one. (you can see this in action by going into the editor by selecting only a few hulls, versus selecting more hulls and see that the number goes down as ballast volume increases)
Videogames  [author] Feb 23 @ 3:10pm 
Pretty much all subs sink like a rock when flooded, unless it's an absolutely massive sub, because it only takes 7% of the total hull being flooded to reach neutral buoyancy. For example, both armory rooms, or the gunnery room, or the engine room being flooded wouldn't put this over the limit - however if the crew quarters (the largest room on the sub) were entirely flooded it would pass this limit.
Chappy Feb 23 @ 12:58pm 
No ballast pumps in Armory or Engine room and no drainage to accommodate. Some pumps aren't even hooked up to auto control. Neutral ballast value is super low which means this thing just sinks like brick if even one room gets filled.
Yshtvan Jan 12 @ 1:27pm 
Always love to see the EK subs around, my sympathies for trying still despite BT's updates being what they are on that kind of things :(
Witch ~ Jan 11 @ 9:55am 
is the depth charges button back?
JackBing Dec 9, 2024 @ 12:22am 
This sub is amazing!!
Soft Head Oct 9, 2024 @ 8:16pm 
thank you so much for your subs
Lemniscate Sep 23, 2024 @ 2:39am 
Thank you for your mods, My lady is scared of depths and such and so your subs are reliable way to make her survive for longer :D
Nothing Clever Sep 6, 2024 @ 8:36pm 
bro has so many subs hes a real barotruama company
Videogames  [author] Sep 6, 2024 @ 4:37pm 
Funfact: the Winterhalter is the only vanilla sub they forgot to change, with 8k instead of 4.5k
Videogames  [author] Sep 6, 2024 @ 4:19pm 
@Stukov
Just 10k,

which 8k to 10k used to be the default before they halved item power usages in one of the recent updates.
Stukov Sep 6, 2024 @ 1:36pm 
Reactor Output?
czech Sep 4, 2024 @ 9:11pm 
no depth charges = instant favorite mod... Where to start? i love the openable window in the captains quarters perfect to play hot grenade! I do have one complaint tho, I was not ready for the death of Steve Irwin in a fiery explosion and i feel the sub could have done more to prevent that tragic event. Mod rating 9.69/10
Videogames  [author] Sep 4, 2024 @ 8:07pm 
I forgot to swap the command console in the temporary "v1.5.9 compatible" version, so the button is missing.
Icy Sep 4, 2024 @ 7:25pm 
am I blind or is there no way to use the depth charges?
heheboi Sep 4, 2024 @ 2:18pm 
EK in names of sub
EKvideogames name is missing
>barodev.png
Videogames  [author] Sep 4, 2024 @ 1:39pm 
@Husked Captain
No mods needed for this submarine just a naming convention, any EK submarines are fully vanilla. Old submarines that need mods are denoted as EKM for "modded".
Husked Captain Sep 4, 2024 @ 10:45am 
Стоп, для этой подлодки нужны ЕК моды, или ЕК тут чисто часть названия?
А то из EK Shipyards (вроде так?) не вижу ни одной детали
死于鼻孔太黑 (⊙●●⊙ Sep 4, 2024 @ 4:50am 
wow you came back?
Draconis🐊 Sep 4, 2024 @ 4:03am 
Yeah I put in a whole blind hallway by my ballast C area specifically for putting EHA/EK/Barocraftables items or whatever with the intent of it being set up for doing modded gameplay with placeables or just a nefarious place to plot or hang out as its also got a cramped drain room on the back you can hide stuff and of course one of the traitor hidden compartments is back there.

Setting the sub up for unconventional gameplay is honestly something that needs to exist more on workshop submarines with these big subs having a few dusty backrooms setup for this sort of thing.
Videogames  [author] Sep 3, 2024 @ 6:16pm 
Among some of my ideas was a take on the "prison" style of RP sub, and/or some subs potentially based around the new traitor stuff.

A campaign sub based around that does seem unique and, while unlikely to have mass appeal does seem like a fun practice to try making a medium-small sized sub around that theme.
crispy bacon Sep 3, 2024 @ 10:20am 
I think it would be cool to have a sub centered around the "by the book" skill for security (similar to that one ship that is focused on the geneticist tree for medical), it would focus on stun weapons, easy kidnapping, and maybe it could double as a prison roleplay/traitor sub. it would probably be for church of the Husk or Coalition in lore
Gamer330 Sep 3, 2024 @ 5:10am 
Finally some fresh ek stuff
Draconis🐊 Sep 3, 2024 @ 12:17am 
Yeah the lights thing is rough, I have tried tricks to share lighting between rooms or use elongated rooms to deal with it. However you still end up with small rooms that must have some light, Non shadow casting in very small areas and obviously "behind the sub" on those outside ones. The new loaders are vexing because they have those 5 lights on each loader as well. The other one is people do not understand that certain items like engines and possibly still fabricators and decons bridge power even though they seem to only have a power in and thus leak power back across the grid especially when doing battery backup and buffers.
Videogames  [author] Sep 2, 2024 @ 8:40pm 
For me it's mostly lights (even with just minimum 1 shadow-casting light added per hull room), structures (presumably?), and AI pathfinding. I mean there's not a performance debug tool, it just seems like that's usually the bottleneck since large enough subs even without circuitry still lag if they have lights & any decorations.

I do know there's a weird flaw with how lighting draws in the game that causes lights to still use resources when they're turned off which is super annoying, even non shadow casting lights, especially annoying due to how many items have their own lights attached to them with no way of turning them off (you can turn them off visually but you can't turn off their light code running and still using CPU). Like switches, various machines, large pumps, etc, and recently gun loaders now have SIX of them...
Videogames  [author] Sep 2, 2024 @ 8:40pm 
If I recall interconnected power grids have always been notoriously buggy (issues with weird current transients) since even the PRE-STEAM version of the game, so I've always done my power grids in a linear "tree" style instead just by force of habit.
Draconis🐊 Sep 2, 2024 @ 7:16pm 
Good to see you back doing things, I had the same issue with big subs when I did the Blahaj and thankfully as big as that submarine is it doesn't have much in the way of lag issues. The big things I was avoiding were odd loops in the power grid or circuits. I saw a lot recently where they had big circuit chains and you load it up and it just chugs instantly.
Jack Kellar Sep 1, 2024 @ 1:16pm 
Great work as usual. I have lots of fun tinkering with your subs in the editor (lots of times I feel the need to tone down some stuff). In the spirit of your paragraph at the end of the page, I'd love to request and see more medium-sized subs for smaller crews of 4 to 6 people. You have a couple of those (Nurse Shark, Skipper, Reliant) and me and my crew have enjoyed all of them.
GTRL15 Sep 1, 2024 @ 2:10am 
Yes, most people don't like to use carrier-based aircraft because they are too vulnerable. I like EK Matriarch and EKM Stiletto very much.
So I put the two ships together in my editor and got a real heavy gun dreadnought, which unfortunately was damaged in an update:(
Don't worry, the subs you make are the best, no matter how big or small.
Videogames  [author] Aug 31, 2024 @ 10:14pm 
Sadly the game's unoptimized as crap and really doesn't like bigger subs - and even the EKM Stiletto which wasn't that long ago really got worse performance only a few game updates after it was made. So I doubt a good 'battleship' sub much bigger than that would even work. I do plan on doing more medium sized attack subs though.

Carrier though might be on the table, if the number of decorations is kept relatively low could probably make another carrier with multiple craft. I just wasn't planning on doing another carrier if there wasn't any interest in it since alot of crews didn't bother using shuttlecraft much last I recalled & designing a carrier & the craft for it is a bit more challenging and involved.
GTRL15 Aug 31, 2024 @ 10:07pm 
More big more Attack Carrier pls.Can you have some real war behemoths?Like some kind of dreadnought.
Videogames  [author] Aug 31, 2024 @ 8:50pm 
-probably a 'copy-paste' mistake on my part. Missed one of the wires needed for the locking hatch to work when I was selecting it for prefab.
Antinomy Aug 31, 2024 @ 8:47pm 
I think the command lock doesn't do anything. And shouldn't deconstruction be linked to secure cabinet?
Otherwise, good sub, I like it. Reminds me of my favourite Stiletto. :)
Dr. Democracy Aug 31, 2024 @ 12:36pm 
Damn. That's sexy as hell