Barotrauma

Barotrauma

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MineTorpedo
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3.395 MB
Nov 9, 2020 @ 5:03am
Mar 24, 2023 @ 9:43am
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MineTorpedo

Description
Mines and Torpedoes

Adds naval mines and guided torpedoes including including respective containers into the Game.

Mines:

Naval mines can be fired from depth charge tubes. There are three types at the moment. All of them have a contact fuse:

- explosive mine (mainly for PvP)
- nuclear mine (also mainly for PvP)
- decoy mine with inventory space for explosives to be added like decoy depth charges

Torpedoes:

Torpedoes need to be loaded into a Torpedo loader which has to be linked with a Torpedo launcher tube. Torpedos have a short delay before they become active and have a lifetime of max. 30 seconds. Generally they have to be used with caution because self-damage is possible.

There are two types at the moment:

Torpedo Life-Buster(red cap):

Use against living creatures. Should focus monsters before humans.

Torpedo Sub-Buster(dark blue cap):

Mainly for PvP. Use against Structures. Does not have IFF so be very careful when using it. Focuses mostly on sonar signals but next in line are any kind of structures like subwalls.

IMPORTANT: Only more or less safe with sonar off and the sub not moving(depending on construction).

If you like to test this mod at once I have the Akula-Class Hunter Killer Mod.2 ready in the Steam-Workshop for you.
Link below:

https://steamcommunity.com/sharedfiles/filedetails/?id=2282114823

Leave comments below.

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Among others inspired by Pack 25's Torpedo Mod
Thanks to the guys at the Undertow baro-modding Discord Server for help!
Thanks for my friends for testing the mod and better understand C# especially Molotow and Staros.
Thanks for oddballs help to improve this mod! Check oddballs mods out, too!
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