Barotrauma

Barotrauma

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Real Sonar
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45.680 MB
Feb 21, 2023 @ 6:29am
Oct 29, 2024 @ 3:09am
18 Change Notes ( view )

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Real Sonar

Description
Warning: This mod can contain flashing lights and loud sounds. If you have photosensitive epilepsy or are sensitive to high-frequency sounds, do not use this mod.

Sonar can now kill you.
Based on real-life military submarine sonar, this mod overhauls the in-game sonar system to make it more dangerous and challenging to manage.

Crewmates - will need to be more aware of their surroundings, stay away from hull breaches while the sonar is active, and wear an anechoic suit to enter the deadly echo chambers known as ballast tanks.

Captains - will have to be extremely careful with their use of active sonar, be constantly aware of crew positions, and communicate when it's safe to do repairs or go outside.

Adding to the captain's decision-making and skill ceiling, sonar can now be utilized in new play-styles as a tool to fight off creatures, with the caveat of potentially drawing the attention of more or causing severe injury to the crew if there's a surprise hull breach.

Active sonar now sounds different for each player, depending on their situation, distance, and level of protection. It might sound nice inside the submarine, but I wouldn't recommend stepping outside to get a better listen.

Some real-life context:
When submerged, a submarine's active sonar can reach volumes of 235db, which is 724x louder and 3.16 billion times the intensity of a jet engine. This makes active sonar one of the loudest man-made sounds in existence, almost exceeding a nuclear explosion in the air. Underwater exposure to a single nearby sonar ping could cause severe internal damage, rupture organs, and even melt your brain.

What does this mod do?
This mod adds the following:
• Fresh new UI for the Nav Terminal, Sonar Monitor, and Shuttle Terminal
• Active sonar that damages nearby submerged humans and creatures
• Directional sonar that focuses the sonar's pressure waves in one area for amplified damage
• A new sound system, allowing sonar pings to sound different for each player
• 246 total custom sound effects
• 199 different sonar pings, made by professional audio engineer @Lightness
• 28 human sound effects, voiced by Rirr and Kablecart
• 12 horrific and creative new afflictions to represent the injuries from active sonar
• 12 custom injury overlays for visual feedback
• 3 unique medical treatments to treat injuries and cause lethal "accidents"
• A new sonar-protective diving suit that absorbs sound, hiding players on the radar. By Rirr
• A new AI system for bots to make them behave intelligently around active sonar
• A new craftable tablet that lets the captain remotely control the sonar and engines
• Enemy submarines that will periodically toggle their active sonar
• Adjusted sonar ranges

Bonus: If you want to try a different style of sonar UI, check out M's Immersive Sonar UI mod!

Supported languages:
• English
• Русский - by routerchain
• 中文(简体) - by Aunt_Su
• 日本語 - by Dutch & d3
• Polski - by Sqor
• Español Latinoamericano - by King Kongrio
• Français - by Thespirou54
• Deutsch - by some_william
• Português Brasileiro
• Castellano
• 한국어
• 中文(繁體)
• Türkçe

Compatibility/Requirements
Real Sonar is compatible with the vast majority of mods, including Neurotrauma. Real Sonar does NOT require Lua For Barotrauma, but it is highly recommended.
A small list of mods with compatibility issues can be found on this Google Doc[t.ly]

FAQ
Q: How do I activate beacon stations with this mod?
Beacon stations do half the damage and have 33% less range than a standard sonar system. Even so, wearing the new anechoic diving suit and aiming the station's sonar away from your exit path is recommended. An anechoic suit can be bought from a shop or crafted using a standard diving suit, titanium-aluminum alloy, and six rubber, which can all be obtained by deconstructing or stealing at the start of the game.

Q: Where can I find the in-game settings/config menu?
The in-game settings menu requires client-side Lua to access. Once installed, you can find the Real Sonar settings button at the bottom of the pause menu.[imgur.com].

Q: Am I supposed to take damage from sonar in the ballast tank?
Yes and no. Without Lua, this is the default behaviour. Lua is required to accurately determine if a player is in reach of an active sonar and not just in a body of water.
For this, ensure your server is running the Lua executable, or if you're playing single-player, client-side Lua is installed.

Q: How does this mod play with bots?
Bots will know when a nearby sonar system is active and try to avoid submerged hull breaches until it is safe. They will still repair these breaches, but only if they can access an anechoic suit for protection. The bots will communicate these scenarios (and more) over the radio in chat.
On the medical side, bots can apply all the new treatments to cure sonar afflictions with no problems.

Q: Does active sonar hurt creatures?
Yes. Active sonar does varying amounts of damage to all life forms depending on their distance from the terminal. However, because fish are more hydrodynamic and don't have air-filled cavities like humans, they are far less affected by the sonar's pressure waves and, therefore, take much less damage.

Q: Can I enable this mod in an already-active campaign?
The short answer is yes. However, the sonar-related medical items and diving suit won't spawn in the world or be available in shops, meaning you will have to craft them.

Q: Why isn't the mod working for me? The sonar still behaves like vanilla.
This is likely due to another mod overriding the navigation terminal. Try putting Real Sonar at the top of your load order.

Q: Does load order matter?
Generally speaking, no. The only exception being XML mods that override sonar terminals in command.xml (usually sonar UI/sound replacement mods). Put Real Sonar above these.

Q: How do I treat the afflictions in this mod?
The medical side of this mod is simple by design to blend with vanilla. There's a basic breakdown of all the afflictions and items here!

Q: Is there a version of this mod with only X features?
There's a good chance you can create the configuration you're looking for in the settings.

Q: How do I add/edit sonar terminals or diving suit protections?
If server-side Lua is enabled, then all vanilla diving suits already have some built-in protection. Note that the protection modifier isn't visible when hovering over the item because it's applied using Lua rather than overriding the item itself.
These values can all be edited in the config or through the in-game menu like so:

Value limits:
For wearables, the damage multiplier ranges from 0.0 to 1.0, with 1 being 100% protection.
If "anechoic" is set to true, then the item will play muffled sounds, disable visual impacts, and be prioritized by bots for hull breaches.
For custom terminals, the "damage" preset can be "high", "medium", or "low". The "sounds" preset can be "default" or "shuttle". If you can hear the old ping sound playing with the new one, try enabling the Low Latency Mode setting.

Support me
If you feel that my mods have meaningfully improved your Barotrauma experience or you just like what I do, you're welcome to contribute to my insomnia by buying me a coffee on ko-fi.[ko-fi.com]
Thank you.

Popular Discussions View All (8)
238
22 minutes ago
PINNED: Ask Questions
Plag
148
Jan 24 @ 10:29am
PINNED: Report Bugs
Plag
108
1
Jun 9 @ 1:36pm
Suggest Features
Plag
1,451 Comments
Ladripper 27 minutes ago 
How do you heal Rhabdomyalysis? It doesn't go down on its own, in fact once you have it (with no other afflictions mind you, I tested with commands) it just keeps rising. Manna won't do anything more than a few percent and I hope you're not expecting us to dump 20 manna extract per leg, right?
Poly 5 hours ago 
noticed a bug with the sonar terminal, the one the beacon station uses: it is missing its light components, so that even when powered, it doesnt look like it is turned on. from what it appears, the xml overriding the sonar terminal has maybe left out the light component for the sonar terminal
Bryce Jun 9 @ 9:50pm 
ive killed my whole team about 38 times because left active sonar on:isaac:
mikroplast Jun 8 @ 5:38am 
loaded up the same save, no different settings or anything at suddenly it was working perfectly... very cool:winter2019happydog:
Plag  [author] Jun 7 @ 4:19pm 
@mikroplast - That's strange. Are you using the custom sonar feature? If so, you could try using the "low latency" mode if you're playing online. Otherwise, I can only imagine it's related to other mods, or weird config settings. If you find a way to replicate the issue, please make a bug report and let me know, thank you.
mikroplast Jun 7 @ 10:07am 
using the sonar works just fine when im playing sandbox, but when i load up my campaign it suddenly stops working properly. im using the same sub in both cases, and the UI is the same on both, but some sounds stop working and the damage from the sonar stops entirely on my campaign, any idea as to why this happends?
Тупой зомби Jun 5 @ 9:30am 
@Plag Thank you very much!
Plag  [author] Jun 5 @ 9:18am 
@Тупой зомби - Hi, that's a good question! Real Sonar is still perfectly up to date with the latest version of Barotrauma, as far as I know. You should have no issues. Всего хорошего)
Тупой зомби Jun 5 @ 5:42am 
Hello, Plag! Will be this mod updated to last barotrauma update of 29th April? Will i have any issues with this mod if i play on last version of barotrauma?
Plag  [author] May 26 @ 10:26am 
@StalkerGame - See the 2nd answer in the FAQ. In short, it's accessible via pause menu. If you don't see it, it means you haven't installed client-side Lua correctly (a different process from subscribing and enabling it). For this, I also recommend reading the FAQ.