Barotrauma

Barotrauma

129 ratings
Bicksborg II
2
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
826.173 KB
Apr 20 @ 9:37am
May 16 @ 12:24am
30 Change Notes ( view )

Subscribe to download
Bicksborg II

Description
One of the mightiest warships to ever patrol the depths of Europa, Bicksborg II is the pride of the Coalition-aligned Zomgonian Syndicate. It is the largest submarine from the Aidonian Ironworks’ shipyards, who were commissioned to build the Syndicate's new flagship based on the blueprints of Benzin Corp.’s V-1999 Mark 2. Initially, A.I. Co.'s plans were near identical to those of the venerable V-1999s; but after months of reworking and modifying the design to satisfy the Syndicate’s ever-growing list of demands, Bicksborg II had evolved into a rather different beast from its predecessor. Armoured with twice the steel of a Typhon and wielding more gunpower than an overvolted Kastrull, this mobile underwater fortress is renowned for having the latest in Coalition naval technology as well as luxurious conditions for crews onboard. Bicksborg II is also made to carry small but deadly Galdur-C minisubs for remote firepower and dive team support.

Specifications
Class: Attack, Tier 3
Price: 42,000 mk
Recommended crew: 4 - 9
Dimensions: 75m x 20m
Cargo capacity: 8 crates
Docking ports: 2 top, 1 bottom (all double as airlocks)
Max horizontal speed: 22km/h (27km/h with aux engine)
Max descent speed: 19km/h
Armament
Bicksborg II
  • 2 small turrets (1 coilgun, 1 hardpoint)
  • 2 large turrets (1 railgun, 1 flak cannon)
  • 3 discharge coils (long range, high power consumption)
  • 1 depth charge launcher
Galdur-C
  • 1 small turret (1 chaingun)
  • 1 discharge coil (short range, low power consumption)

Features
Advanced controls
  • Auto-charge battery mode (recharge rate adapts to grid load and reactor output, and stops at just over 80%; the remainder acts as a surge absorption buffer).
  • Silent running mode (suppresses reactor, reduces engine power, turns off searchlights, and uses battery power for stealth).
  • Lammert v2 auto reactor controller (use this if engineer feels lazy). Includes 'turbo' mode switch and overvolting option (inside circuit box on left side of reactor room).
  • Ballast draining overrides (drains and cuts power to ballasts, for safe Ballast Flora removal or emergency ascent independent of nav steering).
  • Docking controls (individual toggles for each docking port, and ability to select which dock is controlled by nav terminal).
  • Sonar shifting (re-centres sonar to the bow for increased forwards view range).
  • Switches for engines, guns, searchlights, oxygen generation, and fabrication.
  • Periscopes for drone piloting and camera surveillance.
Crew facilities
  • Large medbay with a hospital bed, ample storage, and facilities for medical fabrication and genetic research.
  • Fabrication room with linked deconstructor, fabricator, and storage.
  • Growroom for green-thumbed submariners.
  • Crew quarters and cabins for submariners' comfort. Notable is the luxurious Captain's cabin, sometimes used by VIPs.
  • Brig for prisoner transport, as well as an 'experimental containment cell' which may be used for artefacts and unruly passengers alike.
Double hull
Two hulls separated by water-filled void enclose the entire submarine save for the airlocks. Because the flooded void space is not part of the habitable pressure hull, breaches in the outer layer will not lead to any loss in bouyancy. For maintenance, the void may be accessed through small side-doors at each of the airlocks. (Beware: only enter the void while the sub is stationary, or you will get swept and pinned into a wall).
Auxiliary engine
A keel-mounted auxiliary engine can raise top speeds from 22 to 27 km/h when used with the main engines, but it is recommended to save it for emergencies only. The auxiliary engine is power hungry and deteriorates twice as quickly when in use. Maintenance is difficult, as it can only be accessed from outside and takes much longer to repair.
Galdur-C minisub
A modified Galdur Scout Pod, Galdur-C is a hybrid drone/shuttle driven by periscope and armed with a chaingun and short-range discharge coil. It can be controlled remotely from Bicksborg II's command room, or from within Galdur-C itself (wear a diving suit in the drone, as it has no O2 generator). Click-holding will drive Galdur-C in the direction of the cursor, and doubleclick-holding will fire the chaingun. Openable upper and lower docking hatches mean the drone doesn't block access through the airlock to which it is docked, and it can be stationed at any of Bicksborg II's three ports.

If you use the Performance Fix mod, update these settings to ensure that it doesn’t break the drone or any other systems.

Credits
Thank-you to the following Europans, whose works were used in the design of Bicksborg II:

Special thanks to Fraserk and Kashburton for playtesting this submarine.



Popular Discussions View All (1)
0
Apr 21 @ 8:23am
PINNED: Performance Fix settings
Aidowl
76 Comments
TheOkomotive 7 hours ago 
@Aidowl I saw it on there though
CKBEPHOCBET 10 hours ago 
Hello, I’m also into creating submarines, I really liked your work, I think this particular structure of the submarine, the location of the compartments and their insulation is very correct and realistic, I would really like to borrow a couple of your ideas in my new submarine, namely the idea of ​​​​building, I’ll point out in my work, all the authors with links whose ideas will help me, thank you so much for your ideas, they allow me to make the game even more interesting!
Aidowl  [author] 22 hours ago 
@TheOkomotive Thanks :) though I think that might've been a glitch (I don't see it)
TheOkomotive May 23 @ 6:42pm 
good work on making it on the front page of the most popular workshop items in three months:steamthumbsup:
Aidowl  [author] May 22 @ 5:35pm 
@Stirling thanks for the feedback! I tried to discourage using all 3 engines at once by making them very power hungry and having the auxiliary engine degrade quickly. But maybe I’ll have another look at adjusting the speed of the main engines in the next update.
Stirling May 22 @ 7:47am 
Excellent submarine. Strong and bulky, feels like an appropriately powerful late-game attack sub with a steep price tag. Bot pathfinding is fine, the decorations are nice but still convey a vanilla feel, and the double hull is I argue a necessity for high-tier subs even in vanilla, cause single hulls shred like sandpaper. The only thing that feels 'off' is the high speed the engines can reach, which imo doesn't vibe with how large and bulky the ship is, and all the big guns it has to defend itself with anyhow.
Aidowl  [author] May 20 @ 11:02pm 
@Kaizer not sure why you're getting that problem... I checked the pump and it is able to be repaired by both players and bots. And are you sure the bot is actually stuck, or just standing there because it has nothing else to do? I did notice my bot stayed on the ladder for a bit after fixing the pump, but it wasn't like he was stuck. He later climbed out and walked away on his own.
As for the enemies in the double hull - I haven't experienced lag from them piling up there. But you can try killing them using the discharge coils, which are able to electrify most of the void spaces.
Kaizer May 20 @ 12:32pm 
First time I played in a sub with a double hull. Lovely engineering, but the pump on the way to the drone is unrepairable, causing our bot to get stuck on the ladder unless we resigned them to only electrical items. Also the double hull, which is I imagine how most double hull ships work, allows enemies to burrow into it, get stuck and overlap while jostle around causing the game to become a slideshow. If you want to DM me I can show you a twitch stream of it.
DankasaurasRax May 17 @ 12:07pm 
I'm playing with an older version of the sub since I started a campaign with friends last month (before all the little updates) but this is one of the best modded subs I've ever used. Handles nicely when power is upgraded and the double hull feature is very neatly implemented. Not too many guns either so it doesn't feel super OP, unlike quite a lot of player made subs. Very nice!
Aidowl  [author] May 15 @ 8:42pm 
@NomaT is it the main lights that you find too dim, or the red emergency lights?