Barotrauma

Barotrauma

Real Sonar
Plag  [developer] Mar 8, 2023 @ 9:27am
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If you have a cool idea for the mod, leave a comment below. We would love to hear from you!
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Showing 1-15 of 107 comments
Garother Feb 24, 2023 @ 8:55am 
some idea discuss and suggestion
started writing on comment, decided to just do discussion for my feedback as it turns out to be too long :D

Ironically this one seems to be even more unreal compared to barotrauma's vanilla sonar - in terms of Barotrauma of course. The thing is - here, we have active sonar that do scan at 100. meters. At maximum (and it can be less, as far as i know - when you zoom in, sound wave range from ping is also decreasing, i even dont discuss here ability to do direct pulses). I done quick searches and, as i see, real sonar ping ranges can vary in tens on even hundreds of kilometres, and i suppose this most likely is why it is so loud. So, logically, i personally dont see any purpose to do SO loud pings to do so small scans

BUT my logic can be somewhat wrong here - if yes, i will be glad to see why - this all is just curiosity, i dont want to be any offensive here)

Also another interesting thoughts of comparsion to real world sonars - also as i see from my quick research, submarines seems to mostly rely on passive sonar, and here, in barotrauma, for some reason we have absurdly poor passive sonar :D which seems to barely able to detect roaring crawler from ~50 meters. and this while events take place in somewhat far future.. um yeah :D

If not to be boring - nice mod, really good work done here

I personally would be glad to see lite version with just some nice and not-so-loud sound outside and completely without any screen effects and afflictions, basicly in other worlds variant corrected to my first bunch of words (through, if original idea is just place real-world sonar on barotrauma sub as-is, it will certainly lose it completely :D), i, personally, really like art and sound design of sonar here - but i dont want those screamers (i tried current lite version - basicly for me it is just same screamer-mod just without damage :D) and from lite version comments i already see some people seems to have similar point
Last edited by Garother; Feb 24, 2023 @ 8:56am
Plag  [developer] Feb 24, 2023 @ 11:37am 
Hey man, thanks for the suggestions!
I find the comparison to the in-game 100-meter sonar range nonsensical. The in-game sonar is set at 100m for balance/gameplay reasons and, as you pointed out, isn't very realistic to begin with. So trying to develop anything related to realism based on that system would be foolish (and probably turn out quite boring).
As the name might suggest, Real Sonar is based on real-life sonar and is not intended to be real relative to the unrealistic 100m sonar in-game.
Regarding what you and others have said about the lite version getting new sounds, we hear you, and we want to deliver. But unless my sound engineer is on crack one day, it will have to wait until we finish developing the additional sounds for the main version.
Thanks again for your feedback, and I hope you enjoy the mod :)
Last edited by Plag; Mar 8, 2023 @ 9:31am
MIRROR Feb 24, 2023 @ 2:02pm 
old sounds may rupture your ears, but i like them much better, since it actually instills more fear than just PLIIIIIIING
Feniter Feb 24, 2023 @ 4:11pm 
I don't think its classified(hopefully no FBI/CIA agent comes after me, I swear I found this legally) but here more sounds for you, with the lengthened delay in between the sonar sounds of the abyss creatures, I think it's more appropriate for them to have this especially with low pitch growls. https://vimeo.com/227206920
Feniter Feb 26, 2023 @ 12:37am 
I've been thinking, would it be okay for you to do something similar to the vortex ring cannon from EK gunnery but make it like a directional assault seismic airgun that penetrates through layers of materials and damages alot in exchange for a whopping large power usage and long wind up time as well as blinding sonars from its origin submarine to the directed submarine?(I know this is a large request and well idk just an idea or suggestion you guys could use in the future)
Last edited by Feniter; Feb 26, 2023 @ 12:39am
Plag  [developer] Feb 26, 2023 @ 2:05am 
@Feniter I think that sounds awesome. I would love to make something like that in a standalone mod for sound-based weapons one day. Cheers for the idea!
Gamburep Feb 26, 2023 @ 7:54am 
This is such a topic...
The sonar pulse in the ballast is killing...
This is right?
Feniter Feb 26, 2023 @ 2:30pm 
Yes, sonar pulse travels through the ballast as it applies the affect on any water present within its pulse radius. Call your captain off the sonar if you guys are running maintenance.
Rept1le Feb 27, 2023 @ 7:54am 
Could we please make this mod "compatible" with the EK Dockyard's Navigation Terminals? Since those aren't the vanilla terminals, the mod won't work on them.
Plag  [developer] Feb 27, 2023 @ 5:40pm 
@Rept1le Due to modding limitations we can't make the two terminals compatible. However, you can place Real Sonar above EK Dockyard in the load order and have access to the other components of the mod.
Ksarper Mar 1, 2023 @ 10:42am 
This is the time when the author has done a great job, but to play with this mod at all seems impossible and it's really sad.

Now I'll tell why I think so.

As we all know, sonar reaches its deafening volume only in a watery environment, which makes any breach on board deadly. There's no question about the realism, but how do you play with that? I refuse to believe that the author of the mod has never played with this mod. But how else to understand what came out in a final result? For example, many submarines have a gun section on top (at least from my experience). And there were often situations where a person in the gun section who was using a periscope might not see that part of the boat was breached and the flow of water caught him by surprise. Then his escape plan would be an underwater suit, but now with this mod such a situation means instant death. I can give hundreds more examples when any breach becomes the death of any crew member.

Then the counterargument might be a new special suit or a remote sonar control. But that's not right and here's why: the suit will be relevant until military suits and better suit variants become available and that's a matter of three or four rounds. Then the remote control, yes, it comes in handy when you get washed away by water from the helm or when for some unknown reason the sonar stayed on when the crew is out of the sub (???? how are they even still alive?). However, the damage from the sonar is so severe that the remote control won't help if you're in the water for even a second.

In the end we have the suit, which loses its relevance after a couple of rounds and the remote control, which can help in rare cases, because if you were washed out of the water, then it means that the hole is big and the flood will happen very quickly.
Garother Mar 1, 2023 @ 11:59am 
@Ksarper im interested are you (or whoever is the captain in your crew) considering navigating without constant use of active sonar? i mean, with just single pings sometimes, by turning it on and off instantly. i may suppose you may be underestimating passive sonar, its not = blind necessarly.
i personally not tested much, made only one round with it - but during it we had literally no single case of damage by sonar, despite round was with Barotraumatic at max difficulty so breaches was very often
Plag  [developer] Mar 1, 2023 @ 12:27pm 
@Ksarper I have done extensive playtesting with this mod, and I can confidently say that if you're playing correctly, you'll forget you even have the mod enabled. What I mean is if your captain is competent, no one will ever get damaged by the sonar. Most of the gameplay-related complaints we get are from players who don't know how to use sonar optimally. In general use, sonar should send out no more than a single ping every 6-12 seconds and certainly shouldn't be left on. The captain can see everyone's position along with the water level, so there's almost no excuse to hit anyone with these pings.

The Anechoic Suit maintains high value throughout the campaign as a tool used inside the submarine to enable new playstyles. It allows the sonar to be used offensively to fight enemies, even while the sub is sinking and full of water. It also allows the captain and crew to make decisions more liberally without worrying about being hit by the sonar; and its lightweight nature makes it a great choice for underwater repairs.

The Nav Remote is an exceptionally powerful tool when used creatively. It allows the captain to control the sub from a safer or more opportunistic position. It can also serve as a remote defense activation if the sub is attacked and the crew is not on board. It counters griefing and allows access back into the sub no matter what. It means the captain can bring the sub over to pick himself and others up, and he can even dock the submarine and complete the level while doing other things. You said it wouldn't be able to save you because you die in a second, but sonar actually takes a minimum of 16 seconds seconds to fully kill you at the closest range, which is plenty of time for you or someone else to turn it off.

I appreciate you sharing your thoughts and I hope this helps you see some new possibilities.
Rept1le Mar 1, 2023 @ 2:52pm 
How are we supposed to activate a beacon without killing ourselves or suffering a lot of damage as a result of it's sonar?
Magitek Pixel Mar 1, 2023 @ 3:22pm 
Speaking of the Nav Remote real quick: I saw a suggestion in the LITE mod comments about it catching a nerf in the form of needing a battery. Hoping there's some way to make this optional. Would definitely drive me and a friend off from the mod. Love that thing. Honestly, if someone thinks its overpowered, they're free to not use it.
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