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Mods y plugins para Barotrauma

81.000+ mods disponibles Fuente: Steam Workshop ↗

Este catálogo incluye 81.000+ proyectos de Barotrauma procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.

Medical Harrier - by Captainok – Barotrauma Mod

Medical Harrier - by Captainok

por 76561198850261906

The large cargo carriercomes strapped with 4 rail guns. Features multiple med bays and ample room for long-winded campaign runs. Also employs the "Explorer" shuttle that specializes in artifact extraction - or an escape pod-

52 descargas Detalles →
DivingBall MK2 Zombie V2 Now with more Dive Suits – Barotrauma Mod

DivingBall MK2 Zombie V2 Now with more Dive Suits

por 76561197972411130

Its a round submarine

57 descargas Detalles →

博物学者精创治疗补丁

por 76561199187316942

本模组为补丁模组,需要前置修复的博物学者模组与精创本体。 为博物学者制作的精创补丁,让博物学者从怪物身上采集来的生物材料及制作出的生物制剂能够治疗精创的各类疾病。 由于补丁模组为覆写原效果,故补丁模组改动后的数值内容无法被调取原模组内容的查看物品属性模组查看,其机制会正常生效。 个人急救包:可以紧急治疗枪伤,咬伤,撕裂伤,出血。防止伤口继续恶化或感染——但紧急处理之后的伤口会更难愈合。对骨折,异物,动脉破裂,深层组织损伤,烧伤,感染等隐性伤口无效。如果你嫌自己的伤疤好的太慢,可以使用爆弹石榴精华,螺素,或者再生生物制剂加快愈合。 螺素:从异星生物身上采集的稀有生物材料,其强大的再生能力能够有效治愈各类脏器损伤,但会让使用者患上精神病。 组织液:从异星生物身上采集的稀有生物材料,其中含有的强大抗生素和造血物质可以有效治愈失血症状,并减轻各类感染,但会让使用者患上精神病,可能导致患者血压过高。 混合纤维:从异星生物身上采集的稀有生物材料,本身可以当做绷带,使用得当的话,可以直接复位脱臼,治愈骨折,但会使使用者患上精神病。 再生生物制剂:激活使用者的再生能力,长效,但极其缓慢地治愈所有伤势直到药效耗尽。 止血生物制剂:激活使用者的凝血能力,长效,但极其缓慢地治愈所有内外出血直到药效耗尽。 赋能生物制剂:激活使用者的神经系统,减少神经损伤,在药效持续时间内给使用者微弱提升近战伤害。 止吐生物制剂:激活使用者的调节能力,减少脑震荡,平衡酸碱中毒。 兴奋生物制剂:激活使用者的运动能力,持续时间内提供少量的移动速度,游泳速度,攻击速度。

130 descargas Detalles →
Trollotrauma – Barotrauma Mod

Trollotrauma

por 76561198045371145

Trollotrauma Make your beloved teammates hate you, Captain Dickhead! A lobotomy collection for trolling. Doesn't require client-side installation, only on the host (you). Any suggestions and requests are welcome in the comments. Requires LuaCsForBarotrauma to be installed. By default, everything is disabled in the mod. You turn on whatever you want from the console using the troll command. In multiplayer, the mod is needed only by the host — other players don't install anything and won't even see it in their mod lists. Pop-up messages are disabled by default, so nobody will guess where the raptors came from or why the reactor blew up. Ways to wreak havoc - Shark Grenade — any grenade shits out sharks upon explosion - Sub Warp — submarine speed x9999. The sub and the screen shake violently - Raptor Horde — spawns Mudraptors up to a hundred - Reverse Repair — while someone is repairing a device, it breaks in the process - Spicy Nuke — upon overvoltage, everything on the sub burns to a crisp - Doomsday Switch — turning off the lights shuts down the reactor - Crew Controls Invert — controls are inverted for all living crew members - Sub Controls Invert — engines work in reverse - Welding & Oxygen Swap — welding fuel and oxygen tanks swap places right inside inventories and racks - Trick Reactor — turning on the reactor has a chance to blow it up :) - Clown Invasion — aggressive clowns with hammers appear on the sub and chase the crew Commands Everything is done via the console (F3), using the troll command. Full help is available directly in the game: troll help Enable / Disable Features - troll on <feature> — enable (optionally for N seconds) - troll off <feature> — disable manually - troll toggle <feature> — toggle - troll list (or status) — see what is currently enabled, including warp and remaining time on timed features Features: wrench grenade overload lights invert subinvert swap reactorbutton clowns One-time Actions - troll do sharks — spawn sharks near yourself - troll do raptors — raptor horde - troll do nuke — obliterate everything on the sub - troll do reactor — shut down the reactors - troll do clowns — spawn clowns right now - troll do swap — swap welding and oxygen tanks Speed Demon - troll warp on — forever - troll warp off — disable (normal thrust will return) - troll warp <sec> — for N seconds Clowns - troll on clowns — chance to spawn in a new round - troll clownchance <0..1> — change the spawn chance - troll do clowns — spawn right now Numpad Binds You can bind any command without the word "troll": - troll bind num1 toggle invert 5 — numpad-1: invert crew controls for 5 sec - troll bind num1 on invert 5 — same, but pressing it always extends the duration - troll bind num3 do nuke — numpad-3: nuke the sub - troll unbind num1 — remove the bind - troll binds — list of binds Keys: num0..num9, numadd, numsub, nummul, numdiv, numdec Misc - troll list / troll status — show enabled features, warp state, and time left on timed ones - troll msg on|off — pop-up messages (VISIBLE TO ALL players! keep it off for pranks) Advanced Configuration At the beginning of the trollotrauma.lua file, there is a CONFIG block where you can change the acceleration multiplier, the type and number of sharks, the number of raptors, the reactor explosion chance, the number and spawn chance of clowns, and the overload threshold. After editing, a reloadlua or a restart is mandatory.

136 descargas Detalles →
Malachite孔雀石号 中文版 – Barotrauma Mod

Malachite孔雀石号 中文版

por 76561199880239938

自己去可原版船的简介

117 descargas Detalles →
空间站-木卫二 – Barotrauma Mod

空间站-木卫二

por 76561199042960900

轨道加特林,轨道激光,轨道轰炸and飞鹰

133 descargas Detalles →
Simple Clean Purple UI – Barotrauma Mod

Simple Clean Purple UI

por 76561198111337338

Tired of the original Barotrauma UI? Or just want something new & fresh? Try this out! The Simple Clean UI collection! A collection? I only see one color here! And you can't be more right, voice in my head! This is in fact the PURPLE version. To see the other colors, here are some links: Red: https://steamcommunity.com/sharedfiles/filedetails/?id=3654622979 Blue: https://steamcommunity.com/sharedfiles/filedetails/?id=3654623608 Green: https://steamcommunity.com/sharedfiles/filedetails/?id=3654624147 Yellow: https://steamcommunity.com/sharedfiles/filedetails/?id=3654624680 Purple: https://steamcommunity.com/sharedfiles/filedetails/?id=3654622196 No color: https://steamcommunity.com/sharedfiles/filedetails/?id=3654625164 But what is actually this mod? This mod simply changes a lot (if not all) of the Barotrauma UI with a handmade UI in a modern style. This might not fit the Barotrauma universe, of course; it exists just if you want something clean without a lot of details. If you're experiencing issues, put the mod above every other mod in your modlist. If you're still having issues, write a comment. ⚠ IT IS STILL IN BETA AND WIP ⚠ (More details below) THERE IS AN INSTALL SCRIPT IN THE MOD'S FOLDER It's purely optional but recommended. And you might be wondering, why does the script exist? This script exists because Barotrauma is coded in a way that makes it unable to change the inventory UI texture. This workaround swaps the file directly so the game uses the custom version. It is, of course, fully harmless and revertible very easily with the script or by hand. And if you don't trust it (which is understandable), you can just do it by yourself: - Open a file explorer with the mod files (steamapps\workshop\content\602960\3654622196) - Open a second file explorer with the game files, inside the Content folder. (steamapps\common\Barotrauma\Content) - Take the "MainMenuVignette.png" and the "InventoryUIAtlas.png" from the mod in the UI folder and drag them into the game's files in the UI folder. - Do the same thing with the "MainMenu1.png" file in Map\LocationPortraits folder. - Don't forget to enable the mod in the game. ;) But what if I don't use the script/change these files? Well, it's not that serious. The loading during the start will remain like the original, and the inventory UI will remain unchanged. If you're not bothered with that, you can safely ignore this. These mods are still kind of in beta and need more in-depth testing, but since it's based on many factors (like monitor sizes and ratios), I'm not able to test everything. So please, if you encounter any kind of bug, you have a suggestion, or you feel something is oddly off, report it. Enjoy!

133 descargas Detalles →

自用EuropaWaifu++

por 76561199082781218

90 descargas Detalles →
LitEnergy – Barotrauma Mod

LitEnergy

por 76561198903903596

RU: Михаил Литвин расширил свою зон влияния и теперь продает свой товар на спутнике Юпитера. Спустя столько времени, рецепт оригинального энергетика сильно изменился, что пошло на руку жителям Европы, теперь можно отказаться от привычных наркотиков, по типу морфина, ведь есть более выгодная альтернатива! EN: Mikhail Litvin has expanded his area of influence and now sells his product on Jupiter's satellite. After so much time, the recipe for the original energy drink has changed greatly, which has benefited the residents of Europe, now you can give up your usual drugs, like morphine, because there is a more profitable alternative!

119 descargas Detalles →
Enhydra Mk III – Barotrauma Mod

Enhydra Mk III

por 76561198040026583

Originally a concept by a drugged-up separatist engineer who lacked the proper funds to build it, the Enhydra is a versatile and heavily armed attack ship. She requires only minimal personnel but those who dare crew her should be experienced with Europas depths. The Mk III is the chonkiest version (yet). She is robust, very fast and armed with a nose-mounted railgun, a heavy coilgun, 2 regular coilguns, a laser and 5 depth charge launchers for saturation bombing. A drone module armed with a flak cannon and a shuttle are included as a standard as well. As the first ship in the series she is equipped with a dedicated medbay. Listing all the features would be tedious as hell. Just fck around and find out. As usual, the ship has been mission tested (hellish 100%, 1 bot, only base perks) but of course there might still be a few things that I overlooked in the process. WARNING This ship has quite a lot of items. This may lead to lag or spawn issues. If switching to the sub later in a campaign, I highly recommend unchecking the "transfer items" box, switching to the ship, switching back to the old ship, and finally switching to the Enhydra, this time with the "transfer items" box checked.

108 descargas Detalles →
KRN NANGGALA 402 – Barotrauma Mod

KRN NANGGALA 402

por 76561198324563392

BACKGROUND : Sachiel Sea Defense Industries alongside cooperation with Europa Coalition have agreed on building a prototype submarine based on an old blueprint of a submarines that once said to have sailed the ocean of earth. The submarine blueprints and document were found by one of Sachiel Expedition Group at an old cargo submarine wreck. Seeing the possible submarine design to be implemented in the depth of europa, Europa Coalition have agreed with Sachiel Sea Defense Industries to begin with prototype making. The result would later gave out the asthonishing attack submarine, and also adapted for travelling waters and facing the danger of Europa. Both sides had also agreed to keep the submarine numbering and name exactly as what it was said and called on the blueprint. Further investigation also leads to the submarine background which was adapted by a country on earth, in South-East Asia region known as 'Indonesia Republic'. How the blueprint would found itself in a cargo of a submarine in Europa is unknown even to this day. SPECIFICATION : Name : KRI Nanggala 402 Class : Attack Submarine Dimension : 60,7 x 13,7 Metres Crew Counts : 10 - 16 Crew Skill : Experienced Price : 27.500 Marks FEATURES : - 3 Large Turret Hardpoints - 4 Discharge Coils - 4 Small Turret Hardpoints - 2 Airlock - Standard Anti-Ballast Flora system AUTHOR NOTE : This submarine was made to honor the fallen crew as well as the submarine on the tragic day during its exercise in April 2021 on the Bali Sea. Therefore this submarine is a tribute to the crew and the submarine of KRI Nanggala 402. And I decided to make the submarine because no one has made the cakra class yet in Barotrauma; therefore i decided to make it myself. Thank you to everyone that have seen this page and also thank you to those that may subscribe the submarine, i hope you all have a wonderful time. Special Thanks to my Friend who helped me in gathering the submarine data which helped me to be able to make the submarine hull shape accurate to its origin. Thank you as well to my friends and family who had supported me with the project. P.S. Please do comment if there's anything that needs fixing, so i could know which or what parts of the submarine need fixing. Thank You.

92 descargas Detalles →
HuskOS 2.3.3 – Barotrauma Mod

HuskOS 2.3.3

por 76561198817917920

This is an item assembly that lays the groundwork for a functioning linux-inspired command line that can be used both physically and via radio. Previously named "The Avalis Wireless Terminal" This is focused on utility and practicality. I made this because I thought trying to make a computer in Barotrauma would be fun. By itself this is not useful. You must integrate it into your submarine by making your own commands. There are examples inside the item assembly, and its not too difficult to make them. Don't confuse this for HonkOS. (cool item assembly btw) I am not affiliated with them. Commands (as of 2.3.3) - Switch to that channel pwd - says what channel you have selected listen - listens to a channel echo - allows you to send a message into that channel whoami - says what user you are logged in as login - start the login script. you can add accounts in the login/logging module. logout - logs you out sudo tmout - enables or disabled automatic inactivity logout, requires you to be the superuser time | displays the current time (D HH:MM:SS) time -dh | displays the current day and hour (D HH) time -dhm | displays the current day, hour, and minute (D HH:MM) time -hms | displays the current hour, minute, and second (HH:MM:SS) neofetch - displays system info and some ASCII art Test/showcase commands: (as of 2.3.2) info toggle light homework (only as huskos) secret (only as huskos or user1) Manual Actions (as of 2.3.2) Viewing logs: Look at the memory components within the logs space. Enabling/disabling require login: Look near the beginning of the main terminal, there is a singal check componet with a purple label on it. Swap the output from a 1 to a 0. Adding/modifying accounts: Go to the 2nd login circuit box. Add components in the same format as the ones in the accounts area. Login Defaults No User - Account name for not being logged in huskos - huskos ("root" user) user1 - password Default channels used 120-124 (Used by NTP, not easily configurable) If you need help comment below and I will try my best to help you. You can make and add custom commands if you know your way around components. Do feel free to suggest commands! You may also comment below asking for support, and I will help you with figuring it out or fixing bugs if I can. You can find a submarine with this integrated into it successfully here. Using HuskOS 2.3.1. Click to join the discord for my mods and subs.

111 descargas Detalles →

Mine and plant on sonar and instant gathering

por 76561198395419557

the range of sonar has been increased and can detect plant and mine. Plant and mince can be gathered without cutter and in 0 second

96 descargas Detalles →
Defense416 – Barotrauma Mod

Defense416

por 76561198182273891

試做型防禦416 以上

95 descargas Detalles →
Mechtrauma (diox´s revision) – Barotrauma Mod

Mechtrauma (diox´s revision)

por 76561198326501747

This is my take at "Hadrada´s" ORIGINAL mod "Mechtrauma". This are personal changes I made to his mod and you should definitely check out his first. MECHTRAUMA UNSTABLE: https://steamcommunity.com/sharedfiles/filedetails/?id=2890754956 MECHTRAUMA ALPHA: https://steamcommunity.com/sharedfiles/filedetails/?id=2855458020 What does it change? *Fixes some broken sprites and visual bugs with diving suits *increases the duration of all diving suits (better suits last longer than normal suits) *Replaces the mod´s oxygen vents with the vanilla ones, removes fungal infection (and all of its related items), Co2 filters and Carbon dioxide affliction. *Removes the "Scrap" materials and changes the decontruction output of the items that produced it to instead give vanilla materials (the condition of the obtained material is balanced to equal the same ammount of scrap). *Removes items that required LUA to work, those being: ballast pump gates, Average components, Oxygen vents. *Removes the following items: (Copper pipe horizontal, textdisplaylarge, textdisplay short tight, lcd, peasantprime, s5 extinguisher, l100-extinguisher, mechweldingtool, plague doctor mask, gear locker, armored suit, armored diving suit, dry suit, airrifle, leadpellet, utility kit, plague doctor kit, captains kit, trash can). *Radiation suit and Turnout gear can be stored in diving suit lockers now. *Removed peasant version of the machines. *Boiler now causes vanilla burns. *Remade the water pumps so hopefully fixed a bug in which those could not be repaired.

71 descargas Detalles →
Dugong v 2.0 – Barotrauma Mod

Dugong v 2.0

por 76561198278185175

Dugong v 2.0 was designed as an improved version of the original ship. Here, additional defensive turrets have been added, a room for creating / disassembling items has been created, the Medic's room has been finalized, and weapons have been reworked for maximum armament. At the same time, the submarine is still fast and mobile and belongs to the "armed reconnaissance" class. Submarine was optimized for self-sustainability. Fell free to add your suggestionts if you have any ideas.

88 descargas Detalles →
Drydock - Warship – Barotrauma Mod

Drydock - Warship

por 76561198006179159

An extremely work in progress and probably too ambitious mod by someone who is new and still bad at making mods. Warship is a military themed sub part expansion in a series of mods to be released by me under the Drydock name. Currently includes several military electronics and equipment. Including a set of unique turrets. Turrets currently added: 20mm Vulcan - Uses standard chaingun ammunition for now, but delivers rounds at a blistering rate of fire. 30mm Vulcan - High rate of fire and high damage. Rotary Cannon - Delivers explosive shells at a decent rate of fire. Cannon - Currently works as a reskinned railgun. Plasma Repeater - Unlimited ammunition with decent damage. Plas-Rail - High damage hitscan weapon with a long charge time. Sub-editor only. All items are extremely wip and made of butchered code reverse engineered from other mods. Plasma Repeater and Plas-Rail assets from this custom sub: https://steamcommunity.com/sharedfiles/filedetails/?id=2960822287 Other Drydock Mods: Roughneck (Industrial Theme) - Early Alpha Released - https://steamcommunity.com/sharedfiles/filedetails/?id=3010488812 Warship (Military/Analog Theme) - Early Alpha Released - https://steamcommunity.com/sharedfiles/filedetails/?id=3010489180 Polaris (NASA/High Tech Theme) - Almost Alpha Ready Malignant (Organic Theme) - Early Dev

94 descargas Detalles →
Valetudo – Barotrauma Mod

Valetudo

por 76561198384945606

This scout vessel sits small for the punch it provides. Valetudo faces her problems head on, in a destructive fiery blast. One day however, luck has to run out. Outfitted with fabricators deconstructors excellent gun angles she can defend herself against the deepest depths and forge her own victories. With the ability to stay at sea for extended periods of time and huge ballasts to lift her from the sea floor, it's a wonderful choice for those in no rush to go home. Just don't stay for too long. Valetudo is one of the closest moons only 1km wide. Orbiting Jupiter in prograde it's rumoured to collide with a retrograde moon in the future. Ascent - 18km/h Descent - 27km/h Top Speed - 20km/h (-18km/h) 1x Railgun 1x Depth Charge Tube 2x Coilgun 2x Discharge Coils 3x Large Ballasts BIG Armory Pre Equipped 8x Cargo Slots

83 descargas Detalles →
Submarine on fire [Guitar] – Barotrauma Mod

Submarine on fire [Guitar]

por 76561198033084982

Аквариум - Submarine on fire Полковник Коалиции прибыл домой И купил новую Дюгонь Полковник Коалиции созвал свой полк И сказал им :"Пошли со мной" Сидим здесь уж 50 лет Европа грозит смертью нам Но по новым данным станций Нас ждут крупные заказы там И мы увидели блокиратора Он сожрал всю обшивку — пиздос! Медик сходит с ума от того, что ему нечего больше колоть! А корма вся в балластной флоре И мостик затонул под водой И если мы хотим, чтоб нас не разорвало Время залатать Дюгонь Но эта подлодка на дне-е-е И нам нечем уже дышать Эта подлодка на дне-е-е И нам не на чем больше всплывать Это судно было нашим Пока мы не зашли на маяк Давайте уже поднимем капитана И наконец-то починим маяк! А кругом дымят батареи Бот сгорел от тока под водой Сбшник убил хаска на ножах И без костюма вышел за борт Мы паяли на 5 тыщ метрах Мы все ждали челнок Нас осталось лишь двое, Механик Время залатать Дюгонь Но эта подлодка на дне-е-е И нам нечем уже дышать Эта подлодка на дне-е-е И нам не на чем больше всплывать Эта судно было нашим Пока мы не пошли в то гнездо Вот, уже Хемуль стыкуется к нам И мы вместе поднимем Дюгонь. Сover artist - https://vk.com/ifledoarts Original post - https://vk.com/wall-202276977_13300

87 descargas Detalles →

Better Item Drop Key

por 76561199207942108

Drop whatever items you are carrying in your hands with a simple keybind. 'U' by default. Changeable via pause menu.

96 descargas Detalles →
Narwhal – Barotrauma Mod

Narwhal

por 76561198007625987

A large submarine meant to be an end-game Tier 4 vessel. Designated a scout as it was intended to be a true all-rounder. Vanilla compatible, no mods used. Contains a Deconstructor, Fabricator and Medical Fabricator. Medbay has a Research Desk Up to 60 crates of cargo space (48 of them in the Cargo Bay) 2 large turrets, 2 small turrets, 2 EDC's and a Depth Charge Mineral Scanner Other Features: Flood Compartments placed to further shield vulnerable compartments. Warning: bots will not enter or open doors/hatches into flood compartments. Flood Compartments are located along the upper shell, above Gunnery Compartment, and surrounding Cargo. The front of the ship has small non-critical rooms that can also act as a buffer to larger more vulnerable compartments. Rear ballast and the engine compartments are the main weakpoint. 4 Batteries wired to soak in overvoltage. Their output goes directly to the 2 large engines (the largest power draw by far). They are wired to charge up to 50% then stop. They'll auto adjust charge rate in situations of overvoltage, but their ideal state is sitting at 50% charge to both have space to soak overvoltage and enough charge to assist with the engines. Duct blocks are all wired to 2 water detectors. One normal, and one on the ceiling of the compartment below. If the compartment below is flooded the duct block will remain closed, keeping water from flooding upwards. Status monitor in Engineering Status monitor in Rear Access Shaft (the hallway right outside Maintenance, between the two engines) Sonar monitor in Gunnery Compartment Warning lights near each engine warns of engine condition ( above 60 no light, above 40 yellow blinking light, less than 40 red blinking light) Nuclear Reactor kill switch located in Command Room, near an emergency siren connected to the Reactor's Meltdown Warning output. Engineering (contains the reactor and the junction boxes) is built to be the most central and shielded compartment. No duct blocks from above, and junction boxes are along the catwalk in case there is water. Airlocks contain status lights. Red = outer door is open. Yellow = outer door is closed and airlock has water. Green = outer door closed and airlock is dry. Manual buttons to open airlock doors are wired to automatically close the inner door if attempting to open the outer door (and vice versa)

96 descargas Detalles →
Cod – Barotrauma Mod

Cod

por 76561198801409691

The Cod (Covert Outpost Delivery submarine) is a starter submarine designed to let players leverage transport missions from the get-go. This sub is not for the inexperienced seaman or the faint of heart. For additional info, consult the manual: https://steamcommunity.com/sharedfiles/filedetails/?id=2943557694 Features: -Optional stealth mode reduces the sound and light signature -On-board fabricator to leverage acquired supplies -Well balanced, won't break the flow of the game Technical specs: Maximum vertical speed: 17 km/h Maximum horizontal speed: 18 km/h Reactor output: 3500 kW Cargo load: 28 crates

79 descargas Detalles →
M18 HellFairy – Barotrauma Mod

M18 HellFairy

por 76561198125180142

Too embarrassed to use fumos with your friends? Well worry no more, with this sub you can be a touhou fan incognito! And while you reconsider your choice of friends, explore the hidden secrets of this sub or stare out one of the many windows. You're 32 years old, this is the bed you've made. Five Star and Subscribe. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Short Description This sub is best with a solid handful of people and a few bots to keep things tidy. All turrets can be aimed and fired via a nav panel or used the traditional way via periscope. The reactor and powergrid are automated. Features a stealth mode and a shuttle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Depth Description GUNS In total there's something like 9 guns on the ship, three of which are double coilguns. Why are they all coilguns? Because you're supposed to upgrade them in campaign. One offs are for testing subs and teaching friends to play, that's it. Go play campaign. All turrets are controlled locally, meaning that you have to go to the turret to find the periscope. However, there is also two periscopes that allow you control the top and bottom turrets. This is also the only way that you can access the tail gun under the ballast. The more interesting part of the room that houses these two periscopes is the navigation terminal right next to them. This controls all the turrets simultaneously with the sonar screen. As long as the light in the room is purple you can use what I've called the "Salvo" system. Just click in the direction you want them to point and they will try their best. There are three options for the salvo system. First, or last I guess, is the Salvo button proper. Once pressed all guns except for the three big guns (two top, one bottom) fire continuously. The other two buttons are then pretty self explanatory, but I'm going to tell you anyway. The "Top Guns" fire the two big boys on the top, but not continuously, because for most of the game they'll be hooked up to railguns or something rather than the large hardpoint stand in: double coilgun. Because you can't angle hardpoints properly, try it and find out for yourself. If you for some reason stick with the double coilguns just hold down the button, works the same way. Yeah then bottom is bottom. Now that the easy stuff is out of the way, I'm going to drop the jokes and talk about the electrical ELECTRICAL This is a battery buffered sub. So where most subs only use batteries for dark mode, or only to buffer big dynamic power sources like engines. Instead this entire sub is fed off of a battery bank that is in turn fed by the reactor. For the reactor to not burn out every box before the batteries there is an automatic system to regulate the engine. When the batteries reach 95% charge the fission rate and output is turned down to zero. When the charge falls below 95% the reactor returns to normal. Thus, if you watch the reactor screen you will see the output oscillate underneath 8,000 kilowatts. There are cyan blue lights in engineering that tell you that this system is active and working normally. You'll see two, the one behind the batteries says the reactor is being regulated normally and the one in front of the batteries between the junction boxes tells you that the power grid is currently being fed off of the batteries. This system stops if the batteries dip below 5% charge, you'll see these blue lights turn off and a red light come on. This is one of two "Direct Power" relays. When this red light is on it means that the power grid is being fed directly from the reactor. You can also manually turn on direct power via the lever/button in the navigation room. This will turn on a larger orangey light (note that this is a different route than the previous direct power relay) aswell as turn off the reactor's automatic system (cyan light behind the batteries). There is also a button in the same room as the batteries which does the same thing. Now, why do this? This sub has *no* overvoltages, all junction boxes only take damage from regular deterioration. The secondary effect is that you also have an immense battery bank to work with when you run out of fuel. And all of this will work so long as your total power usage does not exceed 8,000 kw for an extended period of time. FIDDLY BITS You can basically find them all in the navigation room. One to mention though is the puzzle in the brig, all you have to do is turn all the lights in that 3x3 green and the brig door will open. "Meltdown" This is more of a warning light than a fiddly bit. Unlike most meltdown lights this will not just turn on whenever the reactor gets a bit too hot (which often happens on fireup and load change and such). Instead, this light will only come on if the reactor has been at a dangerous level for about 7 seconds. If this happens then something is really probably going on, and in about another 7 seconds the reactor will light on fire. So, unlike most subs, if this light comes on you slam the button as fast as you can. It's a simple reactor kill button. "Purge" There is a lever outside the hatch to the ballast labeled the same. When pulled all regular navigation pumps will turn off and another set of pumps will begin clearing the ballasts of all water. This is for ballast flora, but there's an indicator in navigation just in case someone leaves it on. "Direct Power Override" This was covered in electrical. "DARK MODE" By far the biggest fiddly bit, Dark mode is basically stealth mode. Power in the ship is cut to all non-vitals, all external lights are turned off, the engine is shutdown, and the engine is throttled. You should see nothing but the skittering of ai on the passive sonar when this is on. There is no reignition system for the reactor, so when you want to leave stealth you must turn it back on manually. "Global Door Close" All doors and hatches in the sub are closed every 1 minute and thirty seconds. If you want to change this interval just fiddle with the oscillator at the top right in the nav room. The button can also prematurely trigger this. So, if you take a big hit, just hit the button to minimize damage. "TRASH" At the bottom of the main column you'll find this, just throw an item ontop of the hatch, press the button, and watch it dispensary. Please *Do Not* try to shove yourself into the garbage disposal. You will regret trying to make a sub at 25 with only your left hand. Blue Buttons These are locks, when the door blinks blue, it's locked closed. This is just to keep ai from messing with your work. The lever in hydroponics figure it out yourself. SHUTTLE It's a simple shuttle, it does have onboard oxygen and a 70km/h top speed or so. The tri-laser on the front functions as a front turret for the whole ship. The little button the the periscope turns the turret light on and off, which might be important for stealth. On the nav terminal you also have a darkmode button, It isnt a stealth mode it just kills all power in the sub (but you still have to turn off the turret light, its a long story as to why how it is but the devs need to fix it. I should be able to save a sub with the turret lights off god damnit). The blast doors or whatever will open when you undock, simple as. also, the doors are not like an airlock so you can flood it if you arn't careful. This is just done for ai pathing. Maybe I'll have a convoluted workaround in the future. Fell free to drop suggestions, I've tested this with friends a bit, but I'm still tinkering. Also just for the keywords: American, American sub, Clownpiece, M18 Hellcat

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HUC-10 Aress – Barotrauma Mod

HUC-10 Aress

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Крайне большая и мощная боевой подводный крейсер модели T-10 Aress -Имеет множество мощных орудий с индикацией целей, а также автоматические разрядные катушки -Два отличных боевых челнока -Передние носовые лазеры -дополнительные двигатели и их питание через батарею, что предотвращает скачки энергии в энергосистеме, но при необходимости можно включить питание напрямую -фактическая непотопляемость, за счёт того что вся вода из центральной части попадает в балласт с мощными насосами - режим энергосбережения с отключением всех систем лодки кроме важных

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