Re: Custom ships

#153
Plenty of applications. Nobody really following up. Of the four who have made some attempt, none of them have a working microphone. And half of them followed up to say they were backing out.

Personally I don't see the point of running a non-grief group if it doesn't involve trying to be the 'opposite' of griefing, ergo well organized and mission-focused. Anybody can try to scrape together a group of "generally decent" people to play with, but what standards they use to judge that, how much trial and error and how much time wasted, that's all just unacceptable to me. That said, I didn't expect much else. My age bracket appears to be well outside of the norm here, to say nothing of my reasons for playing, which is a lot more than one standard deviation away. Probably going to let the TS server lapse and be done with it. Done my bit for king and country.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

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United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#154
Warhawk wrote:Plenty of applications. Nobody really following up. Of the four who have made some attempt, none of them have a working microphone. And half of them followed up to say they were backing out.

Personally I don't see the point of running a non-grief group if it doesn't involve trying to be the 'opposite' of griefing, ergo well organized and mission-focused. Anybody can try to scrape together a group of "generally decent" people to play with, but what standards they use to judge that, how much trial and error and how much time wasted, that's all just unacceptable to me. That said, I didn't expect much else. My age bracket appears to be well outside of the norm here, to say nothing of my reasons for playing, which is a lot more than one standard deviation away. Probably going to let the TS server lapse and be done with it. Done my bit for king and country.
Well, to be honest, it's quite hard to start making a group from nothing. Age brackets don't really exist to be honest, but that's that.
For the record, i'm probably one of the youngest members here.
http://steamcommunity.com/groups/Barotrauma

Re: Custom ships

#156
Thought it might be worth uploading all of my subs, primarily because I modify them frequently and, when joining other servers that have the subs, they tend to all be horrendously outdated and thus not unsimilar to floating around in an underwater junk yard.

So yeah, here's the a picture of the subs all put together in paint so that you may compare the sizes:
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(Really low definition btw)

Without further adieu, from smallest to largest;

SS Scylla - Miniature sub.
Spoiler
Made this in literally ten minutes. I plan to attach it to a bigger submarine as an assault vessel, but until then it serves a small two-person submarine. My 10th submarine.
https://www.dropbox.com/s/mbtpbs0mu7dsx ... a.sub?dl=0

SS Maia - Non-Nuclear submarine.
Spoiler
This is a pretty mundane submarine, nothing special about the outside; The only interesting thing about it is the Battery Core, which allows for fine manipulation of things such as the output level of the battery arrays. It is pretty much a test submarine for that feature, but nevertheless it works well and I like it enough to keep it in rotation. My 9th submarine.
https://www.dropbox.com/s/tsqxkpzf1l1y2 ... a.sub?dl=0

SS Rhea - Unique Design
Spoiler
Made entirely with unique design in mind. I wanted something nice and open with more of a vertical approach, and in that front I succeeded. It's a little under-armed, and despite being rather small the openness of the centre gives the impression of it being large, and so when playing it with low pop people seem to complain it's too large. My 3rd submarine.
https://www.dropbox.com/s/6nncrgkp0mm8i ... a.sub?dl=0

SS Moros - Unique Design
Spoiler
Another non-generic generic submarine with much the same purpose. This one plays with how corridors and stairs work, with nothing being 'levelled' as it should be. A little hard to navigate considering the (intentional) seperation between the front and back half by the (another unique feature) central ballast, but it does well on the fighting part, providing the players can manage to keep the guns loaded. My 8th submarine.
https://www.dropbox.com/s/2d2ukogjfey8t ... s.sub?dl=0

SS Hades - Nehalennia Esque
Spoiler
As you can probably see from the picture, this is modeled off of the Nehalennia with the idea of high visibility. The corridors are made of glass, aswell as the ballasts. As this is my 2nd sub, I had yet to discover the subtle nuances of Barotrauma and so things like wiring a little ugly in places and reactor flooding is a big problem. I rarely play this one, simply because of the lack of weaponry. It was considered O.K before subs with more than just front guns started emerging, but after that...
https://www.dropbox.com/s/8cvcnsnmfigvc ... s.sub?dl=0

Luxury Liner - Roleplay vessel.
Spoiler
Roleplay vessel, simple as that. It's somewhat resilient in terms of combat, but it's firepower is severely lacking, and so I don't recommend use on standard missions.

https://www.dropbox.com/s/8x52e8iw8kir0 ... r.sub?dl=0

SS Odyssey - 'proper' submarine.
Spoiler
My personal favourite. Made after the Mk II, and Mk X, it too was made to be tanky. The sections again separate themselves when one becomes flooded, however in this submarine the flood doors can be overrided. Much like the Mk II, it has a maintenance shaft connecting the sections together. This submarine's sections are also entirely independent if the 'grid' junction boxes are disconnected. All sections have 6 pumps and batteries. It also provides a large amount of information (while avoiding the oh-so-common unnecessary habit of including things like oxygen levels which serve virtually no purpose as there's absolutely nothing you can do with that information aside from realising that you really should get power back on) such as a battle stations button, compacted water leak warnings, reactor heat indicators, medivac requests, alert levels, etc. Another neat feature which most people seem to overlook is placing windows where the guns can fire, as fish have a tendency to aim for the windows. My 7th submarine.
https://www.dropbox.com/s/8qtthh7xyf7sv ... y.sub?dl=0

SS Odyssey Mk II - A tank in sub form.
Spoiler
A tank in sub form sums it up perfectly. It's made to be resilient, that was my only purpose behind it. I've never, ever seen it entirely flooded. The sections separate from eachother when one becomes flooded, each with it's own automatic bilge pump and ballast. Every section is on a separate grid from the reactor, and so will not suffer in the case of a reactor overload (unless engineers leave the breaker switches on) it also has a maintenance shaft at the bottom, connecting the sections when they are separated by flood doors while also acting as a second hull. Due to the sheer size of the submarine, it's virtually impossible to sink the submarine with any less than 3 leaks. (Unless the power is off). My 5th submarine.
https://www.dropbox.com/s/k2fe4unnioqp2 ... I.sub?dl=0

SS Osirus - Another mobile battery box.
Spoiler
Title says it all. It's a mobile battery box, just like the Maia.
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https://www.dropbox.com/s/maheuoyb3n7d2 ... s.sub?dl=0

SS Atlas - A light attack shuttle.
Spoiler
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Made to accompany the SS Odyssey, however should fit onto any other submarine without any problem. Intentionally has hard to reload cannons and low battery life so that it has to return to the Odyssey frequently.
https://www.dropbox.com/s/bz1nu75ttktyz ... s.sub?dl=0

SS Atilla - A docking-only respawn shuttle.
Spoiler
Designed more for anti-grief than any other reason. Hatch can only be opened once docked, has two hatches to make any hack attempts noticeable. Has a captains quarters style thing with all the controls and a door lock, so that if the shuttle rams into the main sub you can usually blame the person who was sitting in there rather than just guessing. Diving suits locked away in the back, captain opens it. Comes with basic repair gear in the locker, 4x masks, 8x oxygen tanks, 4x welding tools, 4x welding fuel tanks, 4x flashlights, 4x batteries.
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https://www.dropbox.com/s/gkdm57n3a8s2u ... a.sub?dl=0

Escape Shutle
Spoiler
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A real simple, small escape shuttle. Only has an undock button, as it's not meant to return. Batteries come uncharged, meaning the shuttle needs to be prepared before launch. There's also a flipped version for attaching to the rear of a sub.
https://www.dropbox.com/s/wudpum7noypkd ... e.sub?dl=0
Reversed version: https://www.dropbox.com/s/iosrllhb8ul4x ... 9.sub?dl=0

Battery Core - Submarine part.
Spoiler
Here's my 'battery core', used in a few of my subs.

Here's a picture of how to correctly set it up (the picture is set for 5kw output)
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The maximum output is 8kw, but if you're using this you should probably also have a system for saving power by turning off rooms when not in use, which should be able to save atleast 2kw in a 10kw submarine, so it should be able to power a sub the same size as a single reactor can do.

There are two output junctions; The one in the middle of the room is the main output, connect that to the rest of your submarine. The other is the tertiary junction, located behind the super capacitor in the bottom left corner. Connect to that to high-powered devices such as engines and guns. (I suggest adding a duo-bypass for the engines so they can use either grid, however.)

The wifi signals used are 2-22, and multiples of 5 up to 60. (So 25, 30, 35, ... 60) Be sure not to overlap.

Use channel 13 to toggle the lock on adv. power control room, use 17 to remotely activate secondary (left) battery array, 16 for the primary battery array, and if you want to you can send a signal to multiples of 5 to set that as the desired output. (Channels > 30 are the secondary array. E.G sending a signal to 20 will turn on 4 batteries on the primary array. Sending a signal to 55 will turn on 5 batteries on the secondary array.)

Try to avoid using other batteries in conjunction with this system. (If their power_out connects to something that isn't the main grid, that's fine.)
https://www.dropbox.com/s/ufp7iv8cc8sdq ... A.sub?dl=0

I've tried to avoid generic-purpose subs. All the subs had a distinct design goal in mind before making them (aside from the Rhea) and all of them are somewhat aesthetically pleasing, or atleast they're not floating boxes and all have something that passes for organised wiring. There's also 2 subs not included; My first sub (the SS Titan) which although I personally liked, the main hallway was a T shape with a single, long ladder that people got rather frustrated at when they got knocked off. Also my fourth sub, the first variant of the SS Odyssey, which simply does not compare to the other two and so was deemed a failed project and scrapped.

To download all of them: https://www.dropbox.com/sh/adh7ei3kjrwc ... xUHga?dl=0

Changelog:

Code: Select all

Zeta:
-More wiring fixes. Complicated wiring = many problems to fix.
-Added in the SS Atilla

Epsilon:
-Fixed a large variety of issues on all subs, in particular SS Odyssey and Luxury Liner.
-Added Escape Shuttle
-All subs excluding SS Rhea, SS Scylla and SS Hades given escape shuttles.
-Luxury Liner given the SS Atlas to help with versatility
-Addressed some criticism regarding the SS Osirus

Delta:
-All subs (excluding Scylla & Hades) given docking ports
-Added SS Atlas, an attack shuttle.
-Put a picture of Osirus in it's description.

Gamma:
-SS Osirus-Added
-SS Maia-Fixed
 
Beta:
-SS Scylla-Added emergency buttons to close of windowed compartments. Reduced battery charge.
-SS Maia-Reduced battery charge. Added drainage bypass from lower hallway to ballasts. Fixed wiring issues.
-SS Rhea-Cluttered lighting has been fixed.
-SS Moros-Added more ammunition.
-Luxury Liner-Fixed BG, made a little more survivable.
-SS Odyssey-Variety of tweaks and fixes. Looks a little neater.
-SS Odyssey II-Added more loaded content to closets.

Alpha:
-Added in all the subs.
Last edited by Esoudiere on Fri Aug 19, 2016 7:42 pm, edited 11 times in total.

Re: Custom ships

#158
Quite a bit of glass, it seems kind of fun for it being challenging, at the same time, crews tend to hate/blame the submarine and glass may be that thing they blame.
There are also some blindspots, I note that you aren't trying to make it a metal box with guns outside, but perhaps some depth charges on the blind spots wouldn't be a bad idea.

I like the glass idea, but it seems kind of far fetched, perhaps double it's layer, or better yet, make them metal with a glass extension to an extended room.

edit: also, unrelated to the sub, perhaps add description panels to the submarines to make them quick to see.
for example, before you show the desc of the sub, say "8MAN LARGE" or something of that sort.
http://steamcommunity.com/groups/Barotrauma

Re: Custom ships

#159
QuickLoad wrote:Quite a bit of glass, it seems kind of fun for it being challenging, at the same time, crews tend to hate/blame the submarine and glass may be that thing they blame.

All in the essence of aesthetics and realism. I place glass where I think vision would be required; On the guns, in observation decks, in command rooms, and in the bedrooms. Also occasionally at the end of corridors, as it just feels kind of feels claustrophobic with the corridors ended in plain walls, for whatever reason. Some people may have understandable complaints, but then there are plenty of others that fit the niche of steel box with no windows.
QuickLoad wrote: There are also some blindspots, I note that you aren't trying to make it a metal box with guns outside, but perhaps some depth charges on the blind spots wouldn't be a bad idea.
I try to increase the number of guns on the sub depending on the size of the sub. A big, slow heavy submarine is hardly able to navigate creatures around itself, and so needs almost 360 degree gun coverage, where as a little submarine can easily swerve. Bottom Left is always a blind spot, just a rule of thumb I've adopted, so that the captain cannot simply abandon the navigation console to go fire guns as they need to move creatures into firing arcs. It's worked out so far; Might consider adding in depth charges, it's just they're a little difficult to coordinate especially with the smaller subs and I've yet to actually see a successful hit with them.
QuickLoad wrote: I like the glass idea, but it seems kind of far fetched, perhaps double it's layer, or better yet, make them metal with a glass extension to an extended room.
I've seen a few subs where this idea has been put in place; It's hideous, to be frank. On a couple of the subs (SS Odyssey & SS Maia) I create seperate hulls that can be optionally closed with 'blast doors' but even that looks a little..Iffy to me, and so I'm reluctant to use it often.
QuickLoad wrote: edit: also, unrelated to the sub, perhaps add description panels to the submarines to make them quick to see.
for example, before you show the desc of the sub, say "8MAN LARGE" or something of that sort.
So, SS Scylla[SMALL][2P] : SS Moros [MEDIUM][6P] - that type of thing? Longer sub names tend to take up alot of the interface and on lower resolutions simply become broken and unreadable, so although it'd be highly convenient, if they want..You know..A brief summary of the sub, then they can read the description; The name is just there to be recognisable, not actually provide information. (Much like names for most things in life. The most informative names we get, unfortunately, are one's like "orange")

Re: Custom ships

#160
Esoudiere wrote: So, SS Scylla[SMALL][2P] : SS Moros [MEDIUM][6P] - that type of thing? Longer sub names tend to take up alot of the interface and on lower resolutions simply become broken and unreadable, so although it'd be highly convenient, if they want..You know..A brief summary of the sub, then they can read the description; The name is just there to be recognisable, not actually provide information. (Much like names for most things in life. The most informative names we get, unfortunately, are one's like "orange")
No no, just in the beginning of the desc itself.
http://steamcommunity.com/groups/Barotrauma