Re: Custom ships

#171
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Oy m80s! I made a submarine! I know you've already got about a million submarines in your folders, and you server owners don't like to add new ships to your rosters, but if anyone wants to try out my little labor of love, here it is. Features include:

-Doors that close behind you. (a must have on all submarines)
-Hatches that only flow downwards. If there's water above them they open and drain to the bilge, unless there's water in the room below, in which case they stay sealed, (unless overridden by a button)
-Two navigation terminals (the captain can hit a button to swap control between one and the other)
-Two reactors
-Labels on buttons and cabinets!
-A safe room where all the junction boxes are stored
-A "siege" mode that locks down the central command room, preventing doors from being opened inside or out until it is lifted. (can be overridden by captain from junction room)
-Lots and lots of depth charges. Only can be activated by the captain, because they're nuclear. Very satisfying to kill a moloch with one press of a button.
-Exterior thermal artifact storage closet!

It's linked in a Google Drive because my Dropbox is acting up.

Have fun and tell me what you think!

Re: Custom ships

#172
unf wrote:
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Oy m80s! I made a submarine! I know you've already got about a million submarines in your folders, and you server owners don't like to add new ships to your rosters, but if anyone wants to try out my little labor of love, here it is. Features include:

-Doors that close behind you. (a must have on all submarines)
-Hatches that only flow downwards. If there's water above them they open and drain to the bilge, unless there's water in the room below, in which case they stay sealed, (unless overridden by a button)
-Two navigation terminals (the captain can hit a button to swap control between one and the other)
-Two reactors
-Labels on buttons and cabinets!
-A safe room where all the junction boxes are stored
-A "siege" mode that locks down the central command room, preventing doors from being opened inside or out until it is lifted. (can be overridden by captain from junction room)
-Lots and lots of depth charges. Only can be activated by the captain, because they're nuclear. Very satisfying to kill a moloch with one press of a button.
-Exterior thermal artifact storage closet!

It's linked in a Google Drive because my Dropbox is acting up.

Have fun and tell me what you think!
Note that I haven't actually played on it, but by looking at the picture and your feature lists it looks a little..Y'know, overpowered. I takes fish 4-5 'hits' to destroy a normal wall, and then about 20 to destroy heavy walls (except for molochs and endworms, of course.) A fish hitting from the rear is thus doomed to spend atleast 10 minutes breaking through, and if it succeeds, the crew will probably find it difficult to repair the middle walls.

Because of this over-stacking of walls, the AI waypoints go through the walls which will probably cause console errors if played in singleplayer. It also looks like the railgun loaders are in the ballast? Loading ammunition in water that's constantly moving can be a bit annoying. No spare ammunition for the drop charges or railguns either.

It also seems (I may be mistaken, the red lines are very faint on such low resolution) that there are no vents in the engines, the junction room, the ballasts or the right-most reactor room.

The layout is pretty nice. Aesthetics are...Only two types of backround which don't match up with room shapes, it's basically a metal box, and floating batteries.

Those are just the problems I see in my own twisted perception, they're most likely not problems in other peoples eyes though. The majority of the problems can be fixed in like, a time frame of 5 minutes tops. But no, I like the submarine, good job.

Re: Custom ships

#173
Esoudiere wrote:
Note that I haven't actually played on it, but by looking at the picture and your feature lists it looks a little..Y'know, overpowered. I takes fish 4-5 'hits' to destroy a normal wall, and then about 20 to destroy heavy walls (except for molochs and endworms, of course.) A fish hitting from the rear is thus doomed to spend atleast 10 minutes breaking through, and if it succeeds, the crew will probably find it difficult to repair the middle walls.

Because of this over-stacking of walls, the AI waypoints go through the walls which will probably cause console errors if played in singleplayer. It also looks like the railgun loaders are in the ballast? Loading ammunition in water that's constantly moving can be a bit annoying. No spare ammunition for the drop charges or railguns either.

It also seems (I may be mistaken, the red lines are very faint on such low resolution) that there are no vents in the engines, the junction room, the ballasts or the right-most reactor room.

The layout is pretty nice. Aesthetics are...Only two types of backround which don't match up with room shapes, it's basically a metal box, and floating batteries.

Those are just the problems I see in my own twisted perception, they're most likely not problems in other peoples eyes though. The majority of the problems can be fixed in like, a time frame of 5 minutes tops. But no, I like the submarine, good job.
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Thanks for the feedback. I added a vent to that reactor room, and some spare ammo to the ballast. As for why the ammo is in the ballast, I felt reloading wasn't a priority and figured that either you killed what you were after in a few hits or you're dead anyways, and this way saves space. Additionally, I took advantage of this new update to add A MOTHERFUCKING MINISUB, which isn't all that good, but it attaches horizontally and has everything you need to regroup and repair a ship.

I removed a layer of armor to save on weight, and since this latest update, my depth charges are detonating in their tubes, so it's no longer overpowered.

Oh, and A E S T H E T I C S, I don't know nuffin about those so didn't even bother.

Both new subs are in the linked folder.

Re: Custom ships

#175
Updated the links to these subs.

CC Backstory:
CC or Caryl-Company is a small company composed of dedicated individuals. They don't have a lot of manpower so they make up for their sub in quality and integrity. But not all designs go according to plan. Their first ship design, the Strider; was a success. The second, the Hercules; however proved to be too bulky and as such their design flaw was that one of the stairs leading to an upper level had to be compensated for with extra and out of place stepping grounds.

However, these two ship variants are currently the only ship designs that the CC Fleet has produced. Numbering three Strider class submarines and a single Hercules, they take on missions offered by the Linea Embassy and local city goverments. During an away trip of their fleet, they were working on a prototype underwater surface boat dubbed "Armada". Unbeknownst to them, a large and unknown worm-like creature from a failed mission of one of the many fleets or submarines in the sector has made its way into their Production Facilities and wreaked havoc and chaos.

In the ensuing chaos, they strapped the Central hull of the "Armada" which was the only finished part of the ship at the time to several little submarine pods of which whose designs and variants are unreleased to the public. The Central hull became a Command Barge, and whilst incomplete; the "Armada" Command personnel still undertook on missions and used the submarine pods towing it to good use. Each mission they complete gives them the resources they needed to add a few more submarine pods, towed-turret platforms, and towed-gunnery submarine pods to guard the Command Barge until they can find a new place to settle down.

With the release of the Linean Embassy's law that states multiple ships or submarines can undertake a single mission being made, the CC Fleet quickly put together a few CC "Hammer" Class Submarine Pods that were made specifically for personnel transport and salvage duty. It is one of their small corvette sub-pods and is the only one to be released into the public. With the law being taken into effect, the CC Fleet is now devising a single-man escape pod for emergency purposes... The CC Armada still hasn't gotten anywhere due to the increased demand for Railgun Shells and ammunition as well as Reactor Fuel Rod supplies, causing them to be much more expensive than the current budget of the CC Armada's crew; They have however, found the CC Fleet and are currently being escorted by the CC Hercules and their Three CC Striders. Each CC Ship is now equipped with at least a Docked CC Hammer Sub-Pod or at least two CC Hammer escorts.

Fleet Ship Variants:
Spoiler
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CC Strider:
Spoiler
Here's a Submarine design that I frequently update, it's the Caryl-Company Strider Class Submarine.

Description: The Strider-class is a small, crew-action oriented submarine. It is armed with two Railgun cannons that have a full angle range on the left, top and right side of the ship. It is packed with an armory, a cargo hold, and a prisoner cell for traitorous double agents. This vessel is ideal for deep-sea salvaging operations with enough equipment for a four-man diving team.

Old Edit: Revamped Strider to have two railguns now, added some Materials in the Miscallenous rack of the armory for Construction purposes.
New Edit: Added another Oxygen Generator for air loss compensation and a few changes to the sub's engine look.
CC Hercules:
Spoiler
A new CC Submarine has been finished!

Description: Due to an increasing demand of underwater creature hunting requests from cities and naval bases, Caryl-Company has put together a submarine variant that is capable of facing these subterranean menace.

Armament:
Five Railguns scattered throughout the hull
Five Depth Charges

Features:
Fully capable medbay
Stocked Fabrication Room
Security Room with Interrogation/Execution Chamber that doubles as a Holding Cell
Airlock with Diving Suit storage compartment
Tons of emergency supply items and tools to compliment the severity of the missions that the crew will be undertaking.

"Peace through superior firepower"

Previous Edit: Fixed the missing gaps in the hallway, thanks to FrostDemon for pointing em' out. Muahahahah! It is very stable now! The bilges were removed, the gaps wouldn't function normally for some unknown reason. Added Combat Alert and missing platforms. Also, screenshot updated!

New Edit: Added in two Oxygen Pumps and another Emergency Pump, and fixed the Combat Alert Lights being triggered by the Captain's Headset.

Cheers, lads!
CC Armada:
Spoiler
Description: In a hurried escape from their destroyed facility, the Armada crew seeks to rendezvous with the CC Fleet while undergoing tasks and missions from cities and outposts along the way, in a desperate attempt to gain resources and funds to complete itself and to increase its escort strength.

Armament:
Four Railguns scattered throughout the escort sub-pods.
One depth charge tube

Features: Crew is spread out and needs for the entire Armada Fleet to maintain position in order to transfer personnel.
CC Hammer:
Spoiler
Description: An escape-pod or submarine-pod used by the CC Fleet for transporting personnel to and fro ships and diving sites.

Features: Outside-the-ship latched Docking Hatch, you don't have to worry about colliding since the CC Fleets have taken into account spacing!
CC Lev or CC L.E.V.:
Spoiler
Description: The Lev (Light Emergency Vehicle) is designed for single use and is guaranteed buoyancy, hence propelling the escapees upwards. The only downside is that you are sure to hit the surface, or a rock.

Features: Equipped with Four Diving Suits, Metal crate contains lots of O2 tanks. One way trip to either safety or death. Who doesn't enjoy a good joy-ride?
CC Smerv:
Spoiler
Description: The Smerv (Small Manueverable Emergency Rescue Vehicle) is an emergency pod designed for dire use when the crew deems their submarine to be abandoned.

Features: Equipment for two people, designed to be compact and easy to use.
Download Link:

08/07/2016: Updated CC Strider's Hull Designation, Uploaded CC Armada Fleet.sub file.
08/15/2016: Added CC Hammer, updated all download files for CC Fleet ships to include the Hammer as a Support/Escort Submarine. All CC Sub files are merged into a single folder for easier revision and managing. Emergency Escape Pod CC "Lev" added to ship designs but not incuded yet. Sooonnnn........
08/15/2016: Added the S.M.E.R.V. Variant Escape Pod. A Circular Escape Pod designed for two people. Updated Hercules Sub and Image.
Last edited by Caryl on Mon Aug 15, 2016 6:53 pm, edited 3 times in total.

Re: Custom ships

#176
Updated all my submarines to include bottom-side docking at the minimum. The Odyssey also has top docking, the Osirus has front docking, and the Odyssey Mk II has rear docking, meaning atleast one of my submarines will be compatible with any neat shuttle design. Nothing too fancy for now, just simply a button with a proximity light and docking light for all of them. All my submarines except the SS Hades, that is. It's being discontinued.

SS Atlas
Spoiler
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Also made this adorable little mini sub, made for use with the Odyssey. It can go extremely fast, 46km top velocity and about 24km/s descent rate. I gave it short battery life (~8 minutes) and an external railgun loader with no extra shells to make it entirely dependent on the Odyssey and not able to function on it's own. Also has a docking camera, so I guess that's nice.

Re: Custom ships

#177
Esoudiere wrote:Updated all my submarines to include bottom-side docking at the minimum. The Odyssey also has top docking, the Osirus has front docking, and the Odyssey Mk II has rear docking, meaning atleast one of my submarines will be compatible with any neat shuttle design. Nothing too fancy for now, just simply a button with a proximity light and docking light for all of them. All my submarines except the SS Hades, that is. It's being discontinued.

SS Atlas
Spoiler
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Also made this adorable little mini sub, made for use with the Odyssey. It can go extremely fast, 46km top velocity and about 24km/s descent rate. I gave it short battery life (~8 minutes) and an external railgun loader with no extra shells to make it entirely dependent on the Odyssey and not able to function on it's own. Also has a docking camera, so I guess that's nice.
Hehehehe, I see you updated your SS Fleet as well. My fleet's updated too! Can't wait to try that shuttle, looks good. But isn't it a bit too cramped?

Re: Custom ships

#178
Esoudiere wrote:Updated all my submarines to include bottom-side docking at the minimum. The Odyssey also has top docking, the Osirus has front docking, and the Odyssey Mk II has rear docking, meaning atleast one of my submarines will be compatible with any neat shuttle design. Nothing too fancy for now, just simply a button with a proximity light and docking light for all of them. All my submarines except the SS Hades, that is. It's being discontinued.

SS Atlas
Spoiler
Image
Also made this adorable little mini sub, made for use with the Odyssey. It can go extremely fast, 46km top velocity and about 24km/s descent rate. I gave it short battery life (~8 minutes) and an external railgun loader with no extra shells to make it entirely dependent on the Odyssey and not able to function on it's own. Also has a docking camera, so I guess that's nice.
Err, are you still using https://www.dropbox.com/sh/adh7ei3kjrwc ... xUHga?dl=0 ?
seems to need some updating.
http://steamcommunity.com/groups/Barotrauma

Re: Custom ships

#179
Caryl wrote: Hehehehe, I see you updated your SS Fleet as well. My fleet's updated too! Can't wait to try that shuttle, looks good. But isn't it a bit too cramped?
Not made for the respawn shuttle haha, it spawns with the Odyssey for extra-vehicular use. Made for only a single person.

QuickLoad wrote: Err, are you still using https://www.dropbox.com/sh/adh7ei3kjrwc ... xUHga?dl=0 ?
seems to need some updating.
Ah no, I only updated the individual links for the submarines in my static post. I'll go ahead and update everything in there now.

Re: Custom ships

#180
https://mega.nz/#F!QxMRhZzZ!vRlYbEgxwwXxrabeuDJrmw

<---- Pics

So basically, I recently finished my latest submarine, and felt like I should finally publish all of them on the forums, instead of keeping em inside my dark sinister library, where noone may ever see them unless they get used in a server, which has happened in the past, yay

Well, anyway, where was I? Oh yea,

BEHOLD MY FLEET (Dubbed "The Frozen Fleet" since I ran out of ice puns, isnt that nice?)

Anyway, this folder in the link up there contains (as of the 17th August Twothousandandsixteen):

2 Major subs (one 12, on 16 player),
1 Assault/Artifact/voyage/respawn w/o dock vessel,
2 Escape or relocation vessel.

Blizzard Model 1
Spoiler
A sixteen player submarine.

Railgun amount: 6
Depth charge tubes: 7, 4 aft, 3 front

Ideal crew setup:
In upper left room: Four engineers (Repair and reactor units)
In bottom right room: Four Mechanics (Repair and fabricator units)
In upper left room: Two Medical doctors (Medcial fabricator and first aid units) and two assistants (First aid units OR artifact salvagers)
In bottom right room: Captain (Command), two Security Officers (Security units) and one Assistant (Driver or artfact salvager unit)

Focus on: Offense

The Blizzard Model 1 was the first in its major line, and infact, the first entry in the FF's major lines. It is heavily based on its attack power, which lead to an high power usage and the common risk of exploding oneselves using nukes.
It has an very large cargo, containing ones every need in materials, which, in conjunction with the fabricators, can lead to the mass procuding of needed (or unneeded) items.
The Icepeak Model 1
Spoiler
A 12-player submarine

Railgun amount: 7
Depth Charge tubes: 0

Ideal crew setup:
3 Engineers (Repairs and reactor units)
3 Mechanics (Repairs and fabricator units)
2 Security Officers (Security)
2 Medical Doctors (First aid)
1 Captain (Command)
1 Assistant (Driver/Diver)

Focus on: Offense

Having more guns than the Blizzard Model 1, the Icepeak Model 1 has less crewmates to man them.
Also, due to the railgun controllers being in two rooms only, air can go scarce, faily quickly, plus, moving around in one shaft can be fairly difficault.
It has an big amount of materials and, like the Blizzard, Backup batteries which last after the reactor has died, in order to create a few more rods (if the ones in the cargo arent enough, lol)
The Icepickle
Spoiler
8 player vessel

Railgun amount: 4
Depth Charge tubes: 0

Ideal crew setup:
1 Captain (Command)
1 Assistant (Driver/Diver)
1 Medical Doctor (First-aid)
1 Security Officer (Security)
2 Mechanics (Repairs, fabricator)
2 Engineers (Repairs, reactor)

Focus on: Defense by offense

Having an fairly large amount of railguns for its size, the Icepickle, perfectly fits in as an transportation vessel, despite it having no docking ports, hence the suits inside.
It was the first entry in the Frozen Fleet
The Cold Splitter
Spoiler
Escape vessel

Railgun amount: 0
depth charge tubes: 0

Ideal crew setup:
1 Captain (Command and Driver)
1 Mechanic (Repairs)
1 Engineer (Repairs)

Being fast and small, the Cold Splitter is an fairly basic escape vessel, which does its purpose, escaping if needed, yet the crate found in it, can be used in order to use it as transportation means of certain items (welders and wires for example).
The Snowflake Model 1
Spoiler
Escape or transportation vessel

Railgun amount: 0
Depth charge tubes: 0

Ideal crew setup:
1 Captain (Command and driver)
1 Mechanic (Repairs)
1 Engineer (Repairs)

Being the first shuttle entry subjected to a Model line, the Snowflake model 1 is used as an transportation vessel, and rarely, as an escape vessel.
It has an small cargo room filled with tools and electronics, thus allowing it to venture a bit farther than ordinary vessels, and also take a punch on its own.
As an side note: I WILL consider updating them or adding other stuff.
Last edited by Frostdemon727 on Sat Aug 20, 2016 12:07 pm, edited 2 times in total.
Hi,

I'm Frost.