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[0.8.2.1] Jupiter Submarine Company

Posted: Mon Sep 19, 2016 9:04 pm
by Billsofat
Welcome to the Jupiter Submarine Company! We make submarines designed to survive the harsh conditions of the subsurface oceans of Barotrauma. The JSC is operated by Billsofat (me!) who designs the subs.

Main Fleet Submarines
Stinger
The Stinger is an ultra-compact submarine made for small crews. It is the first sub I've completed so it's not my best work, but it still functions well as a small vehicle.
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Due to the small size, the Stinger is a very fast and maneuverable vehicle which helps a lot to be able to get places quickly, move around monsters, nestle up by ruins, etc. The 3 railguns, like on all the subs I make, are positioned to be able to cover as much of the outside as they can. Other than that, the sub contains a good amount of other essential equipment. However, as a consequence of the small size, hull breaches can cause the submarine to quickly sink if too much extra water gets in, so make sure you've got mechanics ready to quickly patch holes if you're doing a lot of fighting. The bumpers/guards in the corners help protect against impacts, and prevent monsters from getting behind the guns.

Download: https://drive.google.com/uc?export=down ... tq05iI8fj-
Update 4/27/2018:
- Crowbars work on doors
- Maybe I forgot something else?

Torrent
The Torrent is my second completed, medium sized sub.
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Just like all the other subs I work on, the Torrent has a lot of focus on firepower. The 5 railguns can reach pretty much anywhere around the vehicle, and I included a good stock of railgun shells (including nuclear), and there is a locker full of C4 to put in the shells. Another major part of the design is resistance against floods. First off, the reinforced ends of the submarine reduce crash damage from all directions, and help protect certain highly-important rooms. Anywhere in the submarine can be easily closed off to contain floods, and each side of the submarine has it's own pump that all water drains down into. Also, the Torrent runs on battery power. This means there is one less thing for griefers to blow up, and load fluctuations can be handled well. Electrical fires hardly ever happen in the Torrent. The batteries should have enough charge to get through a good long round, even if disasters occur. One final feature I'd like to point out is the artifact containment chamber by the airlock. Just put the artifact in there, and you don't have to worry about oxygen loss or fires.

Download: https://drive.google.com/uc?export=down ... I2mDvvlzTQ
Update 4/27/2018:
- Crowbars work on doors

Subomination
A powerful large submarine.
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This is a large submarine with 7 railguns that can reach all of the area around the vessel, many pumps to easily drain leaks, and good damage resistance. The two shafts by the outer side walls effectively add another layer of walls to protect inner rooms from damage, and allow water to easily drain down to the ballast area. All essential rooms and machines are present in this sub, along with plenty of items to go around. The large medbay and engineering area adds a lot of space to be comfortable in, and it is easy to get around inside the sub. With all of the railguns, the complete shooting range, and all of the space inside, the Subomination should prove to be a safe and powerful addition to the fleet.

Download: https://drive.google.com/uc?export=down ... OBR9sPiSdM
Update 4/27/2018:
- Crowbars work on doors
- Probably something else I forgot

Model 150
An old-style submarine with fully manual driving controls.
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This submarine is a bit different than the others I've made. The story behind it is that it's a very old model (in the Barotrauma future time) that has been forgotten over the decades. While some explorers were searching through an abandoned submarine factory, they found the blueprints for the Model 150, along with logs of it being successful in its time. Out of interest, they brought the blueprints to the JSC who began small-scale manufacturing on the sub for those interested in using it.

Anyways, about the sub. The main feature about it is the fully manual driving control. There is no autopilot, and you have to control the engines and ballasts through buttons with a sonar monitor next to you. It's actually not as hard as you'd think, and quite fun once you get the hang of it. The sub has 2 railguns that provide decent coverage despite their numbers. It also has a depth charge tube on the bottom right. The only area lacking fire coverage is the top left, but the focus of this sub wasn't firepower, and it's not a huge blind spot. The sub is well armored, and has all essential equipment. It has a unique room layout, and has a more realistic shape.

Model 150 Driving Guide
Spoiler
Rather than by use of a navigation terminal, the engine thrust and ballast level of the Model 150 are controlled by buttons. There is a sonar monitor next to the buttons for viewing the map.

First, let's go over the buttons as a whole. There is a set of buttons for each 4 directions that the submarine can travel, and two speeds for each direction. The direction and speeds are indicated by the arrows next to the buttons. The direction the arrow is pointing represents the direction it will make the submarine move, and the number of arrows represents the speed, or how much force will be applied in that direction. There are also two buttons for no horizontal or vertical force. The current force in a certain direction is displayed by the indicator lights above the sonar monitor.

The engine buttons and their arrows are quite simple:

Engine forward low thrust: >
Engine forward high thrust: >>

Engine reverse low thrust: <
Engine reverse high thrust: <<

Engine no thrust: <0>

Pushing the button makes the engines apply a certain amount of force in the direction. It is important to understand that each button represents a certain thrust level, not an amount of increase/decrease. For example, repeated pushes of forward low thrust won't result in high thrust; it will remain at the low thrust level until a different button is pressed. Also, the no thrust button is not a brake; it just means the engines aren't applying force in any direction. Just like with a navigation terminal, you must cancel out your movement to brake. To remain stopped, however, you'll want to apply no thrust.

As for the ballasts, while the buttons control the fill level, the arrows still represent the direction they are intended to make the submarine move:

Ballast dive slowly: V
Ballast dive quickly: VV

Ballast rise slowly: ^
Ballast rise quickly: ^^

Ballast neutral: V0^

The dive buttons represent higher fill levels, and the rise buttons represent lower fill levels. These directions are assuming there is no excess water/hull breaches in the submarine, which like with a navigation terminal, would make the vessel sink and throw off controls. Also, like the engine buttons, it is important to understand that they represent a certain fill level; not an increase or decrease in fill. Also, the neutral button is, like with the engines, not a brake. It is a neutral level to not influence the submarine to dive or rise, assuming there is no excess water inside the vessel. Just like with a navigation terminal, you must cancel out your movement to brake. To remain stopped, you will want it set to neutral, provided you have no excess water inside.

You can see the current set speed for each direction by looking at the indicator lights above the sonar monitor. Each 'direction' on the indicator represents that direction of movement for the submarine. It is important to understand that the indicator is not a speedometer; it represents the direction and speed set by the buttons, not the direction and speed that the vessel is actually moving. The colors of each direction of a lit up indicator light are the same as the corresponding buttons. The no force/neutral buttons will result in no lights lit up for horizontal/vertical movement.

That's pretty much it. It's not actually very hard once you try it out a few times; you'll quickly get the hang of it. Just remember there is no autopilot, including maintain position, which means you have to manually correct any force applied on the submarine.

This is the end of the guide. Please let me know if you have any extra questions, or you find something about this guide to be confusing.
Download: https://drive.google.com/uc?export=down ... jX4O07ryXG
Update 8-25-2018:
- Added camera by depth charge tube
- Cleaned up wires in command room
- Fixed the exterior light above the airlock
- Fixed a couple instances of interior wall flooding/other minor hull issues

Upgraded Submarines
Aegir Mark X
An upgraded version of the stock Aegir Mark III by Undertow Games.
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The Aegir and the other default subs are well known for being understocked and underpowered. Many servers either have stocked them, or removed them from their lists, and we get annoyed when people vote them because it usually results in failing the round. I thought that the designs had potential, so I decided to upgrade the Aegir. I didn't want it to be too powerful though, as it is a more vanilla primitive-style sub. Here are the upgrades I did:
- Added a large front bumper which helps protect the mostly-glass front. The bumper has (bright) headlights which can be toggled, and a horn
- Added 2 more railguns. You can now reach a lot of the area around the submarine
- Redesigned the railgun room, adding a sonar monitor, 2 more loaders, extra shells, and C4.
- Stocked the crew cabins, diving room, put fuel/oxygen in tools and diving suits.
- Reinforced the windows in the engineering room, and added more fabricating materials
- Added more glass in the command to improve visibility
- Remade the ballast area, the ballast is now one large tank instead of two small ones, in the process, removed the small room with the drain pump and cabinet. The drain pump is now in the hallway to command, and the cabinet is in the diving room. The bottom of the ballast is now heavy wall.
- Added a pump in the command, and automated the existing ones.
- Stocked the medbay with more materials, made it watertight, and added a pump inside.
- Added an artifact containment chamber outside the airlock

Download: https://drive.google.com/uc?export=down ... p1CkkUqKIn
Update 4/27/2018:
- Crowbars work on doors

Re: [0.5.1.3] Billsofat's Submarines

Posted: Tue Sep 20, 2016 1:33 am
by QuickLoad
These are some nice, concrete submarines.
Stinger has a weird design, because although the bumpers are made to stop impacts - they beef up the size of the submarine and make it harder to 'nestle up against ruins'.
The second usage of the bumpers was to stop monsters from getting behind the guns, but theres an opening on each set of bumpers which will actually allow monsters to get in and stay along on the ride, while they continue snacking on the actual hull of the ship.

Re: [0.5.1.3] Billsofat's Submarines

Posted: Tue Sep 20, 2016 9:27 pm
by Billsofat
QuickLoad wrote:These are some nice, concrete submarines.
Stinger has a weird design, because although the bumpers are made to stop impacts - they beef up the size of the submarine and make it harder to 'nestle up against ruins'.
The second usage of the bumpers was to stop monsters from getting behind the guns, but theres an opening on each set of bumpers which will actually allow monsters to get in and stay along on the ride, while they continue snacking on the actual hull of the ship.
The bumpers don't increase the size that much, and the ruins was just an example. You're right about the gaps though, I'll be doing more work on that sub sometime.

Re: [0.5.1.3] Billsofat's Submarines

Posted: Tue Sep 27, 2016 12:02 am
by Hoss
Bumpers are defiantly necessary on a sub that is basically a 1 hit KO.

I like the torrent, it just runs outta power way to fast.

Good enough designs for their function, could use polishing but i can see why you wouldnt want to XD

Re: [0.5.3.1] Billsofat's Submarines

Posted: Sat Nov 05, 2016 1:29 am
by Billsofat
I just updated both of my subs and can verify that they both work on the new update.

The main new feature on the torrent is a fix to the high buoyancy problem. The problem was caused by the ballast tank being too small, so I am now keeping part of it filled at all times to help balance it out. Having part of it filled along with a change of neutral ballast level seemed to be the best fix. I also noticed that is harder to run across the railgun shell slots with the game update, so they are not as tall. I also spaced the walls of the slots out a bit so the shells won't lean on top of them.

On the stinger, a bunch of things have been improved. First, I adjusted the neutral ballast level to where the sub should be very stable. This way the sub won't start sinking after turning on the power, driving might be easier, and autopilot should be better at maintaining position. Secondly, I've made some of the bumpers bigger and placed some of them farther away from the sub. During testing, I've found the sub to be noticeably more against crashes, especially head on ones. This should also block monsters from getting behind the bumpers. I haven't had problems with that in the past, but it shouldn't be a problem now, except maybe for husks if they try hard enough (but they usually don't). Finally, I've added a few spare screwdrivers and wrenches in case of need. I also removed a certain item that I've seen griefers using a lot (and honestly, wasn't even needed to begin with).

Well, that's it. All download links and pictures have been updated.

Re: [0.5.4.1] Billsofat's Submarines NEW RELEASE

Posted: Sat Dec 10, 2016 1:29 am
by Billsofat
I've released my new submarine that I've been working on for a long time, the Subomination. It is a large and powerful submarine with 7 railguns. Download, picture, and info are in main post. I may also be updating my other submarines soon.

Re: [0.5.4.1] Billsofat's Submarines NEW RELEASE

Posted: Wed Dec 21, 2016 4:00 pm
by LandonGam3r
Billsofat wrote:I've released my new submarine that I've been working on for a long time, the Subomination. It is a large and powerful submarine with 7 railguns. Download, picture, and info are in main post. I may also be updating my other submarines soon.
Added to sub list of BT Public 24/7 #1! Nice sub, especially like those maintenance shafts around the sub!

Re: [0.5.4.2] Billsofat's Submarines NEW RELEASE

Posted: Fri Jan 06, 2017 5:56 pm
by Billsofat
I just released an important update to the Subomination that anyone who has the previous version should install.

I fixed a problem where junction boxes could cause fires. The update has been released to address this problem. Due to a bug in the submarine editor, I am unable to completely fix the problem in the way I'd like to, but the update will make the fires much more rare. (UPDATE: It is fixed)

You should be able to get through a multiplayer round without any issue, so the sub should now be server-safe. I reported the editor bug, and when it is patched, I will release a (hopefully) final fix for the fire problem.

Re: [0.5.4.5] Billsofat's Submarines (Torrent updated)

Posted: Thu Apr 06, 2017 5:37 pm
by Billsofat
I just released an update to the Torrent which brings some improvements and fixed. First, I fixed the power dips that happen from the massive load change when you change the engine speed from 0-full quickly. I did this by removing the (useless) cell charging batteries, and replacing them with 2 new high capacity batteries that are dedicated to supplying the engine load. They get power from the main batteries. Since there are now more batteries, the sub should also get better battery life.

I also revised the ballast again. I removed the separate room bringing it back to the original size, and added a second pump so it can change level faster. I also properly configured the neutral ballast setting so there should not be any buoyancy problems.

I may be updating the other subs soon, and I also have a new one in progress.

Re: [0.6.0.1] Billsofat's Submarines (Subomination updated)

Posted: Sun Jun 04, 2017 8:03 pm
by Billsofat
I updated the subomination, making the power system work better, and added a better airlock. I'll be improving more stuff in the nearish future.