[v0.5.4.5] [WIP] Nehalennia Mk I-A [UPDATED 05.23.2017]

#1
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Nahalennia Mk I-A. Nahalennia without cardinally hull changes and bunch of new stuff inside.
Download Link
https://www.dropbox.com/s/soqqferdb2hg9 ... A.sub?dl=0

(Updates marked with "+", pictures wasn't updated yet)
Main changes:
● Auxillary power battery with 3 settings: Powering pumps/Powering engine with ballast pumps/Both. Can be changed at captain bridge (CC)
● Automatic pumps with Auto/Manual modes. Can be toggled for each pump near the pump or at CC.
● Outside lighting near CC and each railgun (separately). Can be toggled at CC or weapon compartments.
● Two Iron frames in CC changed to glass for more vision.
● Extra ammunition in new holders.
● Medbay now can be opened by Captain and Security. Also it can be opened/closed from inside by any crewmember.
●+ 2 Types of Sirens throughout the sub. (Upper button - technical alert, lower - battle alert)
● Medical lockers.
● Fire extinguishers.
● Cool Wing-Like things on aft of sub, they make it faster. Faster to sink
+ Cameras on captain bridge
+ Airlock Lock (Can be unlocked from captain's bridge) Locks airlock with lock

Full changelist:

- Captain Bridge
Spoiler
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● Iron frames changed to glass.
● Main auxillary battery power panel: Toggle/Powering engine with ballast pumps/Powering pumps/Both.
● Auto/Manual mode changing for each pump. (Also can be changed near pump)
● Outside lighting with toggling.
● Auxillary battery for Navigation Terminal, Status Monitor and outside lighting.
● One more junction box.
● Fire extinguisher
● Siren
+ Access to frontal cameras
- Captain and Security respawn (AKA Security Room)
Spoiler
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● Movable box with special spears which can be holded in clothes or lockers.
● 1-Locker with Diving Masks, Oxygen, Clothes, Batteries.
● 2-Locker with Stunbattons, Batteries, Stun Grenades, Handcuffs, Special Harpoons and Spears.
- Right part of Medical Bay
Spoiler
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● Captain and Security can open doors.
● Everyone with ID Card can open doors from inside.
● Oxygenite and Sulphirite shards moved in chems locker.
● New chems added into lockers, useless for medicine crafting removed.
● Updated medical locker. (Contaiment on screenshot)
● Fire extinguisher
● Siren
- Generator compartment
Spoiler
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● One of holes in floor removed becouse bots and some people was stucking in there.
● Additional locker full of stuff.
● Two left lockers - materials, righter one - reactor fuel and coolers.
● Empty metal crate for something.
● Lable with max temp of reactor.
● Fire extinguisher
● Medical locker (Contaiment under "Medical Bay" spoiler)
● Siren
- Gunnery
Spoiler
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● Ammunition Holder with 2 sections.
● 18 Standart ammo
● 2 Nuclear ammo
● Labels for starting amount of ammo in each of holders.
● Outside lightning near each of railguns separately. Activating by buttons.
● 3 Depthcharges under stair.
● Deleted mid air spawning welder. (Fix)
● Automatic pump with Auto/Manual modes. (Can be changed near pump or at CC)
● Medical locker (Contaiment under "Medical Bay" spoiler)
● Siren
- Engineers and Mechanics respawn
Spoiler
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● 4 Labled lockers:
● 1-Locker: Masks, Oxygen, Batteries.
● 2-Locker: Cutters, Oxygen, Welders, Welding Fuel, Flashlights.
● 3-Locker: Screwdrivers, Wrenches, Wires.
● 4-Locker: Clothes, ID Cards, Flares, Headsets.
● Bed removed.
● Extinguisher moved to left corner.
- Airlock+Storage
Spoiler
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● Depth Charges moved to gunnery.
● 1-Locker: Underwater Scooters, Batteries, Portable Sonars, Oxygen.
● 2-Locker: Nothing, for storing.
● Diving Suits aligned
● Automatic pump with Auto/Manual modes. (Can be changed near pump or at CC)
● Harpoon gun reloaded.
● Removed mid air spawning stabilozine.
● Fire Extinguisher.
+ Airlock Lock (Can be unlocked from captain's bridge)
- Ballast and near
Spoiler
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● Emergency Battery toggle indicator.
● Automatic pump with Auto/Manual modes. (Can be changed near pump or at CC)
- Hallway
Spoiler
No Pic :c
● Energy Cable (red) moved highter.
Download Link
https://www.dropbox.com/s/soqqferdb2hg9 ... A.sub?dl=0
Last edited by DarkWolf on Tue May 23, 2017 7:05 am, edited 7 times in total.

Re: [v0.5.4.5] [WIP] Nehalennia Mk II-A

#2
Would you consider renaming your sub as the Nehalennia Mk I-A or something, please? To prevent people confusing our subs and such.

Your sub looks a lot more like the Mk I, visually that is. It looks nowhere close to my Mk II, so it would make sense that it's something in between, wouldn't you agree?

Also, your command centre is extremely vulnerable to attacks. Sizeable windows are very weak and only take about two hits from a shrimp. It's probably best to have a reinforced command centre in your next version.

Re: [v0.5.4.5] [WIP] Nehalennia Mk II-A

#3
Sir_Jay wrote:Would you consider renaming your sub as the Nehalennia Mk I-A or something, please? To prevent people confusing our subs and such.

Your sub looks a lot more like the Mk I, visually that is. It looks nowhere close to my Mk II, so it would make sense that it's something in between, wouldn't you agree?

Also, your command centre is extremely vulnerable to attacks. Sizeable windows are very weak and only take about two hits from a shrimp. It's probably best to have a reinforced command centre in your next version.
Yep, Nehalennia Mk I-A is better name for this. In next sub version windows of CC will be reinforced.