[0.6.1.4] Ol Stinky's Subs (Updated 11.05.17)

A place to share custom submarines for Barotrauma, and custom content in the future.
Ol Stinky
Dr. Bright's Assistant
Posts: 10
Joined: Fri May 05, 2017 6:14 pm

[0.6.1.4] Ol Stinky's Subs (Updated 11.05.17)

Postby Ol Stinky » Fri May 05, 2017 7:02 pm

11/5 UPDATE***
Merged all my subs to one thread and added my 4th sub "Red Vs Blue Scenario", which is a Team Deathmatch style ship intended for use in scenarios run by an admin, not for general use. Description and download link below.

10/14 UPDATE**
Jellyfish has been significantly renovated, specifically her electrical system, so there should not be anymore power surge fires. She has maintained her original character as a rather fragile glass heavy research/diving ship but she also now has a security camera system, remote shut down of the containment facility, full drainage of that top left corner, and a dozen other small improvements.
Capelin has had similar electrical improvements to reduce risk of electrical fires - big thanks to chikoeduardo for providing those in the sub building advice thread! It has also had some minor improvements including a silent enemy location call out system. I have cut out some of the 'clutter' which I felt took away from its personality as a minimalist anti-submarine combat focused sub.

Ship 1: Jellyfish Mk3
The Jellyfish is a medium single engine sub with 2 guns. It's designed with scientific missions in mind (exploring ruins, recovering artifacts, and experimenting with husks) with a full laboratory and manufacturing suite, which includes a floodable containment cell and locked hazardous materials closet.

Download: https://drive.google.com/open?id=0B0zK- ... nJoMzdLeHc
Image Left: https://drive.google.com/open?id=0B0zK- ... FlqS1VVT0E
Image Right: https://drive.google.com/open?id=0B0zK- ... WN6TXZsYlE

Ship 2: Capelin Mk2
The Capelin is a compact hunter-killer sub. It is carries standard and nuclear rounds; with a full compliment of C-4 and small arms for boarding actions. It has 4 rail guns spaced to cover all sides. An effective ambusher, her captain may engage in silent running (lowering internal lighting and flashing lights on signs informing crew to maintain radio silence and minimize chatter to avoid alerting a nearby enemy) and turn external searchlights on and off for stealth and recon.

Download: https://drive.google.com/open?id=0B0zK- ... DYzZFEtSE0
Left side: https://drive.google.com/open?id=0B0zK- ... 2Q1d1BMR2s
Right side: https://drive.google.com/open?id=0B0zK- ... HJ6UTM1bnM

Ship 3: Slender Shad Mk1

An "efficiency" model combat sub packing 4 corner rail guns on her small frame. Her layout is ideal for ship-to-ship combat with piloting and gunnery stations placed at the rear of the vessel to minimize the risk of a first salvo wiping out your precious crew. In addition, storage and diving staging areas double as ballasts to keep her as small a target as possible for your opponents to aim for.

She is ideal for small crews of 2-4, and takes several design cues from my Capelin Mk1 sub design such as adjustable external lights to improve ambush ability.

Download: https://drive.google.com/open?id=0B0zK- ... XFGYW5xTGM
Image: https://drive.google.com/open?id=0B0zK- ... G5QVTB3QTQ

Ship 4: Red vs Blue: The Bounty

Something VERY different from the usual. A team deathmatch sub with the crew is spawning in 2 groups/"teams". All Engineers, Doctors, and Assistants spawn together as the mutinous Red Team; meanwhile Mechanics, Captain, and Security spawn together as the Blue Team fighting to regain control of the ship. Each team has a fortified spawn with starting equipment (lots of loaded harpoon guns), cameras stations to scout enemy movement, and a reactor which powers their side of the ship.

It is a fully functional ship with winding hallways and shooting galleries in the middle for the crews to fight over as they wrestle for control of the ship. Win through strength of arms, firing harpoons, throwing grenades, and planting bombs; or by your wit controlling key rooms and shutting off enemy oxygen, cutting power to enemy subsystems, or taking the wheel and "strategically" crashing the vessel.

I recommend ONLY running this ship with an admin present, and ending the round when the victory condition of total defeat/death of one team is reached. As this is a very unique ship and I have only tested it in single player thus far so I really appreciate any feedback on how this works (i.e. recommendations on available equipment/layout).

Download: https://drive.google.com/open?id=103zyh ... QKI7Tf437v
Image: https://drive.google.com/open?id=1CpDnN ... OFasjVWTxm
Last edited by Ol Stinky on Sun Nov 05, 2017 9:10 pm, edited 1 time in total.

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QuickLoad
Guard
Posts: 113
Joined: Sat Apr 30, 2016 10:29 pm
Location: Am er i ca

Re: [0.6.1.4][REL] Jellyfish Mk3 & Capelin Mk2 (Updated 10.14.17)

Postby QuickLoad » Tue Oct 24, 2017 2:57 pm

Awesome job with both ships, Capelin especially. Capelin is so dang unique, no one has ever done a stealth/ambusher before and this new silent-sonar/radio etc is quite useful in sub PVP. regardless of what mode it's used in, it's an awesome sub. good job :D

Ol Stinky
Dr. Bright's Assistant
Posts: 10
Joined: Fri May 05, 2017 6:14 pm

Re: [0.6.1.4] Ol Stinky's Subs (Updated 11.05.17)

Postby Ol Stinky » Mon Nov 20, 2017 1:36 am

Thanks Quickload, that's what I was going for! Also an update folks, I uploaded a 'team deathmatch' sub called "Red VS Blue" please let me know any feedback in the thread if you try it out. Something very different.

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Sloth
Class-D
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Joined: Fri Nov 17, 2017 11:00 am

Re: [0.6.1.4] Ol Stinky's Subs (Updated 11.05.17)

Postby Sloth » Mon Nov 20, 2017 5:47 am

Your shad and capelin fit the role in my pvp server excellently, and while the jellyfish is less suited for it, it's pretty much my all time favorite ship. Some improvements I could suggest are making c4 available somewhere outside of the armory on the capelin and move the side guns a bit closer to the ship to remove blind spots.


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