This is the ASV Danate Mk 2. The Mk 1 was more a sub editor prototype than anything, but this is the first submarine I've made that functions at least as well as the vanilla subs. The Danate is heavily armed for its size, and has a number of efficiency-based features to make not drowning a little easier.
Many rooms of the ship are sectioned off tightly and compartmentalized to make breaches minimally impacting. Pumps are placed strategically to allow for easy displacement after repairs are made. Some junctions that had spare power slots were linked to other junctions across the ship for in-a-pinch power distributions. Fire extinguishers are placed at important locations along with a few reserves in cabinets. Armor placement is effective if not underwhelming, however the compartmentalization mostly makes up for it's somewhat fragile design. The reactor is housed near the center of the ship for maximum protection from all sides. The Access Well acts as the main way to move between levels and rooms, going from the bridge all the way down to the ballasts. An additional ladder is near the rear of the ship, but only goes between deck 2 and 3.
Rooms are listed from left to right.
THE BRIDGE
Features a safe room with a pressure suit, a harpoon gun, and it's own pump. The window of the bridge is self-sealing in case of it being broken. The bridge also has two buttons: one that toggles the main pump (located at the bottom of the Access Well) and another that seals all doors on the ship. The bridge and safe room are only accessibly by COM-level ID cards.
Level 1
The Airlock. Features enough pressure suits for 5 crewmen, along with plenty of equipment in the cabinet. The inner door will only open if the outer door is sealed and there is no water in the airlock, preventing a number of awful flooding accidents.
The Officer's Quarters. Basic equipment in a cabinet along with the oxygen generator (both connected to junctions and directly to the reactor).
Officer's Stores. Contains explosives, and items similarly found in the Bridge's safe room.
Railgun Two. Complete with sonar monitor (preferably only used at Captain's orders or when an attack is impending and target locations are needed).
Level 2
Railgun 1. For details, see Railgun 2
Maintenance Hall. Short hallway that acts as both a buffer and an access corridor. Allows access to Deck 3.
Crew Quarters. Basic necessities, oxygen masks, etc. Nothing fancy.
Weapon Support Center. Divided into two rooms for compartmentalization. Features all the supercapacitors, loading systems, and a depth charge with 4 shots (and camera for accuracy).
Railgun Access Corridor. no explanation needed
Level 3
Engine Room. Contains a fabricator and a deconstructor, along with rear camera visibility.
Access corridor. Allows access to Deck 2 and provides additional space between the ocean and the reactor.
Engineering. Houses the reactor and 2 grid-linked batteries, along with sonar and hull monitors.
Cargo Hold. Has a few additional scrap materials (so maybe people will use the fabricator) and some basic items.
Medical. Holds the medical supplies. Only accessible by MED-level ID cards.
Railgun 3. see Railgun 2
Level 4
Three ballast rooms and an access hallway.
I'm a perfectionist, so improvements on this will be made in the future (and I've already changed a number of things since before even finishing this post). Additional armored components, more efficiency in design, new/interesting wiring ideas, some aesthetic improvements, etc. With luck this thing will float for more than a few minutes. Can't wait to hear feedback, and hope you all enjoy!
http://www.mediafire.com/file/h5kw8ge2u ... ate_II.sub
*Patch on 11/13: Added missing Gaps in Access Well. Spotted by LandonGam3r
[0.6.1.4] ASV Danate MKII
#1
Last edited by CaptainJin on Tue Nov 14, 2017 6:46 am, edited 3 times in total.