[0.8.1.11] [BTE 6.6b] The Engineer's Tube

#1
Disclaimer:
The following submarine was made for challenge and is not suitable for regular multiplayer usage.
Image
Download: https://jumpshare.com/v/vTClTaka311M27gM6YpA

Dimensions: 18x6 m

Recommended crew size: 1-3

Recommended crew experience: Experienced

Compatible content packages: BTE 6.4, *BTE 6.5, *BTE 6.6, *BTE 6.6b

* Does not display these versions's compatibility in in-game description.

The Engineer's Tube is a huge shuttle, that is given (according to lore) to engineers, who pay a lot to have it for themselves at the cost of having to purchase equipment for more difficult missions. The submarine encourages engineers to go outside of it in order to fight monsters since this shuttle is actually made originally for being a prototype of a bulky lite cargo transporter in case if coalition could not afford more expensive submarines. It is made for experienced people, since sometimes there are a lot of monsters around to deal with and equipment is not unlimited. Please note, that this submarine was made for the challenge to extend combat skills of people in extreme, but learning way. The submarine also contains few specific elements from earlier months of colonizing Europa. Besides of everything this submarine is still considered to be a reinforcements shuttle and can dock to other submarines normally, but only alternatively.

Below you will find official's developer's strategy guide to The Engineer's Tube
Spoiler
Getting Started:
Every profession does spawn in the command room of the submarine, except of a prisoner being unable to use any buttons due to his ID card not having tag "Non-prisoner". The power turns ON seconds, after launching submarine for a first time. Forcefield panel must be turned ON right, after launching submarine, so in case of flood an exosuit behind the door can be more safely equipped in case of flood to survive water pressure crash. Exosuit should be purchased first, before ever starting a mission and put into it's holder near command room. The large container is for storing entire non-free equipment in one place, since equipment resets in multiplayer always to default, after leaving the area. It is also worth to note, that there are no crafting devices on the board, the player can always purchase toolbox from the store however. Lack of devices like it encourages engineers to take more challenging tasks to gather more credits and not getting bored. Also pliers are not required to access oxygen module's wiring panel, instead a screwdriver will come here in handy.

Being Chased in Submarine:
Having all doors closed makes situation a bit easier, since the only other place, where a large pump is set is below power room, which has no doors separating it from the pump. Large pumps pump out waters so fast they give enough time to fix minor leaks in case of getting hit. Landing is not that hard, since maximum descending speed of this submarine, when it's in full condition is about 32 kilometers per hour, so removing water from ballast by pointing upwards on the sonar should not crash the ship when above the ground for little distance. It is most important to land somewhere, where submarine shouldn't get pushed into greater depths. Also turning off sonar, forcefield and setting engines to 0% force by maintaining position makes submarine generate almost no noise. The only one remaining is pump in the ballast, but if engineer decides to install access panel in his command room to turn off that pump without having to remove water in there the submarine should be safe from any creature's hearing. After going outside submarine all creatures (except of endworm and some teleglitches) will focus on the engineer and submarine's hulls should be safer. The only hatch leading inside is blast resist, so it shouldn't break in a single hit after a creature gets to it.

Running on Backup Power:
Perhaps you just sinked or run out of fuel rods. Worry not backup batteries are here with a 3000kW maximum output power at once and more than 5 minutes of maximum working time. You should spend wisely this 3000kW power, large pump in storage corridor consumes 600kW power per minute upon being triggered and same amount does pump in the ballast active all the time. Turn off forcefield panel in command if room is safe from flood as this panel consumes 900kW power per minute. Before you turn your engines ON, which consumes 1000kW power per minute remove all the water from your submarine, so pump won't be busy anymore draining water. When there are 1000kW power on all batteries left know, that you will start losing your power for good at this point so hurry up and remember, that backup power builds up 2 times longer, than it spends. All power consuming devices on the submarine have "Minimum Voltage" feature most often set to 0,5. This means a device consuming 500kW power needs minimum 250kW to work, but it's efficiency may be lower. All pumps have set minimum voltage to 0,3 and need for example minimum 180kW power to work if they consume 600kW at maximum.

Combat:
An assault exosuit would be a valuable choice for people who have some batteries in spare and don't take low usage embarking tools with self into outside assault exosuit make humans under water faster, than in normal exosuit. Diving knife is a short range weapon, that increases bleeding over time on the target. Some creatures however are immune to bleed. Before assaulting targets with diving knife a shotgun using paralyze pellets would come in handy to make target harmless for short time. The target can be shot with one more pellet to extend stun duration. For monsters immune to bleed a poisoned syringe would be a fine replacement, after fully using syringe's content on the target the chemical is removed and cannot be replenished for free, so injecting maximum 3 times per target is a positive decision for sparing money. For most impatient 2 diving revolvers fully loaded, both equipped in hands with strongest ammunition can be used against even mantis from adequate distance. A highly useful tool to predict where the opponent may came from is handheld sonar, with also helps finding the way back to submarine. Lastly calyxanide is the only way to cure husk's infection or eventually visiting an urbanized territory (leaving the area), since husk's infection is most likely auto-cured by people inhabiting it.
Good luck!

Copyright goes to rico6822 (a.k.a. rico682, Redeloper). Publishing or sharing modded version of this submarine without getting rico6822's permission for it may end up badly.
Last edited by rico6822 on Sat Aug 04, 2018 6:52 pm, edited 15 times in total.
Barotrauma submarine designer- rico6822