Re: Custom ships

#102
sgarv wrote:ayy does anyone else want to maintain the repo

I'm fucking lazy


EDIT: in the meantime though here's the old subs that don't break because of the new junction box/engine changes, keep in mind most of them don't play well with cargo (das booty, imperator and scout seem to be fine though, but you're still not going to get the new content like medicine):

https://mega.nz/#!vMtEFCLY!W21dibT1NiIT ... pJd0DVuwKw

What does the new junction box/engine changes do? I have alot of time on my hands and wouldn't mind updating the broken subs.

Re: Custom ships

#103
Submerged electrical things basically break automatically if left there long enough. (Except pumps)
Placing junction boxes in your ballast room is going to sink you.

Keep your boxes high and dry, or you will most certainly die.
Rule 1) You are expendable.
Rule 2) Asking about Rule 1 will enforce it automatically.

Re: Custom ships

#104
Hello everyone. New player here. After a lot of trial and error, thought I'd share the love. This is the smallest, fully-functional sub I could design. You can operate it single-handed if you're brave, but it's designed for 4. Spawn points set for 6 max. Not the prettiest ship, but it gets the job done. I included a writeup and this screenshot in the file, so be sure not to drop those in your subs folder by mistake or it will throw errors about being unreadable.

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E.S.S. "DEVILFISH"
Download Link

OUTDATED - Click Here


I couldn't get the default ballast to neutral out (needs a number lower than 0 apparently), so you have to get on the helm first thing. Otherwise, the only major issue I ran into involves the spawn points for Cargo. I added a waypoint with the "Cargo" ID but the command prompt keeps throwing an error saying that I didn't do so. Does anybody have any explanation for that? I was going to hold off fiddling with the waypoints for AI until I had that solved.
Last edited by Warhawk on Mon May 30, 2016 2:50 pm, edited 1 time in total.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

Image

United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#105
Here's a sub that I've spent some time on. I can't host it, so I'm putting it here hoping that maybe I could have a chance to play it on multiplayer.
TL;DR see underlined

Fragments I
Screenshots:
Spoiler
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Spoiler
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Download:
From auto-repo: http://ayy-dunno.site88.net/bt/uploads/ ... ts%20I.sub
Mirror: https://mega.nz/#!Y1YGwb6B!LLi3CY2lAFg9 ... L7BsFw6a0I


Info:
The sub is probably more difficult than most because you have to move between the three distinct 'fragments':
Top = reactor, the brig, medical, oxygen, engine 1
Bottom = security, dorms, ballast, engine 2, cargo
Right = command, railguns (there are 2, top and bottom)


Notes:
The reactor starts up automatically as the level is loaded. I did this mainly because I got sick of trying to start the reactor up when testing. I may change it back, but I don't know.
The power grid works great during normal operation but if there are power boxes out you might want to hit the reactor shutdown button in command to keep things from exploding.
It is well-stocked with items including material for the fabricator.
There are automated flood doors for engineering and bilge pumps. Most flood doors can be overridden to open up by pressing a button (just like normal doors - they just close automatically when there is water). The bilge is inaccessible when it is filled up all the way with water; when the bilge pump empties out enough water, the doors will open back up. The power boxes for the bilge pumps are above the 'bilge rooms' so it shouldn't be a huge deal.
The airlocks are designed to be flood-resistant, and there's no way that you can flood the ship by accidentally leaving a door open (the interior door will not open if there is water in the airlock).
Both railguns share the same railgun loader.
Both railguns share the same supercapacitor.
The brig can be opened and closed from command.

Known issues:
I deleted vents from the oxygen generator that fed into command and security because they didn't make a difference. Wear an oxygen mask in command and the security closet. I've tried several different things, with the vents correctly placed and linked up directly just like the rest; but I can't figure out what the problem is. Please reply if you've experienced this problem and know how to fix it. The problem seems to only be for certain rooms.
The sub layout confuses the AI. If played on single player, AI players will be naive and step out into the ocean without a suit and be instantly crushed. There is an airlock lockdown button in command that will keep the airlocks from being opened if you want to use it. The AI also kind of likes to hang out in the bilge sections for some weird reason, which is a problem during flooding situations.

Re: Custom ships

#106
The Alaunus 1C
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Download: http://puu.sh/p5KY1/3d3df22090.sub

Another basic functions sub, made to be more an "explorer" than mobile base. With an outer ring ballast and top ring bulkheads it can be harder to repair than most, and needs a competent crew who can co-operate to get out of risky situations. The seperate ballasts wont save you from sinking if one gets breached, but it should allow you to repair them before being crushed in the abyss, or smashing into the ice.

Also features an auto-closing reactor door to prevent accidental flooding. You just have to make sure people don't get curious what the room is when the sub is completely filled.
CrownTheSun wrote: Known issues:
I deleted vents from the oxygen generator that fed into command and security because they didn't make a difference. Wear an oxygen mask in command and the security closet. I've tried several different things, with the vents correctly placed and linked up directly just like the rest; but I can't figure out what the problem is. Please reply if you've experienced this problem and know how to fix it. The problem seems to only be for certain rooms.
The sub layout confuses the AI. If played on single player, AI players will be naive and step out into the ocean without a suit and be instantly crushed. There is an airlock lockdown button in command that will keep the airlocks from being opened if you want to use it. The AI also kind of likes to hang out in the bilge sections for some weird reason, which is a problem during flooding situations.
The only way to prevent this that I've seen is to have a larger bridge, almost every custom sub with compact bridge rooms suffer this issue, I think, but dont quote me on this, it's because you breathe the air coming through the vent faster than it can keep up, but with large bridges someone is bound to open the door and allow oxygen to come in from other vent's before you use it up. You might be able to fix this by having an air vent from another room going into the bridge. That would also be pretty sweet if also dangerous lol

Re: Custom ships

#107
Rick wrote:The only way to prevent this that I've seen is to have a larger bridge, almost every custom sub with compact bridge rooms suffer this issue, I think, but dont quote me on this, it's because you breathe the air coming through the vent faster than it can keep up, but with large bridges someone is bound to open the door and allow oxygen to come in from other vent's before you use it up. You might be able to fix this by having an air vent from another room going into the bridge. That would also be pretty sweet if also dangerous lol
Part of my "wailing and gnashing of teeth" included this too: From what I can tell, vents do not trickle out air, but dump it in large doses, in what appears to be 3 minute intervals. This works well for most rooms of decent size, because they hold enough air to last you until the vents replenish it. But if you are in a small room, or small enough that multiple occupants suck up all the air, 3 minutes is too long a period. Multiple vents make no difference: They fill a room to capacity and stop. I was hesitant to report this as a bug since it honestly sounds like a game resource management issue, and when stuck between the game running poorly and having to open the window every so often for a breeze, I'll pick the latter... if that's the choice, anyway.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

Image

United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#108
Warhawk wrote:
Rick wrote:The only way to prevent this that I've seen is to have a larger bridge, almost every custom sub with compact bridge rooms suffer this issue, I think, but dont quote me on this, it's because you breathe the air coming through the vent faster than it can keep up, but with large bridges someone is bound to open the door and allow oxygen to come in from other vent's before you use it up. You might be able to fix this by having an air vent from another room going into the bridge. That would also be pretty sweet if also dangerous lol
Part of my "wailing and gnashing of teeth" included this too: From what I can tell, vents do not trickle out air, but dump it in large doses, in what appears to be 3 minute intervals. This works well for most rooms of decent size, because they hold enough air to last you until the vents replenish it. But if you are in a small room, or small enough that multiple occupants suck up all the air, 3 minutes is too long a period. Multiple vents make no difference: They fill a room to capacity and stop. I was hesitant to report this as a bug since it honestly sounds like a game resource management issue, and when stuck between the game running poorly and having to open the window every so often for a breeze, I'll pick the latter... if that's the choice, anyway.
Is it exactly 3 minutes? Because you could totally rig up a delay system to allow power to go into the oxygen generator once every 3 minuites for like 10 seconds lol.

Re: Custom ships

#109
Rick wrote:Is it exactly 3 minutes? Because you could totally rig up a delay system to allow power to go into the oxygen generator once every 3 minuites for like 10 seconds lol.
... That's so crazy that it just might work. I think the generator spat out air the moment it got power the first time, so perhaps you can force it to be constant... Might be game breaking in some respects, though. Depends.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

Image

United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#110
Subloaf Mark I
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Ladies and gents, I present to you my first entirely functional submarine!
This submarine can hold a maximum of 7 people, but the recommended number of people which are required for this submarine to function in it's full potential is at least 2, or better, 3 people. Note that considering the way ventilation system works, I can not tell what adverse effects may happen if there are more than 3 people on board. Nevertheless, for safety reasons each crewmember has a suit assigned to him which he should wear during naval engagements with the beasts of the unknown to avoid untimely death by pressure in case of a breach. There are two storage compartments conviniently named "lockers" and one named "medicine cabinet". They contain all the basic tools for repairs, maintenance, and survival. unfortunately, there is no proper cargo hold, brig or medbay for obvious reasons. Engine, alongside with junction boxes and batteries is contained in a relatively safe enviroment protected mostly from all the obvious flood points, with the only exception being the rearward wall which houses the engine.Also, the truth is, it's quite tight in there, so to get in you will have to crouch. This submarine is armed with 1 moderately powerful railgun turret, which houses 3 nuclear railgun shells and 4 regular ones, also there are more regular shells laying around should you face something truly unfathomable or run into a big amount of trouble on your way.

For those of you who think that having dive suit for each crewmember is quite luxurious, as well as having such a great supply cache, I may create a budget version with simplifications that will allow to save a fair bit of money, at the expenses of, probably, someones' lives. Do not forget to send a request should you need such version!

Download: http://www.mediafire.com/download/uo3gf ... Mark_I.sub
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