Appreciate the help. I *think* she's done. I haven't really played in a long time (all of the servers I see are passworded, don't know which sites the players are coming from) so it might be missing some essential equipment. Let me know, or fix it yourself and shoot it to me, and I'll update it. Tried to cram all of the essentials in there.
I'm pretty sure the engine was borked because it was set to 30000 instead of 3000, extra 0 snuck in there somehow holy shit I'm retarded. Made separate alarms for the EFC and fire control, as well as a not-so-annoying alarm for the airlock + blue light indicating it's open. You'd also notice the boat sinking at that point though, just tells you the water is coming from the airlock instead of a rupture. The quick-close/open airlock button *should* only be able to be activated by the Captain ID card, same with Fire 1, to prevent easy griefing/flooding of the boat. It's pretty crazy how effective the EFC is, the first game I started up had an enemy right by the boat and it immediately punctured the hull. Hit EFC and the flooding was slowed down enough for me to start the reactor, get on a suit, grab a welder, and fix the rupture before the boat became fully flooded. Reactor is now set to startup automatically so that saves some time now.
Introducing the (fixed and hopefully fully operational)
NR1
http://s000.tinyupload.com/?file_id=082 ... 1328168162
Features
-Battery operated design, constant steady load on reactor despite system lineup changes.
-Emergency flood control (EFC) system for fast dewatering.
-Emergency fire system (Fire 1 = Pump, Fire 2 = Overhead doors) for when handheld extinguishers won't cut it.
-Quick close/open airlock and airlock drain buttons.
-*AUTHENTIC* red lighting.
-Airlock, EFC, and fire systems (Fire 1) have their own alarms (airlock alarm is a quiet beeping noise + blue light, the big siren is just for show). If an alarm is sounding, a system is still activated.
Operating tips
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DO NOT LET BATTERIES BECOME FULLY CHARGED
Due to the nature of circuits in Barotrauma, if any of the batteries become fully charged before the others, the panel supplying power to those batteries will short out. They have very high capacities, so this is an unlikely scenario, but in the case of very long games, follow this procedure to prevent blowing out any electrical panels.
1. Shut down reactor.
2a. Done. Let them drain power normally.
2b. Set all batteries to same charge rate.
3. Restart reactor.
If you start changing charge rates while the reactor is running, you risk blowing shit out.
*NOTE*
If panels do catch on fire because you don't follow procedure, activating Fire 1 without pushing Fire 2 after will flood the electrical enclosure and put the fire out. Then turn off pump and open doors to drain. There's ladders for getting up there, but fixing stuff will be tough, so I'd suggest touching down on a surface somewhere and purposefully filling the boat with water up until you can reach the panels. If the Captain ID is lost for some reason, hit Fire 2 and blast extinguishers in that bitch.
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FLOOD CONTROL BUYS TIME
If there's a breach, either from an impact or enemy, hit EFC immediately. It will greatly slow the inrush of water, allowing more time for repair and slow your descent. It's also useful for emergency blow type situations when you gotta get moving upward ASAP and either don't have time for using the navigation system or the navigation system is OOC.
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FIGHT OR FLIGHT
The railgun sucks and is barely useful. However, the boat is fast as fuck. If you're getting booty blasted by a bad guy, take over manual control and put that marker out as far as possible, you'll shoot out of there at a solid 40 knots or some shit. Be careful not to hit stuff tho.
EDIT:
Aw fuck I forgot to wire the remote airlock button to the alarms god dammit. Oh well, the alarms are primarily to keep griefers from popping it open when leaving and nobody knowing until the boat is getting mad flooded.