Known issues:
- Submarine is too dark when there's no power.
Plans for next patch:
- Smoke detector attached at Circuit rooms and Greenhouse with Emergency siren system.
For those who wants to illustrate living in decent size of capital ship as well as having a head start with sufficient turrets and high unit load capability, making it easier to defend and carry heavy loads at the same time. The size is suitable for campaign, designed for to path through most spaces. Let me know if ship's system integrity is stable and overall weapon and defence is balanced. Don't hesitate to leave feedback. Additionally some flaws of security from turrets/cameras are intentional as the ship's value as well as most features already making the gameplay relatively easy.
Price: 4000 (for opting in as a starter ship on campaign)
Price may changed for higher value depending on the demand or request in the future.
Features:
• Backup generator System
• Surveillance Center with 10 cameras! Half of them are connected to ballast tank rooms for future concerns.
• Efficient Reactor System:
- Can store all 4 fuel rods at the same time
- Better reacting for rapid turbine output changes.
• Reactor Shutdown and ability to set supercapacitors to either of 40 or 100.
• System of 2 small pump rooms designed for filling or discharging depending on whether lower docking port is anchored or not.
Stations:
- Medical Fabricator
- Fabricator
- Deconstructor
- Research station
- Jukebox
Weapons:
1x Flak cannon
1x Chaingun
2x Coilgun
1x Depth Charge (with 2 depth charge loader)
One additional Large Turret hardpoint for purchasing Railgun for late runs.
Rooms:
• 2x Airlock Access room and a total of 3x Airlock Rooms
• 1x Upper and 1x Lower Docking Room
• 1x Upper and 1x Lower Gearing Room
• 1x Surveillance(Glass) Room for inspecting outside
• 1x Reception
• 4x Cargo Rooms with the total of 12 Unit Load Devices
• 1x Bridge Control Room
• 1x Gunnery Compartment
• 1x Heavy Operation Room
• 1x Engine Room
• 1x Reactor Room
• 1x Battery Room
• 1x Oxygen Generator Compartment
• 4x Ballast Room with 2x additional small pump room to support Y axis control
• 1x Armory
• 1x Crew quartes
• 1x Prison Room with 3 cells.
• 1x Medbay
• 1x Storage
• 1x Crafting Room
• 1x Greenhouse
Additional info:
One ballast pump had to be placed in the engine room(functions only for discharging water) as the size of the room can drastically change Y-axis performance when there is a major leak in the engine room.
Happy Deep Diving!