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Sardina V3

Great little sub for a small group of 2-6 players. It has been tested multiple times so all of the bugs should be ironed out.

Normal version: Sardina V1
Hard version: Sardina V2

SUBMARINE LORE:

Sardina V3 is small, versatile warsub designed for long scouting missions. This sub is not for claustrophobic people. Her armor is upgraded and designed for heavy fights. Despite heavier armor she is still able to achieve high speeds thanks to upgraded reactor. Downside is that she is using more power than usual version. Weapons has been also upgraded and she is able to carry two big weapons. This is the war submarine Sardina.

IN GAME SPECS:

Price: 10100 mk
Tier III
Dimensions: 22x8 m
Cargo capacity: 12 crates
Recommended crew size: 2 - 6
Recommended crew experience: Experienced

TECH:

-All fabricators (cabinets are linked)
-Auto reactor. If outpust powered reactor will turn off. Turn on after undocking (don't touch reactor's "auto")
-Lever for disabling the auto reactor
-Auto battery management system. Slow charging on reactor's power, fast charging when docked. Ability to turn off battery power in case of some "unforeseen" problems or if you wanna leave the sub with a friend and nobody is there to protect the sub.
-Active battery controller to compensate for slow automatic reactor turbine. When reactor turbine output is higher than needed, batteries take additional power to charge instead of damaging junction boxes. Batteries charge to ~95% to leave space for system to work. This is similar to real life KERS.
-Automatic emergency lights if left without power
-Emergency upper exit hatch
-Suit lockers oxygen charging (there is a button in airlock access where you can toggle charging)
-Handheld battery charger in airlock access where the suits are (power is tied with the suit lockers so you need to toggle it with the button)
-Window in command room where you can see the beauty of Europa (and a button to close it if you don't like what you see)
-Status monitor in engineering (easily missed)

WEAPONS

-Coilgun
-2 large hardpoints
-Depth charge (Button in command room on depth charge loader)
-Discharge coil which covers the front nose
-3 Weapon holders in case of emergency (Utility room, Command room on sonar monitor and cargo bay close to docking hatch)

I created this sub to play with my friends. Sometimes we can't play at the same time so I created something smaller and automated some systems to accommodate this problem. And I was going for a real-life submarine "claustrophobia". We had and will have much fun with her and I hope you will too.