Better version of V1, "realistic" airlock replaced by a quick exit/entry, better space usage, multiple special gadgets (also ignore the alert on the preview, it is a phantom alert i got that i couldn't take off):
-Cupula chainguns with ammo counters: Levers for different types of ammo from vanilla and other mods, activate the lever and deactivate when changin g ammo to activate its specific ammo counter.
-Ballast purges with incendium grenades: Has a limited supply until able to craft the grenades. What it does is empty out the ballast and if it hits 0% water, a incendium grenade is activated directly on top of the ballasts, which would either: Kill the ballast flora (or whatever it is inside) or debilitate it to a point where it should be easier for the crew to exterminate it.
-Power hungry burst railgun: Lever to activate or deactivate burst mode, as a drawback, this railgun is 4x times more power hungry than a normal railgun and has individual loaders for every shot, going first from left to right, which gives it the capabilty of using different types of ammo in 1 burst, essentially giving it an ammo belt. Activating and using the burst mode leaves the rest of the turrets almost empty in energy, use with caution.
-Compact research station: In the form of a computer with a keyboard, this research station is a state of the art station capable of entering different materials and outputting their respective genetic material or others. Has an incredibly compact frame and is nested at the medbay.
-Reactor automatic control: When the reactor is left to it's own devices, it will rapidly adjust depending on load, being able to evade over voltage on the junction boxes, though it relies on the submarine's battery system to feed the incredibly hungry engine in quick maneuvers, which has +50% power than an already large engine, though with a +50% power consumption too. The control must be adjusted when upgrading the reactor and with certain perks, so be mindful to change the values of the memory component beside the reactor when needed.
-Large turret hardpoint: A cupula pointing at 8 o'clock of the submarine with a normal system.
-2 Chainguns guarded by the full hull: the only places where your gunners probably won't be mauled by whatever is out of the submarine (at least won't be mauled instantly) pointing both out of the airlocks, with their angles quite large but out of the capacity of shooting your own cupulas (Duh.)
-Spare engineering room junction box: Just a junction box with 4 available connections to whatever you need to power, be it modded placeable machines or whatever you need.
-High space: 60 crate space in the cargo hold, this submarine is a attack submarine at heart, but that doesn't stop it of delivering big quantities of materials and others. It is more designed like a AC-130 with its cargo capabilities intact and its ballistic capabilities added on top.
Some negatives: It has a hard time with flooding, as it will try to drain the water into the bilge or ballasts, but if too much water is entering it can easily be too much for the ducts and the room is filled anyways or it also floods whatever room it ducts into. It doesn't have much problem with the top cupulas flooding, since it has a system where if it detects high pressure in the cupulas, it will deactivate the duct in the cupula and keep it closed until no more high pressure is detected and will drain. (Except when there's water in the room below, specifically the engineering room and command room) Though the draining problems can be fixed with wiring from your trusted engineer ;)