In-Game Description
A retrofitting attempt of Coalition's surplus missile corvette into civilian transport vessel after the Seaway War had settled. Weak (but efficient) reactor, fragile power grid, sluggish maneuverability, and mediocre armaments plague this ship. Its carrying capacity is also lower than the average of its class at 48 crates, in return it has vastly higher top speed for its size, along with the ability to run on battery should stealth or fuel become a concern.
- 14.500 Marks
- 48 Crates capacity
- 4-7 Crews
- Intermediate
Hi! Nice to see you here!
This is my 'first' (I had few tries) attempt of creating an actually functioning submarine in Barotrauma. I originally made this sub as modification of another ship I had. It started with just changing the decorations, which in turn changing the interactable layout, which might as well have me changes some of the rooms. Changing rooms lead to extending the sub, which... Well, a whole new sub being made.
Now that I looked at it, feels like I mixed up Herja, Humpback, and R-29's DNAs into one skittering rat of a boat.
So what does this submarine have/for?
Well, it's a bloody fast (aux engine) cargo sub with electrical gimmick (fat battery capacity).
The reactor is chew less fuel, but can only generate 3500kw. You can run the sub normally (One engine, oxygen gen, and ballast pumps) with just that, if you're willing to contend with the reactor playing catch-up.
The battery meanwhile holds up to 28000kw of electricity. This is what I envisioned as the main power source, with the reactor only used for prolonged engagement or when anchored in place. You can run the aux engine with the battery if you really want to rush through a level, or perhaps abyss diving without making noise at all, or perhaps you want to save uranium for something else, or perhaps you run Enhanced Reactor but doesn't actually want to do reactor stuff.
Really, the batteries is just an excess expenditure to sandbox with. Perhaps too much of an excess consider the other cost of the submarine...
Battery discharging
Battery recharging
And oh, the batteries only have those two mode; Recharge or Discharge. It's either powering the grid or taking from it, no inbetween. Unless...
The true purpose of the sub?
Teaching wiring. There's plenty of 'upgrades' you could wire up on this sub to make it run just a bit easier. You can wire up the other smaller pumps for extra descent speed, or make switch that shuts off oxygen shelves/generator to save more power, or even just simplifying the battery array by removing the relays. The sub on its own is functional, but could do more should you tinker with it.
Is this usable for campaign?
I think so. I made this sub originally for my single-player (modded) campaign. So far, it has worked just fine.
It doesn't randomly get sunk to the bottom of the ocean.
And when it does, the bots can patch it up.
The auxilary engine and battery array does not have any mode indicator in the command room. Either wire yourself some displays/lights, or figure it out as is (Passive sonar to see if the aux engine are running, and just looking to the left to see the battery status from the command room.).
Should you have any idea suggestion or found any problem, please do tell me.