Barotrauma

Barotrauma

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Nebulus MKII
   
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21 Jul, 2023 @ 6:20am
30 Jul, 2023 @ 9:14pm
6 Change Notes ( view )

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Nebulus MKII

Description
"The Nebula MKII was originally designed to act as a scouting vessel in the early colony days until engineers deiced to implement a new ballast design that improved manoeuvrability ten fold. Newly outfitted with improved weapon systems this vessel was a leading attack vessel in colonist convoy escort fleets. Outfitted with engineering and medical machinery, increased cargo capacity, a botany compartment, The Nebula MKII is the best in it's class. Built by Elusiv Submarine Corp."

Cost: 15000 Mks - Tier 2

Features:
5 x Turret Hard Points - 4 normal - 1 Large.
2 x Large Ballast tanks.
Fully Equipped Engineering Workshop with linked cabinet.
Extensive Medbay and Research Department.
Botany Grow Room.
Captains Quarters with Viewing Window.
Large Capacity Cargo Hold.
Upgraded Engine and Reactor Outputs.

Drawbacks:
Draws a lot of power, 2 x Fuel Rods recommended.
Not as manoeuvrable as other similar subs (Not by much).
Blind spots on the docking port, stern, and bow.

This is a completely vanilla build using the basic parts, some of the electronic components have been wired by me and could potentially have issues but nothing has come up during testing.

Hope you enjoy the sub, this is my first one I've published so please leave comments and like this mod if you like my work and add it to your favourites! Much appreciated!

NOTE! If you find any issues or bugs with this build then please leave a comment describing the issues and I will do my best to fix them.

Check out the my latest sub The Grey Wolf B780 Cruiser here: https://steamproxy.com/sharedfiles/filedetails/?id=3009051825
18 Comments
🚀 31 Jul, 2023 @ 1:03am 
Other points my friend who was playing with me raised was "it be better if the metal cabinet up top was inside the airlock for dumping stuff in"

In general its a very nice sub its just not for inexperienced crews, one thing we missed on this sub was outside cameras for the captain this is something a lot of people tend to include which we missed a bit on this one I guess you can compensate with it by asking gunners (if they are not bots) to tell you whats out there.

I know you put the electric pulse onto the helm control that's nice, is there any way you can increase the range of that long the hull slightly? or even add a motion sensor to it (which could also be disabled by switch to stop it electrocuting friendlies?
🚀 31 Jul, 2023 @ 1:03am 
Thanks for the updates Elusiv, I will have a look we actually ended up swapping subs after we made enough money to buy another one we kept dying a lot before you have updated so I will have to take a look.

The power from stations thing is something to do with wiring I used to make subs (6-8 months ago) but I have forgotten I will have to see if I can figure it out.

I understand the whole play-test thing I used to spend more time in the sub editor than playing when I first got into this game :)

In general we were very happy with the layout it was just the issues we kept hitting with the points I mentioned.
Elusiv  [author] 30 Jul, 2023 @ 9:22pm 
Also I have no idea how to get the reactor to freeze and draw power from an outpost when docked. If anyone does please let me know but for the meanwhile just remember to turn of the reactor when your docked.
Elusiv  [author] 30 Jul, 2023 @ 9:20pm 
Just pushed a small update fixing some of the issues and bugs raised in the comments, check the change notes for details. BOT path finding for the top docking hatch access is a known issue and is unavoidable without increasing the height of the room, basically the AI can't figure out how to get in there to fix it because it requires crouching. I'm leaving this in as I don't want to increase the size of the room because it looks dumb, I have put in a bilge pump to deal with any excess water to compensate for a minor annoyance. Cheers for all the feedback much appreciated!
Elusiv  [author] 30 Jul, 2023 @ 2:19pm 
As far as the water drainage situation is concerned as well, I did wonder if the pumps would be efficient enough, the test runs I did it seemed to drain water fast if you fixed leaks quickly, but I will include some ducts to help direct the water through the ship better. Again some of these issues are things that I needed a thorough play test to test thoroughly and I'm glad you have made these observations so thank you again.
Elusiv  [author] 30 Jul, 2023 @ 2:12pm 
Thanks for all the great feedback on the sub! I have had an issue with the bot pathing on this sub (I think it is like that for most custom subs from what I've seen and heard) I will have another look into that though and make some changes. AS far as the other issues are concerned, I did link the fabricator but It may not have been included in the last update I did, I will revise this later today and get that to work properly (It wasn't intentional), I will increase the HP of that window to try make it less of a pain to deal with. I will get an update out this afternoon to fix some of these issues. Thanks again for the feedback, I really do appreciate it as I don't have a lot of time to thoroughly test these subs so your feedback is crucial to my development process. I will update you on the changes when I push the update.
🚀 30 Jul, 2023 @ 7:03am 
Other issues on this sub, the pumps are very slow so when you get hit by something and flooding start the front floods it will take what seems like an age to pump it out, the sub doesn't use intelligent water hatches that direct water to the bilge areas (probably because of how those are designed)

But also there is no pumps in the ladder shaft so in order to get this to drain you manually need to open hatches / doors to get the water out of it.

The top docking hatch is a severe weakness bots will not go into that area to repair it when damaged meaning you need to do it yourself or have some other human do it.

That front window seems to be an incredibly weak point if anything so much as taps the window it's gone and that rooms full of water (monsters) you could see about increasing the HP on that to avoid replacing it.

The design / looks of the ship is great it just feels as though it needs some more polish to make it more enjoyable to play with.
🚀 30 Jul, 2023 @ 6:53am 
Anyone using this, you need to turn up the charge rate on the super capacitor for the large turret its set to 0% (probably because no turret is installed to begin with) but I got a nasty surprise when I went to try and use it in a fight and it wouldn't fire ¬_¬
🚀 30 Jul, 2023 @ 5:33am 
Sorry about so many comments. the only thing I noticed I think you missed was when docked the sub doesn't appear to draw power from the station when available, if you reactor off it drains batteries till power eventually goes out. I think most people turn reactor off when docked to save the fuel rods.
🚀 30 Jul, 2023 @ 3:53am 
I opened it in editor, you didn't tick "show side by side when linked" that's not a big deal I guess but you didn't link it to the deconstructor (not a massive headache either) I didn't understand what was going on there when we just bought it in campaign.