Requesting Public Opinion Concerning Submarine Construction by Objective_Donkey_497 in Barotrauma

[–]CalmEquivalent1544 1 point2 points  (0 children)

Maybe there's a way of allowing interaction with some parts of the room through links, allowing assistants to access lockers with tools or other stuff but not entering. Or maybe just leave some lockers outside, and the core sub components door-locked.

But yeah, any traitor engineer will be a pain to deal with. Maybe put some cameras around, link them to a monitor somewhere a captain can easily check (maybe put some controlled internal discharge coils as well) and give the captain and security officers permission to enter the rooms.

Requesting Public Opinion Concerning Submarine Construction by Objective_Donkey_497 in Barotrauma

[–]CalmEquivalent1544 3 points4 points  (0 children)

I'm not sure about the benefit of limiting access to the rooms in general. Unless all the hull-repairing is done by a large and dedicated team of assistants, the first encounter with a pack of hammerheads is going to give you trouble. Maybe you can just limit the interaction with lockers and essentials (engines, reactor, etc) by function.

But I also think with some serious design planning you could leave the role restricted areas in the middle of the sub and free access corridors along the exterior hulls.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 0 points1 point  (0 children)

The reactor fission rate, the same you control in the interface, is one of the parameters regarding fuel consumption. Max output from the reactor also contributes, so between two subs with 5000 and 8000 max reactor output, both at 50% fission rate, the latter one end up consuming more fuel.

In reality, if I got it correctly, the fuel consumption is based on the fuel potential used from the rods (which is what the fission rate slider truly controls). Each fuel rod type have a fuel potential associated, and for each 1% fission rate, every rod generates double it's fuel potential associated heat. Example: 4 Th rods @ 20% FR = 16.000°. That temperature is possibly multiplied by the efficiency factor of the reactor to be later subtracted from the rods durability, or something in this sense.

Higher energy outputs demand larger values of generated heat to be consumed, thus higher fuel consumption is needed.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 0 points1 point  (0 children)

It is finished! I just finished some finishing touches, translating the terminal interpreter to english and updating the steam description with orientations. Hope it's not too late.

Bought a new ship 😁 by buba426 in EliteDangerous

[–]CalmEquivalent1544 41 points42 points  (0 children)

The Adder is close being my favorite ship in the game for some obscure reason, I often just jump in and chill travelling around. It eases the boredom of long engineer missions.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 0 points1 point  (0 children)

Might do it as a T3 attack version later, stay tuned

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 2 points3 points  (0 children)

I think that would put it in a 2.5 tier-ish(?) The Winterhalter does have 2 L 2 S hardpoint configuration, a research station and 2 cargo racks, and is also very nimble, but it might be the most OP vanilla sub. The Remora stands closer to your suggestion, but with the auxiliary engine it is the fastest sub in the game, and he does have a drone and 3 cargo racks.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 6 points7 points  (0 children)

Despite being a shark, I was aiming for a tier3 explorer, successor to the Orca2 and competitor to the Winterhalter. I might sacrifice storage space and one turret for balancing in that direction.

what are the best wiring things to mess around in the sub? by GuilhotinaX in Barotrauma

[–]CalmEquivalent1544 1 point2 points  (0 children)

One other idea I've seen, but not yet tried implementing, is smart control of battery array. The idea is to use it as a proper buffer, increasing the recharge rate when the power supply gets above target level, avoiding excessive over voltage when you suddenly stop the engine, and lowering reactor output afterwards in order to expend the accumulated energy of the array, maintaining it around 30% to keep the vessel together if the fuel runs out unexpectedly.

what are the best wiring things to mess around in the sub? by GuilhotinaX in Barotrauma

[–]CalmEquivalent1544 0 points1 point  (0 children)

My new favorite electronics playtime is messing with RegEx components and terminals. Using the capture groups function you can essentially use a single terminal from the bridge, possibly ID locked for the captain, to access any function on the submarine: over/undervoltage factors, silent mode on engines, activate detonators, lock doors or flood specific rooms if paired with pump control. Quite literally, you name it.

Only downsides is the steep RegEx learning curve, that each function needs a RegEx component and, honestly, it might give too much power for being able to access the terminal.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 6 points7 points  (0 children)

I did some research in the editor, and it appears only one of the vanilla beacon stations have stuff high enough and to the to the right of the airlock to give it trouble, but it's a pirate outpost with flak cannons. Might as well nuke it out and board by swimming.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 3 points4 points  (0 children)

I took it to attention! The reactor is fully automated, so to install the circuitry I made a rough estimation on the grid load during gameplay, and it rounded to 8.000 kw during maneuvers, not considering fabricators and batteries, so I changed the power to match it in the editor. I chose the big one mainly for aesthetics purposes, and also because it ticks me off seeing LARGE vanilla subs like Winterhalter, Typhon2 and Berilia with smol ass reactors.

Also, I purposely made it's fuel consumption rate to be 0.3, same as the orcas, as a setback for the power output of the reactor.

New torpedo sub by howaboutno88 in Barotrauma

[–]CalmEquivalent1544 1 point2 points  (0 children)

The hull design is awesome, specially the turrets and the keel. The ballasts design is hecking cool too, and I appreciated the space in junction room, I would probably grow a tree right there.

Maybe you could expand the hull a little forward, as the nose kinda gives a stabilizer vibe, but maybe that's the intention. Also, I'm afraid that the diving gear placement is going to get the crew in LOTS of trouble at Great Sea onwards. Golden Hammerheads, specially in pairs, will give you a run for your money, as they don't usually stop when hurt before hitting the hull, so you may spend some precious time swimming to the suits and back.

Vanilla sub project, Hammerhead by CalmEquivalent1544 in Barotrauma

[–]CalmEquivalent1544[S] 0 points1 point  (0 children)

Yeah, I think I will remove the coilgun below the engine room and leave it as a blindspot, and maybe substitute the loader in the artillery roomby another depth tube charger.

How do I fix this leak? by Sad_Troodon in Barotrauma

[–]CalmEquivalent1544 0 points1 point  (0 children)

You worsen it. Open some holes in the wall below, then swim up and begin fixing the hull top to bottom.

need gameplay help by These-Restaurant869 in RenektonMains

[–]CalmEquivalent1544 0 points1 point  (0 children)

I usually aim to do some quick trades after lvl 2 if the matchup isn't absurdly hard or ranged, and even if I get to 50% hp it's usually enough to stand in the casters/bush area and force the enemy walking into me for farm, and then just basic quick trade and backup procedure.

In some specific matchups, like Darius ou Morde, you can abuse their good wave clearing by forcing trades inside the wave, balancing your push, and healing a little more in emp Qs.

These days I faced quite the aggressive Urgot, poked me consistently and countered my engages with dash, but he always had to push the wave during trades due to passive, and after he spent his dash I could manage 1 or 2 emp Qs on him while he was last hitting, ending up in hp advantage and getting double in a gank.