SSN Tin Can MkIII
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О материале
«SSN Tin Can MkIII» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
With the focus on pragmatic design, a compact, manoeuvrable and feature-rich submarine was made to dive deep in the depths of Europa. Its name, ** SSN Tin Can ** was a joke tossed around by the Head Engineer, Sina McClark, due to its simple yet strong cylindrical shape. During testing, it was found that the submarines engine was too powerful for it size, causing the junctions to blow up and start fires, prompting the engineers to design a battery system independent from the main junctions in order to handle power spikes. After the production of the first version of the sub, the engineering crew was assigned to maintain a military submarine, Crimson Shard Ausf. K1.1 as they were moved to the main division of the company outpost. Inspired by the intricate designs and available systems of the submarine, a newer and updated variant of ** SSN Tin Can MkIII ** was design. Further improvements on future variant is considered.
v3.03.12
Dimensions: 32x11 m Recommended crew size: 6 - 12 Recommended crew experience: Intermediate Recommended captain experience: Experienced Recommended to disable wiring
* Engineer's Design Philosophy *
- It was decided very early on that the design of the submarine would focus on using every inch of space available as efficiently as possible without sacrificing functionality. Layout of rooms was also carefully placed making sure all is easily accessible in case of emergencies.
We tried as much as we can to put ourselves in the crewmate’s shoes and maximise the potential of each room, and thus rooms were design to fit their needs; mechanics having vast storage linked to every fabricator and deconstructer, periscopes having warning signals indicating monsters nearby its corresponding gun helping security handle the situation quickly, junctions and batteries in a centralize room making electricians job less tedious, though I must say its still hard on them unfortunately.
It must also be noted that the captain must be quite experienced to fully utilise all the features available for him, but if he does manage, I believe the submarine would prove its seaworthiness ten times over. And with a veteran crew? To the deepest of abyss, surely. *
** Features **
Commands
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Airlock lock
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Emergency alarm
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Emergency reactor shutdown button
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Infopanel navigation terminal with meltdown timer
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External cameras on each corner of the submarine, click to cycle
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Captains personal security steel cabinet filled with equipment and extra Captains IDs
Weaponry
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4 coilguns and 2 railguns with integrated coilgun with superb coverage
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Alarms on periscope indicating enemies near the vicinity of the corresponding weapon
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Discharge coils with full coverage
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Depth charge
Miscellaneous
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2 fabricator and 3 deconstructer
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Double layered tob and bottom exterior wall
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Exterior searchlights
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Small prison
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Artifact holder left of bottom railgun
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Info panel on reactor
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Improved battery array protection against over and undercurrent
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Automated backup batteries which last aprox. 5 minutes
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Expansive storage for Engineering, Medical and Armament
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Accessible sonar and status monitor for the whole crew
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Hidden items in loose vents
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Switch on/off for most equipment just because bugs happens
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Doors that automatically close and open
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Materials available enough for short journeys
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Glass interior wall for better viewing angles
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Extra access hatch on all ballast for emergencies
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Will receive power when docked with an outpost
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Remote operated drone, CCD: Compact Camera Drone aprox. 10 minutes of active time
Note
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Corners of the submarine is fragile.
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The submarine requires a lot of electrical maintenance.
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The coilgun integrated in the railgun shoots 200% slower.
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Airlock lock will unlock once docked.
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Reactor have 60 seconds till meltdown and 10 seconds till fire
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When flooded, the door wont automatically open, only automatically close.
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Motion sensor wont work if there are humans in its sensor area.
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Secure metal crate in armoury can only be opened by captain, security and medic.
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Security has all access except for Medical storage room and Captains steel cabinet.
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When emergency alarm is activated, exterior searchlights will turn on.
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Only captain and security can authorized the usage of the CCD.
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CCD have periscope control mode at which it will traverse using the direction of mouse and left click to accelerate.
How to reclaim the submarine after fully sunk
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Fix fully the exterior walls.
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Fix the reactor.
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Fix the power junction.
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Fix the pumping batteries.
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Fix the ballast pumps.
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Turn on the reactor and maintain all of the above in working condition.
Bugs
A list of bugs that I personally can't fix due to the game itself.
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Drone not docking on the right side * (Not critical, you should still be able to use it)*
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Machines showing Insufficient Power even though power is available (Switch the machine off then on or just try to use the machine, it is sometimes only a visual bug)
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UI for storage and machine sometimes overlap (Try interacting with other machines linked to storage, sometimes it fix itself. If not you have to wait for the load screen as it will refresh the position)
Credits
Here is the list of submarines that I use as a reference, especially when it comes to wiring when I was starting out. Also as a source of inspiration. Credit to the sub-creator.
[noparse Crimson Shard Ausf. K1.1[/noparse]](https://steamcommunity.com/sharedfiles/filedetails/?id=2136364992)
[noparse]Hyperion[/noparse] [noparse][ATLAS] Tetrarch[/noparse]
Lighting inspiration for my drone.
Inspired me to make my own periscope controlled drone from scratch with more control, with the help of Ecchi'Ki Senpai.
Tester and friend: Killroyalief, gallantkun
Special mention: DECAFBAD, Ctulhu minion, Ecchi'Ki Senpai, Llamas Unite!, Undertow Games Official Discord
Как установить и запустить
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