B-71 sub-fortress (Mk2 update)
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О материале
«B-71 sub-fortress (Mk2 update)» — 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
An old war submarine of the coalition, heavily armed with fast firing AAA turrets (anti-alien-artillery). As it is an old design the turrets must be manually manned leaving the gunners dangerously exposed behind thin glazed canopies. In case of emergency the ship is split into 4 sections that can be isolated with blast doors. The power grid is split into 3 independent sub-circuits, the reactor can not fully power everything at once so choices have to be made.
Displacement 19.536 flat-tons Max speed 21km/h Max dive speed 15km/h Armament:
- Twin chainguns x3
- Twin railgun x1
- Coilgun x1
Mk2 upgrade changelog:
- Front part of the ship redesigned to be closer to the originally intended shape.
- Fast firing coilguns replaced by chainguns with regular RoF
- Power grid entirely reworked. 3 independent circuits for mobility, gunnery and sustainment
- Functional and AI compatible ammo hatch for the railgun.
- Optimisation of many elements to be more performance friendly
- Know issues: AI don't go around the blast doors when they are shut. Everything else works fine.
DESIGN INTENTIONS:
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A sub-aquatic WW2 bomber with powerful but vulnerable ball turrets protecting mainly the rear of the ship and a bombardier/nose turret under the cockpit.
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Realism: ammunition do not magically teleport to the guns, they have to be close. Gunners have to be close to the gun too.
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Aesthetics and Readability: Attention has been payed to lighting and colours while retaining as much vanilla elements as possible. You should rapidly understand the use of each button thanks to lights sounds and labels.
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Challenge: A submarine fun to play with big strengths and weaknesses rather than an average experience.
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Cooperation: I moved away from an all mighty command post that controls everything. The command post itself is split between the captain who handles external threats while the security officer is in charge of internal surveillance. It is more efficient to have gunners and loader as separate roles too.
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Roleplay: Explosives and lethal ammunition are locked to prevent "accidents". Extra IDs are available in the captain's safe for friendly play.
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Interesting engineer role: repairing automatically decaying junction boxes is not fun in my opinion. In this ship the engineer has the possibility to optimize the power grid and fuel consumption and can rapidly access the rear turret. Also guns consume a non neglectable quantity of electricity compared to vanilla subs.
Features :
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Turrets have a safety that can be overridden. Prevents you from making holes in your own sub. Remove the safety for AIs
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Special hatch for railgun ammunition: load them with explosive, drop them on the floor, open the hatch for fast delivery
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Internal safety and surveillance station "big brother" with fire, flood, oxygen level and hull proximity alerts. Internal and external camera arrays (left click to switch camera).
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Blastdoors controlled from the command post to isolate the 3 sections of the sub
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3 independant electrical circuits
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Automatic recharge mode for batteries and supercapacitors. Avoid overloads in most situations.
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Twin engine with stealth option to keep them under 25% and avoid making noise.
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.