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Project-705k Lyra

Положительные голоса95%577 голосов игроков
Подписчики24,4 тыс.24 411 в Steam Workshop
Размер файла425,21 КБЗагрузка через Steam
Обновление автора30 окт. 2023 г.Дата обновления материала
Project-705k Lyra

Изображение 1 из 5. Материалы автора из Steam Workshop.

Добавить в игру через Steam

  1. Перейдите в Steam

    Откроется страница именно этого материала.

    Открыть в Steam Workshop
  2. Нажмите «Подписаться»

    На странице Steam войдите в аккаунт, если потребуется.

    Подписаться

О материале

«Project-705k Lyra» — 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

At the height of the Cold War NATO submariners found themselves confronting a Soviet submarine which not only greatly out-performed their own boats, but which could operate beyond the reach of their weapons. This untouchable submarine was designated the A-Class (‘ALFA Class’) by NATO, and Project-705 Lyra by the Russians.

At 41 knots and 400 meters the ALFA Class pushed the boundaries of both speed and operating depth. Speed was a key attribute of nuclear powered attack submarines, enabling them to maneuver into a firing position much more easily compared to slower diesel-electric submarines, and to escape more easily after the attack thus living to fight another day. This meant that a nuclear-powered attack submarine could expect to make multiple attacks against enemy surface groups, ultimately expending all its torpedoes before being effectively countered.

** Class = Attack Price = 45000 mk Horizontal and Vertical Speed = 19 km/h Recommended Crew Size = 6 - 12 Recommended Crew Experience = Intermediate Recommended Captain Experiance = Experianced **

Engineer's Notes [IMPORTANT FOR NEW CAPTAINS]

  1. The batteries are important for the sub to function. The power from the reactor (needs 2 fuel rod) is directly routed to the batteries, if the batteries is broken, the sub will not have power. The repair priority should be as follows. 1. Reactor, 2. Power Junctions, 3. Batteries, 4. Priority Junctions.

  2. Turning on/off ANYTHING has a direct impact on power consumption, if you are low in battery, consider turning off lights and oxygen temporarily to give power to more important systems.

  3. Turrets requires captain to use gun booster to maintain fire, as super capacitors are cap at 30% recharge speed.

  4. There's a lot of features in the Navigation's room, you might want to check out what button does what and where are they before heading into mission.

Navigation

  • Gun Booster

  • Engine Booster

Weaponry

  • 4 coilguns (fires 40% slower than default) with 2 Railgun with integrated coilgun(fires 66% slower than default)

  • 1 Fabrication linked to 1 Deconstructor

Engineering

  • 2 Fabrication linked to 1 Deconstructor

Medical

  • 1 Medical Fabrication linked to 1 Deconstructor

Glass Shuttle

  • 20 minutes operation time, to help with salvage or far distance objective

  • When using periscope control, hold left click to undock and accelerate to the direction of click

Drone

  • 10 minutes operation time, to help with scouting and finding minerals (Has mineral scanner)

  • When using periscope control, hold left click to undock and accelerate to the direction of click

Reference and Credits

Оригинал в Steam Workshop

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.

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