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Triton

Положительные голоса98%106 голосов игроков
Подписчики2,7 тыс.2 717 в Steam Workshop
Размер файла1,25 МБЗагрузка через Steam
Обновление автора9 июл. 2024 г.Дата обновления материала
Triton

Изображение 1 из 8. Материалы автора из Steam Workshop.

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О материале

«Triton» — 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

DESCRIPTION

The Triton is a powerful attack submarine that is only for sale in the more dangerous regions of Europa and with Coalition approval. Unlike those currently in service with the Europa Coalition, these are usually sold with most of the original turrets removed and the nuclear reactor restored to it's default settings. Despite being poorly armed initially, the Triton has retained all six of it's turret hardpoints and thus has the potential to be upgraded into an extremely formidable attack vessel.

The tier 2 variant, the Triton-E can be found via the link below: https://steamcommunity.com/sharedfiles/filedetails/?id=2909752429

FEATURES

  • Vanilla friendly tier 3 submarine - despite a few buttons hidden behind some decorative objects to provide some aesthetics I've tried to make this as close to the base game subs as possible, as a result you won't find any invincible machines, walls, infinite storage or a super-fast engine. The 2 initial coilguns and 4 extra turret hardpoints give the player the ability to make the Triton as weak or as powerful as you like depending on your preferred style of play.

  • An automatic reactor setup that's got some limited customisation options and isn't an insane source of unlimited power, you'll need to make sure not to push the sub past its limits otherwise that reactor's going to struggle. Just remember not to mess with the reactor settings unless you know what you're doing, those are only for skilled Engineers to adjust every time the reactor gets upgraded at an outpost.

  • Oxygen generator power saving system - The O2 generator will only switch on whenever it detects that the oxygen level drops below a certain point in any of the key locations on the sub. This feature can be toggled off and on by pressing the button on the oxygen generator itself.

  • Engine and ballast pump cutoff lever - This can be used to save power when the sub is sitting on the bottom somewhere and you've got crewmen venturing outside, or more likely when you've been infested with Ballast Flora; in which case cutting power to the ballast pumps will prevent the flora from seizing control of the doors/hatches, allowing you to drain the water and kill it more easily.

  • Auxiliary battery power that comes on automatically whenever the reactor shuts down or is struggling to cope, this can provide just enough power to the engines and ballast tanks for several minutes (providing you don't go crazy on the helm), which should be more than enough time to replace a used fuel rod, or to run silent and try to quietly escape from the Abyss monster that you'd rather not fight!

  • Rudimentary surge protection. Nothing fancy, just enough to save your junction boxes from all but the most reckless of players out there.

  • Lockable doors (including outer airlocks) - When you've got a crew that you can trust or are just playing with bots, you can leave the doors to the Brig, Medbay and Armory unlocked so that you don't have to worry about leaks flooding entire sections of the sub just because someone doesn't have the correct ID card.

  • Automatic doors identical to those from the Humpback in the high traffic, low risk areas, while the high risk areas such as the reactor room, junction boxes, ammo magazine 'etc' use the same manually opened doors that can be found in the Dugong and Typhon subs. This helps to prevent damage caused by both fire and especially flooding due to careless players or bots getting too close to the doors while others are dealing with the emergency. Please note that all the wiring and logic components have been left in place above each of the doors, that way anyone wishing to make any changes to them can easily do so in the submarine editor.

  • The Large Turrets can be toggled on/off by the Captain - Ideal for when you've got bots or trigger happy players manning the turrets and who seem hell-bent on wasting expensive ammo, or you just want to prevent them from firing that Rail gun with the nuclear shell at point blank range.

  • Upper and lower airlocks. The lower one is ideal for salvaging wrecks while the upper one is great for repairs, or if you're using a mod that has drones like the EK Armory mod, then the larger topside airlock doors allows the drone to easily enter and leave, giving you somewhere reasonably safe to use the maintenance tool on it.

  • A Captain's independent exterior camera system that you can use to switch between the two different cameras by simply clicking the left mouse button.

  • A Brig. Complete with a lockable door and bunks, ideal for unruly crew-mates or prisoner transportation missions.

Known Issues

  • The bot waypoints have been constantly revisited and tweaked since the original release but their path finding is still a little glitchy and the bots can and will still get stuck occasionally, this appears to be a core game issue and the Devs have managed to fix a lot of the earlier problems with them but please bear in mind that this is still an ongoing concern, especially with regards to their path finding on stairs and platforms.

  • If you started your campaign using a submarine made via the editor or from the steam workshop and the content creator forgot to add the correct ID tags to the spawn points, then you may not be able to open many of the doors or containers. This can be fixed by going into the sub editor and removing the appropriate ID tags, but be warned that this will allow everyone access to them.

  • In order to prevent bots from opening the exterior airlock doors and killing themselves whilst repairing them, the outer airlock doors are locked by default, the Captain or any Security personnel can click the nearby red door button to turn it blue, this will then allow anyone to use the airlock door - just remember that you open the airlock doors by clicking on the door itself and NOT the button.

Disclaimer

Be advised that this is NOT a mod, this is just a custom submarine that was created with base game components using the in-game submarine editor, therefore it should not interfere with or cause any issues with the base game itself or any mods you've installed.


CREDITS

Oxygen Automation System by Badgerman https://steamcommunity.com/sharedfiles/filedetails/?id=2419010949

DIY Reactor Controllers by Ignis https://steamcommunity.com/sharedfiles/filedetails/?id=2296569779

Switchable Camera Periscope by Endy https://steamcommunity.com/sharedfiles/filedetails/?id=2130366606

Deck design and layout ideas from subs including: EK Marauder Mk-V & EK Reliant Mk-VI by Videogame. Typhon, Humpback, Dugong and Kastrull by FakeFish/Undertow Games.

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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