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Sardina V1

Положительные голоса98%44 голосов игроков
Подписчики851851 в Steam Workshop
Размер файла251,47 КБЗагрузка через Steam
Обновление автора15 апр. 2026 г.Дата обновления материала
Sardina V1

Изображение 1 из 4. Материалы автора из Steam Workshop.

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О материале

«Sardina V1» — 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

Great little sub for a small group of 2-6 players. Can go all the way to endgame. It has been tested multiple times so all of the bugs should be ironed out.

**Hard version: ** Sardina V2 **Warsub version: ** Sardina V3

SUBMARINE LORE:

Sardina is small, versatile sub designed for long scouting missions. This sub is not for claustrophobic people. Her armor is lightweight and not designed for heavy fights. Because of that it is possible to achieve higher speeds. Smaller reactor needed to be developed to fit it in a such confined space (power output is also lower). To make up for this loss, four batteries has been installed. This is the scout submarine Sardina.

IN GAME SPECS:

Price: 8499 mk Tier I Dimensions: 22x8 m Cargo capacity: 12 crates Recommended crew size: 2 - 6 Recommended crew experience: Intermediate

TECH:

-All fabricators (cabinets are linked) -Auto reactor. If outpust powered reactor will turn off. Turn on after undocking (don't touch reactor's "auto") -Lever for disabling the auto reactor -Auto battery management system. Slow charging on reactor's power, fast charging when docked. Ability to turn off battery power in case of some "unforeseen" problems or if you wanna leave the sub with a friend and nobody is there to protect the sub. -Active battery controller to compensate for slow automatic reactor turbine. When reactor turbine output is higher than needed, batteries take additional power to charge instead of damaging junction boxes. Batteries charge to ~95% to leave space for system to work. This is similar to real life KERS. -Automatic emergency lights if left without power -Emergency upper exit hatch -Suit lockers oxygen charging (there is a button in airlock access where you can toggle charging) -Handheld battery charger in airlock access where the suits are (power is tied with the suit lockers so you need to toggle it with the button) -Window in command room where you can see the beauty of Europa (and a button to close it if you don't like what you see) -Status monitor in engineering (easily missed)

WEAPONS

-Coilgun -1 small hardpoint -1 large hardpoint -Depth charge (Button in command room on depth charge loader) -Discharge coil which covers the front nose -3 Weapon holders in case of emergency (Utility room, Command room on sonar monitor and cargo bay close to docking hatch)

I created this sub to play with my friends. Sometimes we can't play at the same time so I created something smaller and automated some systems to accommodate this problem. And I was going for a real-life submarine "claustrophobia". We had and will have much fun with her and I hope you will too.

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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