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R-29 Mariner

Положительные голоса100%18 голосов игроков
Подписчики309309 в Steam Workshop
Размер файла646,36 КБЗагрузка через Steam
Обновление автора23 мар. 2023 г.Дата обновления материала
R-29 Mariner

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О материале

«R-29 Mariner» — 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

The R-29 Mariner is built from a standard R-29 chassis, but contains extensive modifications and additional compartments far beyond what a standard R-29 has.

The submarine is the final-ish product of my modifying of the R-29 for playing with my friends as well as playing singleplayer with bots. I've taken items from other subs and assemblies to meet the wants of my crew, such as the drones from the Deep Manatee and Bronze Age. I am but an amateur in the editor, but I've taken great care to wire everything properly and keep the wiring "organized" and without almost any of it being visible (there may be a 2 or 3 redundant relays doing nothing that I just didn't both to delete, sorry). Gaps and hulls should all be proper as well as the waypoints being bot friendly. As far as I can tell, everything works properly, but it is possible for there to be an issue. The Mariner is almost unrecognizable as an R-29, but you will notice at least a few remnants of the base model here and there that I preferred to retain.

Notable Compartments:

Captain's Quarters There is a switch to turn the light on/off for naps and status/sonar monitors.

Cafeteria Has 2 vending machines and status/sonar monitors.

Extended Command Bridge Includes a briefing area for away teams, terminal to display messages in central access passages, depth charge launcher w/switch to activate, terminal for chat, lever to switch on batteries (reactor shut off in nav terminal), lever to turn off lights and turn on emergency lights and alarms (crew request for more chaos), switch to flood the chat channel with static, button to clear chat in the chat terminals, text displays for reactor fuel and backup battery charge, status/sonar monitors and access to interior cameras/exterior searchlights/chaingun in cargo/both drones.

3-Deck Central Access Passage Has supply cabinet with oxygen masks in all 3 compartments. Big windows. This access shaft as well as the smaller access shafts will open their hatches if water is detected in order to drain down to a pump or ballast.

Janitor's Closet/Laundry Room Nothing much except storage for outfits and a battery charger.

Gunnery for 6 coilguns and 2 railguns One compartment contains all 6 coilgun periscopes and the other compartment contains both railgun periscopes, status/sonar monitors, and coilgun ammunition shelves (railgun ammo racks in the cargo hold, sorry).

Oxygen Generator Compartment Contains the only junction box not found in electrical. It purposefully made to look like it's in rough shape.

Electrical Contains all the super-capacitors, junction boxes (except 1), backup batteries, and status/sonar monitors.

Extended Engineering Has 2 deconstructors, status/sonar monitors, chat terminal and 2 fabricators linked to 2 large cabinets.

Botany Lab There are 8 planters on the upper level, a medical fabricator and status/sonar monitors on the lower level. Also has big windows.

Security Office w/brig Has a periscope to access the interior cameras, lever to turn on alarms in the cell to annoy prisoners, small firing range (cosmetic), and status/sonar monitors.

Medical and Research There is a medical fabricator linked to the medical cabinet/toxin cabinets, research station, medical bed, chat terminal, and status/sonar monitors.

Freezer Contains storage for medical and biohazard products.

3-Deck 10 Forward Lounge (particularly demanded by my particularly lazy crew) This place has status/sonar monitors on all 3 decks, jukebox (on/off switch located on the sonar monitor in the bar), bee-otrauma terminal, plenty of seating and a small hidden closet (discs inside).

Crew Quarters Here there are 9 working beds, a switch to turn the light on/off and a status monitor. There is also a 2-bunk crew quarters located under Medical, intended for whoever doesn't deserve the nicer bunks 2 decks up.

2 different stow-away hideouts on either end of the boat Both of these contain a status monitor that is not linked to the nav terminal. The forward compartment has a chat terminal.

Extended Engine Room Inside are 2 engines and status/sonar monitors.

Reactor Room Has status/sonar monitors, a fabricator and a chat terminal.

Cargo Hold The cargo hold is large and cavernous (by crew request) with a lever to turn on the lights, a chat terminal on the lower level and railgun shell storage in the bilge.

Larger Ballasts (especially the front one) Both ballast contain hard to see levers that turn on ceiling lights. I know the front one is a bit much, but you know how it is.

Exterior Maintenance Platform Behind the engines is an exterior platform that my crew wanted so they could "hang out" outside the boat. There is a switch to turn off the searchlight and on the platform lights. There is also status/sonar monitors(be careful).

Notes: There are several loose vents/panels scattered about the ship All switches and levers are unlabeled (sorry), but none of them will blow up the boat. Areas of the sub are restricted based on id card access (you may want to change this to your own liking in the ditor) and all spawn points provide the proper id. Excluding the ones in the stowaway compartments, all status monitors are linked to the nav terminal (you may or may not want to keep this feature). I know it is absolutely jam-packed with stuff and I went a little vent, rust/damage, wire, light and cracked glass crazy. It could be a little much.

The reason the boat is full of status monitors linked to the nav terminal is because I also play by myself with 16 bots. So, I'll assign all the bots to tasks and then do everything else and I had to have nav terminal access just about everywhere, including the airlocks because sometimes I'd go out to a wreck and then want move the sub slightly and not have to go far to do so (lazy-ness).

What I "cheesed": Upped the reactor output to handle the heavy load. Upped to engines from 500 to 750 for more power. Exterior glass has 100 health. Lessened the deterioration a bit on items in the electrical department, status monitors and pumps since there's so many (my crew preferred to relax in the lounge rather than work) Changed the max load on the 2 relays to accept the load from the backup batteries because I got lazy.

Оригинал в Steam Workshop

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