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Krokodil

Положительные голоса82%11 голосов игроков
Подписчики784784 в Steam Workshop
Размер файла388,11 КБЗагрузка через Steam
Обновление автора15 авг. 2026 г.Дата обновления материала
Krokodil

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О материале

«Krokodil» — 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

Krokodil-13 is setup for being a Tier 2 Sub for use in campaign and has fairly minimal gear and ammo onboard.

Laid down in the same shipyards as the venerable Barsuk class. The Krokodil is from a very different time in Europan history, when bulky pressure suits made EVA far more dangerous and more experimental tech was wildly available. The class was designed for months long journeys to deploy the early beacon and other remote stations in place. With a secondary function of salvaging downed ships. Featuring double vectored engines, temperamental automatic doors, robust flood protection systems and a specialized bottom docking port to allow it to not only dock to stations and wrecks but also supply power to them for setup or recover operations. Including two special grapple docks which allow pulling wrecks away from walls and obstructions (when using moveable/sellable wrecks).

The Krokodil 13 like the few remaining ships in its class has been kept in service as a fast transport and salvage ship. Its archaic Mark1 Railgun has been replaced with a more modern flak gun and its systems kept running for long decades. Its corridors containing numerous secret compartments and augmented systems from generations of crew.

Pros:

High speed from its double engine design, backed up by a quad ballast design with two convertible bilges. Battery backup allows for several minutes of operation between reactor maintenance or power outage. Engine bays are ready to turn into growing zones.

Five weapons, a nose mounted double Chaingun backed up by a lower fore Flak cannon and Pulse Laser, with a top and bottom coil gun aft. Each weapon is linked to a enemy detector that illuminates each periscope when enemies are detected close to the gun. A lever allows for a audible alarm linked to the detection system.

Two automated and configurable electric shock stingers can be turned on to trigger on detection or manually triggered in navigation. Component next to the super capacitor can be edited to allow for quicker or slower firing depending on upgrades to electrical system.

Immense cargo hold with 4 unit load devices. Engineering and Medical both have their own crate rack for sorting purchased cargo and wreck salvage

Full engineering bay with two fabricators and deconstructors. A full outpost style storage for fabrication and materials.

Medical has fabrication and a research bench and extra storage compartments including a medical crash cart and old timey doctors bag.

Operations bay includes a pantry for minor healing of crew injuries during snack breaks, along with a secondary operations arsenal for arming and outfitting the crew. The crew quarters has extra storage for additional equipment and both have four beds for 7 total including medbay.

Numerous quality of life features including readouts for speed, depth, battery charge and current durability. Numerous hidden compartments.

Electrical room has extra relay connections for custom and mod electrical items such as Barocraftables or EHA

Cons:

While many guns have overlapping fire there are numerous blind spots including in front of captains navigation bubble, in back of the upper airlock and rear engine area.

Early single hull design similar to the Barsuk class means there are no crumple zones and only the engine areas are reinforced. Captains bubble is reinforced but the weakest point on the hull.

Double engines require more maintenance including their four battery units.

Quad ballast with extra 2 convertible bilges means more places for ballast flora incidents. only bilges and upper ballasts are easily drained, main ballasts are a potential flora deathtrap.

Automated doors are yesterdays future and while allowing quick movement through hull spaces, only several are convertible to button press mode to prevent water pressure opening. They can be severely annoying especially as they have differing detection rates.

Distributed mechanical and electrical systems outside of the main electrical area requires more maintenance to maintain battery buffering.

Depth charge launcher along with extra storage in the ballast areas can be hard to access while ship is underway and can lead to ammo and items in them to becoming out of sight out of mind.

Main armory is small and divided to one lockup in front of gunnery and one explosives locker in the cannon loader room.

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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