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Amoskane

Положительные голоса82%11 голосов игроков
Подписчики124124 в Steam Workshop
Размер файла480,13 КБЗагрузка через Steam
Обновление автора14 апр. 2024 г.Дата обновления материала
Amoskane

Изображение 1 из 6. Материалы автора из Steam Workshop.

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О материале

«Amoskane» — 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

FOR MARK 2 YOU WILL NEED TO DOWNLOAD THE AUTO TURRETS MOD https://steamcommunity.com/sharedfiles/filedetails/?id=2961643561

If you or your friends are looking for a simple yet advanced submarine that'll last you through to the end of the campaign look no further.

I've tried to put alot of systems in place to make the ride as smooth as possible. You have auto recharge adjusting capacitors, better autocontrol for reactor, the battery charges are timed for 55 seconds power when you turn them on etc.

The diving bay bottom right doubles as a dock that you can elect to send power to or not, meaning you can power vessels and some wrecks if they have suitable power connections but no reactor or battery power.

Complete coverage with small guns (once you buy and install them) and upper and lower coverage with big guns (once you buy and install them). All of these guns torches turn off automatically when not in use.

A drone that has an artifact holder, storage and long range terminal for communications to the Amoskane is in the lower engineering deck. This is pilotable by both sonar and periscope input (although you have to press a button to switch between control methods). The docking port is interal to the ship with a hanger door, the hangerbay doors are invincible due to hull issues however the interal bay (glass etc) is vulnerable to damage if something gets inside. Lastly, the long range terminal can relay messages that divers can input from the drone to the Amoskane and vice versa, there is also a terminal which dictates which channel you send messages from the Amoskane to the drone so that the divers still get the message alerts. This is in case your divers change to another channel to avoid spamming the Amoskane crew with choppy unaudible radio chatter you can still receive notifications that you have a message. The drone can also self destruct with a C-4 payload in case it gets swamped by creatures and un retrievable but also as a last ditch effort in a sub vs sub situation, self-destructing will, ofcourse, render the drone destroyed and you'll have to buy a new one at the next station.

Diving airlocks will never allow water into the sub and will always empty before opening doors inwards, there is an override if necessary but I've since made the hull to the airlock invincible purely because the AI gets confused and repeatedly tries to open the door and it doesn't open as it's in process.

Engineering has a fab, decon and multiple cabinets giving you more room than you'll ever need.

Medical is probably a bit OP but it has a medical fab, research station and decon. This puts them on the top floor and engineering on the bottom floor so by seperating them you have hull repair coverage top and bottom provided they are sticking to their respective areas.

The Amoskane has ballast flora countermeasures. At the main navigation console you can switch off power to the pumps and detonate an incedinary in either ballast and so long as you can replace the incedinary grenades in their respective detonators you will be forever protected from ballast flora. All you need to do is float up and rest on the roof, empty tanks, disable power, fry and wait.

The engine has an on/off switch. This is in case of emergency if the sub is full steam ahead and the nav room is incapacitated.

The loaders are on the bottom deck and the periscopes are in the nose of the vessel, this means that the gunnery compartment is completely reliant on an engineer or assistant to change ammboxes for them. This guarentees that they should have a constant rate of fire instead of running about trying to change ammo.

The reactor has an automated auto control better than the base auto control. It will also switch off if it detects power from the upper dock so if you're docked into a station you'll be on station power instead. IF this somehow causes headaches you can flick the override and run your reactor at the same time and divide the load(Amoskane's) with the station.

There is a locker room where the captain can use the terminal to designate lockers, simply drop out the keycards to the respective locker owners.

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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