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Riftpiercer X97

Положительные голоса93%69 голосов игроков
Подписчики1,2 тыс.1 172 в Steam Workshop
Размер файла1,66 МБЗагрузка через Steam
Обновление автора26 февр. 2024 г.Дата обновления материала
Riftpiercer X97

Изображение 1 из 3. Материалы автора из Steam Workshop.

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О материале

«Riftpiercer X97» — 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

*Good afternoon distinguished military investors, please holster your honks.

My name is lufeee and I'm here today to introduce you to the next-generation submarine that we at Thalamus Advancements INC have developed. Many thanks to the Europa Coalition and the battalion of unpaid assistants, they generously donated to further support our efforts. Their lives will be remembered.

The X97 ‘Riftpiercer’, is setting the new standard for forward scout submarines and has been designed with the latest technology. Featuring advanced protection systems, ballast, automation and much more.

Now we all know the shape may appear familiar, but don’t let that fool you. Every single component has been sensually touched by a one-eyed captain who only speaks in cryptic sentences – ensuring all system-faults are 100% eliminated in 15% of its operational lifespan! Otherwise, a noticeable difference from the previous model X91-B, is the shuttle module has been removed in favour of expanded diving- and sleeping quarters, as field-testing indicated lower usage than expected and increased crew rowdiness due to sleeping rotations. Morale, diving and protection characteristics have improved as a result, along with a surprising -13% decrease of assistant-related incidents. This last point is being investigated and is on track to be resolved before commercial availability in Q3. *

Thank you for making the Riftpiercer visible!

Fast, agile, logic-heavy, medium-sized scout – developed for high-threat encounters and deep sustainability in hostile biomes

  • Top Speed 31km/h, Decent 23km/h.

  • 4 minor laser cannons, 1 railgun.

  • 4-6 operational crew.

  • 32 total crate storage.

  • Deconstructor, Fabricator, Medical and Research capability.

  • Strong, imposing, phallic silhouette - guaranteed to make even the Honkmother blush.

Advanced protection features

  • Inner compartments are protected with dual walls.

  • 9 wall-ballast tanks offering nearly 360 protective coverage.

  • Water breach detection and warning system .

  • Auto water breach Fixfoam-dispensers (Remember to replace after use).

  • Auto shutdown of pumps when water breach remains unfixed (Re-enabled by opening adjacent doors/hatches.).

  • Auto doors and hatches that close when an adjacent fire or water breach is detected .

  • Auto Laser cannons, targeting close-range intruders .

  • Auto discharge coils.

  • Rail cannon with synchronized Laser cannon targeting.

  • Long-range Railgun targeting with Rader control.

  • Remote Incendiary-dispensers in the ballasts for eliminating Flora infestations (Remember to replace after use).

Flora guide – either buttons or console can be used:

  1. Open infected ballast.

  2. Turn off: A. Power saving Oxygen mode (Fire must have constant fresh oxygen) and B. Global Ballast power (Fire must be cleared of water).

  3. Close ballast to ensure crew safety.

  4. Activate Incendiary and wait for the infestation to be cleared.

  5. Reenable systems (Power saving Oxygen mode and Global Ballast power) and replace Incendiary.

Quality of life features

  • Overall intuitive design - easy to navigate and use, even the rooms are colour-coded.

  • Buttons are also colour-coded, indicating the status of its system.

  • 3 mode doors/hatches: Default open, Automatically closed due to water breach/fire in adjacent compartment (Auto opens with motion detection), and Manually locked requiring Crew ID to unlock .

  • 5 Mode Ballast tanks: Default (normal operation, Green-light), Maintenance mode (open with all water drained, Orange-light), Transitioning mode (Blue-light), Offline due to water breach (Ballast hull breach detected and pump shutdown, Red light), Offline due to global ballast switch (Useful if navigating through flora swarm, the light turned Off).

  • The outer hull can be repaired from the inside.

  • Quick-release docking/diving chambers with automatic doors and hatches.

  • Complete system control in the Bridge, with nav and console control access distributed throughout the sub.

  • Ample storage with customizable naming.

  • Emergency storage is accessible everywhere.

  • Personal sleeping quarters, storage, and diving suits .

  • Periscope navigational control with HUD showing speed and decent.

  • Compartments vs sub-wide power load monitors and switches.

  • Sub-status KPIs monitors.

  • Localized powering means each room has a direct connection to the battery array.

  • And much more like centralized weapons armoury, synchronized loaders, automatic detection of empty laser ammunition, etc.

Weakness

  • The Bridge and Gunner compartment are mostly exposed from the ballast protection zone.

  • Limited overall reactor output - overload will drain the batteries, shutting every system down at critical levels.

  • Bots cannot interact with doors and hatches, and have difficulty repairing the outer shell from inside. Hired personal will likely drown themselves in the ballast.

  • Substantial amount of mechanical and electrical components that require maintenance, spread all across the sub.

  • Baro logic gate limitations mean some systems might react slower than intended, it all works in slightly complicated ways, and there will be FPS hit (appears to be compatible with Performance fix mod).

  • Must max out the campaign difficulty setting, make the Honkmother proud.

FAQ

Why are there three S versions? One of the recent updates introduced Tiers - that restrict upgrade and biome availability. So each S model corresponds to a Tier, allowing you to access the sub anywhere in the campaign. If you are beginning a new campaign, you can select S1 and upgrade according to the campaign's progression or select S3 if you do not want to bother with this new mechanic.

How to switch between laser cannons? You can switch between cannons by pointing outside of the current cannon's controllable degrees in the direction of the cannon you want to control. This is demonstrated in the first linked video at 1:08.

How to use the spotlights? You can switch the spotlight by clicking the left mouse button. To control the sub hold the left mouse button in the desired direction.

Why does one of the synchronized laser cannons stop firing when using them in Railgun mode? Their supercapacitor is likely too low recharging speed to support both - consider switching to supercapacitor overclock mode (Button on the Supercapacitors or console), which doubles the speed but requires more frequent maintenance.

Why are the laser cannons no longer targeting intruders by themselves? To stop the cannons from continuously spamming while empty, the automatic targeting mode will disable itself and can be reenabled via the Bridge button PCPA or console.

Thank you for making the Riftpiercer visible!

Special thanks to: Beefy, Nanvinor, Deadlymouse, and Copyright for their tireless, ill-advised, and morally corrupt approach to the Barotrauma campaign and testing

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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