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K TEST 2.0

Положительные голоса94%31 голосов игроков
Подписчики258258 в Steam Workshop
Размер файла1,34 МБЗагрузка через Steam
Обновление автора31 июл. 2026 г.Дата обновления материала
K TEST 2.0

Изображение 1 из 7. Материалы автора из Steam Workshop.

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О материале

«K TEST 2.0» — 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

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K TEST 2.0 // KONKORNAUT

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TIER III ATTACK · 5–7 EXPERIENCED CREW · ACTIVE TEST BRANCH

An experimental campaign submarine where power, control, damage and recovery operate as one connected system.

Push farther. Gain more options. Inherit more consequences...

OPERATIONAL PROFILECURRENT BUILD
Recommended crew5–7 experienced players
Reduced crewPossible; workload and failure exposure rise sharply
SoloBots and automation assist; direct supervision remains necessary
Campaign roleAttack · experimentation · crisis recovery · maintenance
PerformanceExtremely circuitry-heavy; weaker clients and hosts may struggle

  • }{ ~ 01 // CONNECTED OPERATION

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KONKORNAUT keeps Barotrauma’s familiar foundations—reactor, grid, steering, ballast, flooding, oxygen, weapons, sensors and repair—then binds them into one adaptive vessel.

REACTOR → GRID → PROPULSION / BALLAST / DEFENCE
DAMAGE → DIAGNOSTICS → REDISTRIBUTION → RECOVERY
HIGH OUTPUT → HIGHER DEPENDENCY → FUTURE MAINTENANCE
  • Redirect power as priorities change.

  • Exchange reserves for emergency performance.

  • Combine manual authority with automation.

  • Use surviving systems to compensate for damaged ones.

  • Read feedback before separate faults become one crisis.

No procedure remains correct in every vessel state.

~ ~ ~ 02 // CAPABILITY HAS A COST

Greater output may consume fuel, stored charge, component condition, repair materials, redundancy, crew attention or future safety.

Conservative operation preserves margins. Aggressive operation widens the solution space—then leaves a maintenance debt.

Maintenance is the vessel remembering how it was used.

  • }{ ~ 03 // CAMPAIGN LOGISTICS

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No onboard general-purpose fabricator.

Prepare fuel rods, ammunition, tools and engineering supplies at equipped outposts. The onboard deconstructor recovers material, but general production remains part of the campaign’s shore-side rhythm.

An onboard medical fabricator preserves medical production during extended operations.

  • Carry more fuel than the immediate route appears to require.

  • Recover spent rods and useful material.

  • Build reserves while inhabited infrastructure remains frequent.

Preparation is not separate from deployment. It is its first phase.

~ ~ ~ 04 // MASTERY WITHOUT IMMUNITY

Mastery does not remove danger. It expands the range of dangerous conditions the crew can enter deliberately—and still recover from.

  • Efficiency through practiced procedures

  • Anticipation of interacting failures

  • Recovery through overlapping systems

  • Coordination through distributed authority

  • Freedom to choose which risks are worth taking

Hidden interactions reward experimentation, but consequential behavior is intended to remain observable, interpretable and learnable.

· 05 // CREW SCALE ·

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SOLO

Assign bots to stable duties, monitor changing priorities and intervene when circumstances exceed them. Automation reduces repetitive labour; judgment remains the player’s responsibility.

MULTIPLAYER

Distribute knowledge and authority across the crew. Specialists improve efficiency, while overlapping controls preserve improvisation when someone is absent, injured or occupied elsewhere.

  • }{ ~ 06 // ACTIVE DEVELOPMENT

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KONKORNAUT is an evolving systems testbed—not a finished showcase.

Current work focuses on power distribution, automation authority, progressive steering, hydraulic behavior, diagnostics, AI stress, maintenance burden and compound-failure recovery.

Creature and ecosystem experiments remain under development and are not part of the current playable feature promise.

PRIORITY FEEDBACK

  • Unclear causes or consequences

  • Solo workload and bot navigation

  • Multiplayer role bottlenecks

  • Automation overriding player intent

  • Failures without a readable recovery path

  • Campaign resource pressure

  • Performance and synchronization


Continuous with vanilla Barotrauma. Experimental in how far its systems can be connected.

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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