Leonov V
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О материале
«Leonov V» — 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 newly named Leonov V an Akula Class Submarine, is designed for long-duration missions under the ice of Europa. Capable of defending itself against almost any enemies it may encounter and featuring onboard manufacturing systems the Akula Class is the perfect choice for operation in hostile environments. Comes equipped with a remote and manually-piloted Mule drone for supporting away teams in missions outside of the sub."
The sub requires no mods to function, but the Experimental Performance Fix mod is recommended if you encounter lag. High item count is due to the circuitry and wiring to try and automate a lot of useful functionality into the sub. This was the culmination of our first playthrough amongst my local group for Barotrauma and we wanted to iterate the design of the sub as we played through to reflect this. This is the final step in the design having solved and fixed issues we encountered throughout our campaign.
ARMAMENTS The Leonov comes equipped with 4 Flak Cannons, 2 Chainguns and several Discharge Coils mounted externally. The coverage of the defences is very strong, but attempts were made to not just rely on the tried-and-true coilgun/railgun combination. Arcs of fire were selected to give a sense of practicality when operating this sub, and given the dangers the Europan waters contain make a lot of sense. This is a Tier 3 sub though, and has managed to face a lot of dangers and still emerge in one piece (We did fight 3 Endworms one after another in this at one point and only just survived, so it will still suffer if facing a challenging foe).
ALERT STATES There are several alert states the Leonov can be in during the game, and these all have various lighting levels which can be adjusted in the Maintenance Bay (see Maintenance section). They are as follows:
No Alert is the standard alert state, where the lights are at normal level and the security doors are held in an open state. Some doors are still on delays for closing, but these are appropriate doors (such as the Armoury and Barracks).
Yellow alert indicates increased levels of readiness, and to reflect this the lights will turn a relaxing shade of yellow. Doors will revert to automatic functionality, and will close after a few seconds delay when opened. No alarm will sound however, so it is recommended to use this mode if you wish to prevent accidental ship flooding or keep doors closed to prevent unwanted guests but without the need for an alarm siren.
Action Stations is the same as Yellow Alert, but with the added emergency siren and panic-inducing red lights to reflect the major catastrophe you have found yourself in. This can be triggered from the Navigation Terminal or by any of the red alarms found throughout the ship. In the event of a fire breaking out onboard, this alert will automatically be triggered until the blaze has been removed.
Silent Running is the final alert state, and reflects when the ship requires stealth to bypass certain obstacles or creatures. Once engaged, all fabricators and noisy machinery is switched off, the reactor is issued a shutdown command and the engines are capped at 20% thrust to prevent noise. The lighting will be a dark blue to indicate the need for stealth.
MULE DRONE The Leonov comes equipped with a Mule Drone, designed to function as a small shuttle to and from wrecks and caves, as well as for remote exploration or pathfinding when a direct route isn't obvious. It has a range of approximately 250-300m from the Leonov on remote control, but can be manually piloted at whatever range is required. The drone does not have any life support functionality, so it is essential to wear protective suits whilst operating it manually.
The drone can be remote controlled from the Leonov, or manually piloted by crew within it. Remote control will override any commands issued locally, so it is essential to ensure coordination between crew onboard and crew remaining on the Leonov. A switch indicates whether remote control is enabled or disabled.
The drone comes equipped with a depth charge launcher and a single depth charge loader slot. This can be remotely fired by the Drone Navigation Terminal and will do one of 2 things depending on whether the lower hatch is open or not on the drone:
- If the hatch is CLOSED the drone will self-destruct, killing anyone onboard but doing large damage around itself
- If the hatch is OPEN the charge will drop out the bottom and allow the drone to function as a small bomber
The following wi-fi channels are used by the drone: 501 - Set X Force (Engine) 502 - Set Target Level (Ballast) 503 - Transducer OUTPUT 504 - Searchlight Position In 505 - Searchlight Toggle 506 - Battery Charge 507 - Toggle Docking 508 - Self Destruct 509 - Exit Hatch Status 510 - Remote Control Status
Workshop Link for Mule Drone: https://steamcommunity.com/sharedfiles/filedetails/?id=3311808125
PNEUMATIC ITEM DELIVERY The Leonov incorporates an onboard pneumatic item delivery system, which can be found in any cabinet with a down arrow on it. This allows items to be moved around the ship instantly and can greatly speed up any wreck salvage operations or manufacturing jobs that need to be done. These can be found throughout the ship, with at least one in every major compartment of the ship.
MAINTENANCE: The Leonov operates an RGB lighting system, as well as an extensive logic-based control system. These circuit blocks are hidden within the walls of the ship itself and are extremely hard and dangerous to access mid-mission. If you need to adjust any wiring, it's advised to do so with care.
Some aspects can be changed and modified though, including the RGB values for lighting in all alert states as well as values such as maximum battery capacity and reactor power outputs. This allows the onboard systems to be updated as you purchase battery capacity upgrades or unlock additional reactor output with perks or upgrades.
When modifying the RGB values you will see a string like this:
255,000,000,255 (CORRECT)
This is an example of an all-red light with maximum brightness. If you change any of these it's vital to ensure the values have 3 digits each, otherwise they won't work. The above example will do nothing if it looks like this:
255,0,0,255 (WRONG)
Please ensure if you change any RGB values, you make sure you have 3 digits for each section.
ADDITIONAL FUNCTIONALITY The Leonov also boasts the following features and functionality throughout the ship:
- Salvage Bay (Moon pool)
- Fabriaction Deck (2x Fabricators, 2x Deconstructors)
- Medical Bay (2x Bunks, Medical Fabricator)
- Dual Large Engines
- 5C Reactor control (Automatic control not required)
- Robust Powergrid
- Smart charging Batteries
- Ballast Flora Detection
- Remote lockable Armoury
- Emergency Ballast Purge
PLEASE NOTE: The sub is designed for a large crew, you need a LOT of people to man this effectively (We routinely play with a group of 4 people and have about 6/7 bots manning the guns and helping around). All hull values are default, and reactor output is 10k as default in the sub editor. When we've needed more armour I've added additional plating, but I've tried to make it look reasonable and not just clipped them inside each other just for the sake of it.
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.