Barotrauma 潜渊症

Barotrauma 潜渊症

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Carrier Graf Zeppelin(Beta/Test Build
   
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2021 年 4 月 22 日 上午 5:58
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Carrier Graf Zeppelin(Beta/Test Build

描述
Graf Zeppelin(name got from german carrier that was never finished :-P) is one of the Biggest Subs ever Build by the europa Coalition(and me). It is a Mobile base itself. It has everthing a crew needs for the long voyage in to the deeps. She has just some light defense turrets to defend herself but her main striking force are her 3 Fighter Subs. With their Frontal railgun and Waterbombs each fighter can deal with everthing the sea throws at them or their Mothership. Also does she have a resupply craft for their strike force and a recon craft to scout.


Some note from me:
This is my first public thing i posted there are some issue like stability problems because its so big plus a few minor issues and im working on the later mostly. but its purely made out of vanilla assets and should be compatible with any additional mods. im also open for feedback. also i tested it on campaign,solo maps and because of its size and many things in it its prone for fps drops but no buggs. Be carefull sometimes the Carrier is to ♥♥♥♥♥♥♥ big to get trough the map in campaign and you need to find annotheer route! thats why you have a recon craft to find out the path infront of you. I apprieciate some ideas, bug reporting or suggetions. only rule is i should be only for vanilla game.

P.S: i dont look at my cableing skills:-(

hope you enjoy!




special Functions:

-Shipwide alarmsystem to call for help. there are multiple SOS buttons around ship for sos like calls to medicalbay and security. they can see where the calls are coming from on their stations on the monitors. (issue right now is that if 2 alarms are active. the monitor show the later ones position i got a fix for that but it took so many more components that the gamestability would worsen even more because a would have made a text for each scenario that i actually did but on ussing it my fps dropped to 10 im not gonna correct that!)

-also shipwide information monitors that are controlled in the bridge and text can be changed. Green status/yellowstatus/redstatus/ 2xsirenalarm Statuses.

-shipwide camerasystem to monitor vital parts of the ship in the security office (around 20). can be changed with leftclick in the periscope

-Monitoring systems for engineers in their office also fireproof office if something goes wrong :-P.

-Automaticalarm system for fire on vital points of the ship connected to the alarmsystem of the medic- and securityoffice

-each turret station is connected to a bottom gun and deck gun with a button beside the station u can switch it even additional light switch beside it:-P(did it to make the fire control center managble for around 3 poeples)

-Fightercontrolcenter where you can get info of each fighter bay if they are ready or not and secondary smaller controlltower with same function. on each fighter dock is a small control panel where pilots can change their status on ready to fly or not.

-Bridge and secondary tower can raise a shields to armor up the weakpoints (windows) from attacks.

- the carrier was made for atleast 12 poeples in mind but function best with 16 poeples : 1 Captain, 2 security, 3 Engineers, 7 pilots( 6 fighterpilots and 1 ressuply pilot), 2 medics, 1 Mechanic. to tell the truth you need atleast 4 poeples to even maintain the basic functions while on mission of the carrier alone like maintenance of all crafts and starting up the 3 generators.



WARNING about the Power/energy managing:

-the carrier is powered by 3xoutpost generators and on startup of the carrier they tend to overheat in short burst but when regulated with the vanilla control and started at the same time( thats why 3 engineers). so dont panic and wait til it found a middle ground between those 3 or burn....

-when re-/starting up DO NOT GO full throttle or just stay on auto pilot stationary. also when restarting you need 3 poeples to power up the generators at the same time or 2 poeples powering up 2 generators. to prevent overheating of a single one. because the basic systems will drain so much when starting up the vanilla regulation cant correct fast enough with just turning on one by one. ALWAYS TURN 2 AT THE SAME TIME ON!

- WARNING: because of the the load of power it needs and many factors changing demands like fighter reloading etc. it is not usefull to make a regulating control unit. i tuned the energy demand so that except for a few burst of drain the vanilla control is enough to handle it. as long it has 2 generators on

-because of the load of things i only edited the engines(representing how much they should eat up on power), relais and Batteries on the junction boxes and those CAN NOT BE replaced with standart ones and this is the only thing that are edited by me everthing is vanilla because i would have ended up with 97 junction boxes.....(no joke that was the first version of it). Same goes for the additional crafts only relais and batteries are edited.

-Carrier is capable of draining power from Ouposts to lessen the load BUT DO NOT TURN OFF MORE THAN TWO REACTORS WHILE DOCKED ON OUTPOSTS. it will drain so much power that both the station and carrier are out of action. worst case it overloads outpost reactor. dont forget ALWAYS TURN 2 AT THE SAME TIME ON!

-it is possible to use 2 generators only when sitting idle on autopilot in one spot. the engines alone need 1 generator alone and the basic systems need 2 Gens. restarting a single one will not affect the others 2 that much to burn off.

-Emergency mode or battery mode will only power essential systems: 1 engine, oxygen and wapons. also it turns on the emergency lights and you need to manualy turn it off after restarting mainpower. while on battery it will not drain the fighterbatteries but they will be drainend by their own systems.

-DO NOT USE THE GOBY GENERATORS FOR EMERGENCY POWER FOR THE CARRIER. THEY WILL BURN (Told my freinds to fool around and apperently i need to tell poeples not to use an motorboat to power up a aircraft carrier)




Additionla subs:

-3xFighters:
1 front static railgun, 2 turrets connected to one stationcontrol with switch button and water bombs. powerded by Batteries)

-1xGoby Resupply Sub:
Got a generator, can charge ONE fighter batteries at a time plus fully rearming it again. with 2 turrets with same guns as fighters for selfdefence. also capable of carrying one fighter for long range mission or be carried by a fighter(got the idea from a game name free space where a supply craft could do repairs and jump out with your ship). also can secure fighters when the basic repairs are done.

-1xGoby Recon Sub:
A small 2 man sub with generator doing long range recon/rescue mission also possible to secure destroyed fighters after basic repairs on hull. it also can carry 1 fighter with it to get additional protectioan but it CAN NOT recharge the fighter! with 2 turrets with same guns as fighters for selfdefence)




Plans:
Monster detectionsystem for monsters near/around the ship.
Bugfixing after feedback.
Off-switch for fighters and their wapons when docked.


NOTE:

The carrier was made by me myself but i used the Goby and fighter outer hulls from other mods but forgot from where. there modified so heavly that they are not the same Craft anymore but still give thanks to them when i found their orginal mods again.



2 条留言
Maze72 2024 年 7 月 22 日 下午 8:39 
Awsome!I like the aircraft carrier,bro!
corvus 2023 年 6 月 1 日 下午 7:27 
good