Barotrauma 潜渊症

Barotrauma 潜渊症

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Prometheus
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53.768 MB
2024 年 8 月 23 日 上午 10:32
9 月 25 日 上午 12:10
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Prometheus

描述
2 Years. 2000 Hours. One Submarine.

I hope it was worth the wait.



Prometheus

Tier - III
Class - Attack
Dimensions - 73x15 m

Prometheus-Class Quick Reference Handbook [docs.google.com]



Two years ago, to the day, I started designing a submarine. My goal was to create something unlike anything else Barotrauma's workshop had ever seen- to design a sub that was unique, both visually and mechanically, included systems and features never before seen in Barotrauma, and a submarine that was, above all else, fun to play on.

It wasn't easy. Nearly every part of this submarine was reworked at one point or another, either because of updates breaking functionality, discoveries of new tech, or because it simply didn't feel right.

The result, I hope, is something new. The Prometheus is a bespoke submarine, nearly every part is custom made or edited for use on board this sub. New machines interact with each other in unique ways, existing machines have new mechanics, and every upside has an equally hazardous downside, should things go wrong.



Unique Mechanics
  • Reactor Coolant System
  • Pressure Release Valves
  • Speed Brakes
  • Engine Fires
  • External SCRAM System
  • Reactor Event Log
  • And Much, Much More...



FAQ

Q: That sub doesn't look Vanilla. Are mods required?

A: No. The Prometheus is a completely self-contained content package, simply plug-and-play as you would with any other custom submarine.

Q: Will the sub cause performance issues?

A: It shouldn't. The Prometheus stays within the soft limits set by the submarine editor. If you are experiencing performance issues, try using Performance Fix

Q: Can I swap the submarine weapons out using the hardpoint system?

A: Yes, though I wouldn't recommend it. Everything will function just fine, but the loaders in the gunnery bay will be swapped out for vanilla ones, and it'll look pretty hideous. The horror...

Q: Is the sub bot friendly?

A: Yes, bots can fully traverse the sub, including internal airlocks. (This means husks too...)

Q: Did you really spend 2000 hours building a single submarine?

A: Yeah...



Incompatibilities

The Prometheus uses heavily edited and integrated content from the following mods.

Visual Variety Pack
Oxygear Content Pack
EK Dockyard
Alarms Extended
Alarms, TCAS & GPWS

On their own, these mods are deprecated, and required significant modernization to be used in the Prometheus. As such, they cannot be used together.

There are no other known incompatibilities.



Warning - This submarine may require you to use your brain.
热门讨论 查看全部(2)
28
2024 年 11 月 17 日 下午 12:56
Bug Reports
SeaverBeaver
3
2024 年 9 月 2 日 下午 2:42
A bunch of suggestions (and bugs)
PHOENIX
174 条留言
SeaverBeaver  [作者] 9 月 30 日 上午 10:48 
(tbh I liked the idea of the mechanic banging on the fire door shouting for help while trapped in a burning compartment...)
SeaverBeaver  [作者] 9 月 30 日 上午 10:48 
Yeah, that's correct- the fire door in the engine compartment used to work the way it outlines in the manual, (which I forgor to update...). The problem was that if the sub was flooded, and the engines damaged, crewmembers repairing the breaches would find themselves standing in a drained compartment, in the middle of an engine fire, with the only way out sealed via a fire door.

Obviously you could prevent this by turning off the engines before entering the compartment, but engine fires aren't vanilla, and telegraphing the danger of a broken engine is difficult when it's normally harmless.

I tried a few solutions, adding a second override switch on the other side, motion detectors, etc, but I couldn't find a solution I was happy with, and I figured I'd let the player have agency over the door, and add extra wiring it as they see fit, according to the situation.
Jack Kellar 9 月 30 日 上午 8:09 
Seaver! First of all, I love the submarine. This is golden.

I was reading through the manual and using it in a campaign with my mates. I have *one* observation so far.

The fire door does not close automatically once a fire is detected. The wiring to the door points only to the override button, and the button points only to the door.

I believe this may be the Relay component under the OR component. OR sends signals to two alarms, the Relay and another OR.

The Relay receives this signal but does nothing with it.

I wired the relay to the door, and it keeps the door closed with no fire, and opens it when there is a fire. So this relay *is* the one responsible for the door control :) I was just debugging. Hope that helps!
Alex 30mm Sniper 9 月 25 日 上午 10:59 
Thank you! Great sub btw used it for a long time.
SeaverBeaver  [作者] 9 月 25 日 上午 12:15 
Okay, just updated with waypoint fixes and a new docking arrangement- bots should be able to fully traverse the DSRV, though keep in mind they are bots, and therefore very stupid. The fixes should also make bots (and husks) more adept at running down the hallways.

Let me know what you think of the beefier docking hatch.
SeaverBeaver  [作者] 9 月 24 日 下午 3:15 
Yeah go for it
Alex 30mm Sniper 9 月 24 日 下午 12:59 
Would it be okay if I uploaded a sub using parts from this sub? Like the alarms that you brought up to date and such?
Thunder 8 月 9 日 下午 11:47 
hey bro, congratulations on your friend request, I'd like to discuss Prometheus
General195281 7 月 31 日 下午 10:13 
Thanks Seaver, much appreciated.
More on the DSRV, is there any way for you to implement a homing feature that allows the mothership to recall and dock it in the event that some of artie's cousins decide to die in the ocean?
CHALLENGER 7 月 31 日 下午 2:16 
Thank you! I'll invite you to the gamemode when it's ready if you're interested. Gonna be a while