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As for improvements, I agree with most things Spanman mentioned except that the drowning chamber didn't break for us.
I tried to space it so that the bottom part of the periscope hitbox is still fairly easy to click consistently. So try clicking them lower near the handles if that helps.
The drones are incredibly useful. Stocked correctly they provide divers with O2, meds, ammo, loot storage, fire support, and route guidance. Changing ammo and restocking is very easy due to the drones being very close to fab, the O2 gen, and med. The drones take damage and can be repaired with a welder, but if you don’t the drone runs out of battery quickly and is lost forever. This isn’t super clear from the design, a label for the hull damage light would help.
More generally the ship is a solid workhorse. No blindspots but not overgunned, fast driver and descender, stays afloat with minor damage, surprisingly large storage. Drowning brig is fun but stopped working properly 3 missions in. Upper airlock is a pain in the ass to use but it’s not as bad as the Aboa or Passant. No depth charge is an odd choice.
Masterpiece of a ship, I just wish there was a T3 EK ship with similar capabilities. Great work!
Temporary configuration fix: Access the circuit box and change the top right multiplication component's "Clamp Maximum" to 100.
Keep in mind though that if you've applied upgrades to the submarine's reactor, or certain engineer talent upgrades. You'll need to recalculate the fission rate by dividing 100 by whatever the new max reactor output is.
( Also its generally ill advised to run with more than 2 rods, and if running 4 rods only enable automatic control from a 'cold start' - this is just general good advice with pretty much all reactors. )