Barotrauma 潜渊症

Barotrauma 潜渊症

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Kaisel' MK III
   
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8 月 1 日 下午 1:16
8 月 29 日 下午 5:57
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Kaisel' MK III

描述
Itmes: 1377
Shadow-casting lamps: 24
Class: Arrack
Price: 40000
Turrets: 1 double coilgun, 1 railgun, 1 flak cannon, 1 сhaingun and 1 turret hardoint
Reccomended crew 6 -12
12 Diving suit lockers (1 at control room, 7 near gunnery)
6 Large cabinets
3 Medium Cabinets
8 cargo slots
18 ammo slots
2 airlocks and docking ports
Dimensions: 56x18 m
Velocity: 18 Km/h
Ascend Velocity: 18 Km/h
Descend Velocity: 15 Km/h


There are many rumors and whispers surrounding this submarine.
But most of them boil down to stolen blueprints of a new prototype belonging to the Jupiterian separatists.

The sub is equipped with state-of-the-art technology:

• Reactor automation,

• Discharge coils with motion sensors,

• A afterburner, and much more.

However, whether the Coalition engineers got too carried away with modifications and upgrades, or the Separatists themselves miscalculated, the submarine’s reactor turned out to be... putting it mildly, outdated compared to the rest of the vessel. Because it can’t fully power all systems without voltage drops.

Features:

-Control room-
The control room is fitted with displays showing battery and reactor status.
From here, the captain or their officers can also access:

• Internal and external surveillance systems,

• Battery charge rate, and backup power array controls,

• Afterburner controls,

• Drone docking systems...
...and, for some reason, a free guitar.

and also.. boobies, better keep your eyes glued to those displays, Cap.

-Reactor room-
Power output - 5200
Fuel consumption - 0.3
The reactor is equipped with advanced automation capable of efficient operation without human intervention (except for fuel rod replacements, of course).
The system even logs its own peak energy output for self-calibration – so when you crank up the reactor's power, you won't need to dig through microchips just to tweak a few numbers.

But should you, for whatever reason, find this convenient automation disagreeable... there's always the manual override right here in this very room.

-Junction compartment-
Behold your precious switchboards and battery arrays.
Everything's clearly labeled - even your engineers shouldn't mess up prioritizing during an emergency.

This is also the only room where you can:
• Manually override battery charging
• Access the redundant charge rate control system

(Most low-power systems are routed through relay switches - the dockworkers absolutely adored this feature.)

-Ballasts-
Every ballast tank comes equipped with manual purge controls +
Emergency power cutoff

(Specifically for when that disgusting ballast flora shows up. Just remember to disable the purge system once you're done scraping the gunk off).

-Engine room-
Engine Force - 500
Power consumption - 2500
Also engine itself have afterburner
Burns out gloriously after 5 seconds, accelerating submarine from 0 to 20 - then needs 15 minutes of "cooldown" (read: swearing engineers and duct tape repairs)

-Drone-
A compact drone mounted beneath the submarine's hull, designed to transport small assault teams or mining crews to their destinations.

Comes equipped with a pulse laser that never runs out of ammo... but will absolutely drain your batteries dry. Use only when bullets start flying.

-Other-
The submarine also features:

• A windowed observation room

• Crew quarters

• A hydroponic garden with an observatory facing the stern

These aren’t luxuries—they’re the only things keeping the crew from losing their minds in the abyssal gloom of Europa’s ocean.

Additional systems:
• Smart floodgates – Prevents upward flooding into sensitive compartments
5 条留言
Lord Gaelish 10 月 15 日 下午 7:05 
So, nice Easter Egg there, shame I only found it at the end of an hour-long mission
依木 9 月 27 日 下午 9:49 
Thank God for allowing me to see such a handsome submarine.:hatty:
Hap0nor 8 月 31 日 上午 9:19 
ничего не понимаю
YashikVasi  [作者] 8 月 6 日 下午 3:14 
My friends and I are currently playing through the campaign with bots, and so far we haven't noticed any issues with them, at least in the latest versions. Previously, there were serious problems with the paths inside the drone—bots tended to get stuck in it with no way to get out—but now there don't seem to be any problems with that.
TotesAdorbs 8 月 6 日 上午 11:52 
Thanks for sharing, looks awesome and I love the descriptive write-up! How's the bot pathing for SP?