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Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 1:25 am
by Supermichael777
Bottom post of the previous page:
if man was mentioned to swim it wouldn't be so funny watching the sub slam into the walls over and over.
my traitor target tripped and broke his neck so I decided to cut through the airlock. but I could only get one tank so I know you hording autists had like three each
8 people is the standing record for deaths due to fuckup. on the upshot I now know you need to full reverse to stop
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 1:41 am
by Timbrewolf
A few very important things I'll repeat again:
1) Opening the airlock in most submarines causes them to start plummeting towards the ocean floor for some reason. Communication with the Captain is essential so he can basically put the submarine in park (Autopilot, Maintain Position) first. It gets worse and worse the smaller the sub is, but even large submarines you can sneakily cause to start crashing as soon as the round starts by just running over and flooding the airlock (not even the whole sub, just that one room). The ship will start drifting towards the floor at a pretty decent clip while the Captain is likely still gathering his things or trying to get the crew organized.
2) Put the sub in park (again, by checking the "Autopilot" and "Maintain Position" buttons on the nav console) whenever you aren't at the controls. It's essential you do this or else the sub will start rocketing the last direction you left the throttle pointing as soon as it regains power, causing it to get wrecked again.
3) Outside of Maintaining Position, Autopilot is fucking useless. Don't use it for anything else or you'll crash.
4) Mechanics and Engineers are essential. Please don't queue as anything else if there are fewer than 8 people playing. Nothing says "We're already dead" like walking out of my cabin as captain and seeing my crew of six people is myself, two security guards, an assistant, a medical doctor, and a single engineer.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 1:41 am
by Wyzack
Also I did once speargun a rampaging moloch to death and patch up the sub which was probably my crowning achievement
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 1:44 am
by Timbrewolf
Tigershark, but yeah pretty nice work there.
Skorvold, Wyzack, and myself have earned a special place as grizzled sea-commandos for surviving a direct hit on our escape pod from the ship's railguns (THANKS ASSHOLES). We all immediately scrambled into diving suits and abandoned ship in like under three seconds.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 3:09 am
by oranges
Was it incomp shooting you?
He's always shifty around the railguns
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 3:40 am
by PKPenguin321
what's the schedule on this? i might be down to get in on it next time
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 5:25 am
by XSI
The schedule appears to be
Whenever people feel like it
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 6:08 am
by Takeguru
I would like to play at some point as well
Onion's Little Mermaid video sold me, I lost my shit when Azari's corpse just rocketed out of the sub when it crashed
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 6:57 am
by oranges
If you stick around in the discord that's likely the best way to get in on a session.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 7:13 am
by A3STH3T1CS
This seems incredibly fun.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 11:17 am
by Davidchan
A3STH3T1CS wrote:This seems incredibly fun.
Entertaining and hilarious most of the time, yes. Fun? That one might be going a bit too far.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 2:49 pm
by Timbrewolf
Takeguru wrote:I would like to play at some point as well
Onion's Little Mermaid video sold me, I lost my shit when Azari's corpse just rocketed out of the sub when it crashed
I'm not sure to what extent shit flying around can hurt you but I swear I got my head practically knocked off by a fire extinguisher during a crash.
Azari got put into glitch space by oranges' rampant harm batoning, then super accelerated into the past by my crashing the sub at top speed.
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 8:49 pm
by XSI
Items flying don't hurt you, I think
Items thrown do
Re: Barotrauma: SS13 Underwater
Posted: Wed Aug 17, 2016 11:32 pm
by Jazaen
Remember that, most of the time, when items fly so do you. It's rare to get killed instantly by a crash, but unless you bandage yourself quickly you *will* bleed out.
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 1:06 am
by Supermichael777
I think sometimes you get slammed into the floor and it doesn't stop hurting you
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 1:08 am
by Timbrewolf
It's not rare to get killed instantly by a crash anymore.
I think it's actually the number one cause of fatalities on our subs. Moloch's ramming into the ship or the ship crashing into the rocks below after sinking kill more people than anything else.
The number two cause of death on the sub is Jazaen, followed by oranges.
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 2:04 am
by Xhuis
Fucking molochs, Jesus Christ. Sub is working great, you're almost to the end? NOPE FUCK YOU MOLOCH GUESS WHAT YOU'RE FLOODED AND WOW LOOK AT THAT YOUR COCKPIT IS WATER-FILLED SO YOU CAN'T TURN OFF YOUR SONAR AND IT'S GOING TO RAM YOU UNTIL THE END OF TIME XDDDDDDDDDDDDDDDDDD
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 3:57 am
by XSI
If a Moloch rams you because you have sonar on, it's going to keep ramming you even after you turned it off. They stay agro'd for ages
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 5:37 am
by Supermichael777
The best part is where the last two guys on the sub kept fixing leaks in one spot which let the sub rise open throttle right into the rocks. because they just had to both fix the leak they did this five times in ten minutes until they literally ran out of air tanks
Re: Barotrauma: SS13 Underwater
Posted: Thu Aug 18, 2016 10:14 pm
by IrishWristWatch0
Just got this. Hit me up if we got a group going
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 4:37 am
by Takeguru
So, in testing the game, I did the little sandbox campaign thing
And my sub was completely filled with water on leaving the second port and everyone died to pressure instantly the end GG guys
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 5:39 am
by Incomptinence
The single player aspect is pretty heavily neglected.
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 7:39 am
by Skorvold
It's sad because the continuity of the Single Player is what is needed for the multiplayer. Makes decisions have impact.
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 12:03 pm
by XSI
He works mainly on the multiplayer and base game mechanics right now, I believe
Single player is basically multiplayer with persistency and NPC crew instead of players, so those are things that can be added after the game mechanics are fleshed out
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 2:35 pm
by Timbrewolf
If the sub gets fucked ride out the crash. It's the Captain's solemn duty to basically handcuff himself to the wheel. You go down with the ship.
When the sub impacts the floor quickly put it in park. This will prevent the endless cycle of dude fixes flooding -> sub regains buoyancy and skyrockets into more rocks, causing another flood -> sub needs repairs
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 3:29 pm
by IrishWristWatch0
An0n3 wrote:If the sub gets fucked ride out the crash. It's the Captain's solemn duty to basically handcuff himself to the wheel. You go down with the ship.
PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP PART OF THE CREW PART OF THE SHIP
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 4:23 pm
by A3STH3T1CS
I tried playing single player only to have the captain cause a breach. I tried using the escape pod to drain water but I accidentally undocked it and got crushed by the door.
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 9:14 pm
by IrishWristWatch0
Ayyyy we tryn to do this 2nite boys?
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 10:20 pm
by A3STH3T1CS
We're on the discord, I have ports forwarded. As long as we stay less than or equal to 7 players we'll be fine.
Re: Barotrauma: SS13 Underwater
Posted: Fri Aug 19, 2016 10:50 pm
by IrishWristWatch0
I'm free all night
Re: Barotrauma: SS13 Underwater
Posted: Sat Aug 20, 2016 5:01 am
by XSI
Rosen Ritter: I got a couple screenshots
Rosen Ritter: Not many, but
Rosen Ritter:
https://imgur.com/a/2QrXK
Re: Barotrauma: SS13 Underwater
Posted: Sat Aug 20, 2016 6:07 am
by Incomptinence
Rocks good background good.
No background no rocks baaaaad. Abyss.
Re: Barotrauma: SS13 Underwater
Posted: Sat Aug 20, 2016 9:12 pm
by Timbrewolf
https://discord.gg/7ZgybSJ
This should never expire.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 7:07 am
by srifenbyxp
Not knowing what the fuck I was doing, I flooded the sub twice in a row. Good thing I was the traitor both times or else people would be more butt hurt than open doors. Which might I ask why do people get butt hurt over doors left open?
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 7:22 am
by Incomptinence
Some people don't realise a single flooded room would sink the sub anyway so they close the doors to pumps and shit rupturing anyone who tries to fix the breach without a diving suit.
There was a sub built around an open super ballast and a trillion engine controls and readouts and while it is a bit spergy it is actually pretty resilient, this group of geniuses scoffed at it.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 8:55 am
by DemonFiren
Well-designed autism transcends its own sperginess.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 11:23 am
by XSI
srifenbyxp wrote:Not knowing what the fuck I was doing, I flooded the sub twice in a row. Good thing I was the traitor both times or else people would be more butt hurt than open doors. Which might I ask why do people get butt hurt over doors left open?
People are annoyed over the open doors because
1. Reactor door open = Reactor gets flooded as soon as the sub has even one breach.
And if the reactor is flooded, the power dies within a few moments.
And if the power is dead, pumps won't work to pump that water out. This is why batteries are important too, but it's best not to need them.
2. More water in the sub/more flooded space = Sub goes down faster
Sub going down faster means it hits the rocks harder
And it hitting the rocks harder means it will break more of its bottom hull, thus letting in more water and just being a generally bad deal for everyone. Sure, you'll sink either way if there's a flooded room. But you don't want to sink at full speed because physics. (Also, if you're carrying explosives on the sub sinking slowly is much prefered over hitting the rocks hard. Because some explosives will explode on a hard impact but are fine on a 'soft' impact.)
If the subs were designed better, the water wouldn't need open doors for a path to pumps, but that's a sub design thing and not a door thing
It's all about that water physics. If you close the doors, you're much safer than if they're left open. Especially if something big like a whole floor gets breached by something big
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 11:28 am
by Davidchan
srifenbyxp wrote:Not knowing what the fuck I was doing, I flooded the sub twice in a row. Good thing I was the traitor both times or else people would be more butt hurt than open doors. Which might I ask why do people get butt hurt over doors left open?
XSI more or less nailed it but the best way to think of water in Barotrauma is to treat it like plasma/gas leaks in SS13. It's not flammable, but if you keep opening doors it gets everywhere, making it harder to clean up and conduct repairs, and if someone just randomly opens the door to a flooded room they risk flooding more of the ship, which also displaces oxygen and can lead to people suffocating faster if the power is out or the o2 generator got shorted.
Pressure also builds up over time as leaks are exposed to water, so having an entire deck exposed to open ocean for a minute or so could mean that the entire deck is filled with lethal levels of pressure that will kill you in seconds, if the repair crew didn't move the diving suits around to quickly accessible areas one door left open to a hallway could literally be the difference between a successful mission and sub going down into the abyss.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 4:18 pm
by Timbrewolf
You want to keep rooms closed off that are flooding to slow the descent into hell like XSI said.
You obviously don't want to shut doors on areas if there are people still trapped inside, but people are so fucking stupid when it comes to doors and not closing them when they're the last one out that it drives me crazy and I wouldn't mind slamming a few of you closed in an overpressured area anyway.
Close.the.fucking.doors.
In addition to slowing the descent it gives everyone else a chance to gear up and then get over and fix it. You shouldn't be just walking around hording all the O2 and wearing a diving suit if nothing is going wrong. Put that shit back. Carrying one O2 canister in a diving mask is enough to escape flooding areas as long as everyone is shutting the fucking doors. People can just randomly die during impacts for magic reasons so having one person horde all that shit and suit up, start drinking O2 even though nothing is happening, and then just die and fall into the ballast or out of the ship when we crash = gg no re
When people are closing all the doors you can calmly go get the things you need to fix it, then open it up and jump in, close it behind you, then repair at your leisure. When all the doors are open it's just a matter of time before everyone everywhere is fucked. People trapped in the front of the sub wont be able to swim through the pressured middle to get to the airlock and the repair supplies in the aft sections. etc.
The only ship design where you should just say fuck it and leave everything open all the time is the Nehelania IIRC because it has this really stupid design where there's like a sewer system and if one compartment cracks open the whole sub is going to flood anyway.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 5:06 pm
by Supermichael777
never go below the floor ice
Silly monsters live down there and any hole drops you straight to crush depth
also never fuck with the controls of the respawn shuttle. turning on autopilot is a death sentence.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 5:16 pm
by Jazaen
You can refill oxygen bottles anyway, assuming there is power, so carrying more than two (one in mask and one in plasma cutter) at a time is a waste.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 6:38 pm
by Takeguru
The Nehelania or w/e is awful
>Small breach into the sewer tube thing from something hitting the sub
>Only way to fix it is to go out into the depths
GG no re
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 7:34 pm
by Supermichael777
browsing the custom sub list this one seemed good
mega:///#!uZJG1YgB!1qRXTCRu47tfrGwWX76KSMTSN3CkzHtvcVM07ODZHA8
automatic airlock sounds like a great feature
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 9:41 pm
by XSI
The little sewer thing on the Nehelania is honestly a great idea and very interesting to look at how it works. But it needs a system to make sure the water doesn't flow UP the pipes and it needs to actually be fixable without having to leave the sub to actually be viable
Plus, that one has a thing where the junction box for the pump to get all the water out is right next to the pump.
So it gets flooded and shorts as soon as there is water that needs to be pumped out
Which stops the pump from getting power and pumping out water. Unless you rewire the thing to use a different box
The Compensator's airlock is amazing
Seriously, even the dev commented on that one, he was impressed. It looks like a mess, but it's functional and does anything you want it to do
So when are we going to make a /tg/ ship?
I volunteer for doing wiring, and maybe putting the supplies in closets.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 9:47 pm
by Ricotez
a /tg/ sub needs maintenance tunnels and an oversized bridge
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 10:04 pm
by Timbrewolf
XSI wrote:The little sewer thing on the Nehelania is honestly a great idea and very interesting to look at how it works. But it needs a system to make sure the water doesn't flow UP the pipes and it needs to actually be fixable without having to leave the sub to actually be viable
Plus, that one has a thing where the junction box for the pump to get all the water out is right next to the pump.
So it gets flooded and shorts as soon as there is water that needs to be pumped out
Which stops the pump from getting power and pumping out water. Unless you rewire the thing to use a different box
The Compensator's airlock is amazing
Seriously, even the dev commented on that one, he was impressed. It looks like a mess, but it's functional and does anything you want it to do
So when are we going to make a /tg/ ship?
I volunteer for doing wiring, and maybe putting the supplies in closets.
I could create a general outline shape. I blueprinted our Ice station when we were playing Starbound as a big group and that worked out okay. I'll doodle some shit up.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 10:13 pm
by Timbrewolf
Okay let me explain this piece of shit:
Blue area:
Command, where all the gun controls are located and the NAV controls too.
Brown:
Egress Airlock. For going in and out of the sub in a suit.
Purple:
Ballast area. Simple enough
Green:
Medbay/Chemistry area.
Orange(the center area, if you can't tell it apart from yellow):
Engineering, where the reactor is located alongwith the batteries. Nice and protected in the middle of the sub.
Red:
Cargo, where all the general supplies and tools are stored. Also attached to cargo at the top is a docking port for subs.
Yellow:
The mechanics fabrication area and more tool storage I guess
??????:
Unused space? Maybe stuff some more batteries and shit down here or just cut this part off the sub entirely. could be a good place to put another airlock so minisubs with the port on top can dock down here. Actually just sawing this section off completely would give the sub a really cool looking profile, like a giant fish.
Lines are just POSSIBLE connections between areas, but not really necessary. For example having the airlock lead directly into the reactor is probably a bad idea, but maybe we want that kind of FUN to be possible? Making a double-hulled indestructable super sub might ruin the game a bit if we can just cheese everything.
Re: Barotrauma: SS13 Underwater
Posted: Sun Aug 21, 2016 11:24 pm
by oranges
Nerf pressure and game would be more playable.
Re: Barotrauma: SS13 Underwater
Posted: Mon Aug 22, 2016 12:45 am
by Takeguru
I'd like the Nehelania a lot more if there were one-way pumps into the sewer tube thing
I think that'd be a good way to fix it
Maybe make them fuckable so you can make them pump out of the sewer tube instead
Re: Barotrauma: SS13 Underwater
Posted: Mon Aug 22, 2016 1:47 am
by XSI
An0n3 wrote:
??????:
Unused space? Maybe stuff some more batteries and shit down here or just cut this part off the sub entirely. could be a good place to put another airlock so minisubs with the port on top can dock down here. Actually just sawing this section off completely would give the sub a really cool looking profile, like a giant fish.
Lines are just POSSIBLE connections between areas, but not really necessary. For example having the airlock lead directly into the reactor is probably a bad idea, but maybe we want that kind of FUN to be possible? Making a double-hulled indestructable super sub might ruin the game a bit if we can just cheese everything.
You forgot: Security+Brig (Don't want traitors getting easy stunrods from a hallway closet)
Medbay might not need to be big. As of the present time all medbay is is some closets and a dispenser for chems after all
And the airlock. Though you have mentioned that.
Also you're missing maintenance tunnels. Maybe have tunnels/hallways in between each section, just like SS13? Bonus points for traitors being able to flood the hallways and lock everyone in their own job areas. Just like a plasma fire would lock medbay inside, and blocks people from reaching the escape shuttle. Depends on if we want something small and compact, or if we want a big, more luxurious sub I suppose
You should probably add a few smaller closets too. Just for putting junction boxes, minimaps for engineers to check damage and random closets in. Some space to hide if you're the clown and security is after you wouldn't do badly either. Maybe fluff them as just being rooms with a bed?
Edit:
oranges wrote:Nerf pressure and game would be more playable.
Pressure only happens if there's a big breach. A small breach can be fixed without diving suit, but anything big or that has been open for a long time becomes pressurised.
I do agree you need a bit more warning before you just die though
Re: Barotrauma: SS13 Underwater
Posted: Mon Aug 22, 2016 2:32 am
by Timbrewolf
Your visual cues for pressure building up are the screen zooming in and you get an icon in the health area of four arrows pointing inward. It's an orange icon. It fades in, the more solid it is the worse the pressure is. When it is solid orange you die.