Barotrauma

Barotrauma

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[EK] Bruiser
   
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1.125 MB
7 Mar, 2022 @ 12:19pm
22 Apr, 2022 @ 1:19pm
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[EK] Bruiser

Description
---------- "Lore firendly" description ----------

"One of the few still functional heavy duty Coalition submarines, capable of decimating anything in its way, be it a submarine or a deep sea creature. That said, its design is still flawed, leaving it vulnerable to fast targets and making any hull breach a deadly scenario if not dealt with immediately, in the end leading to its manufacturing being stopped. Multireactor design, hard maintenance and low mobility make it challenging to operate without proper knowledge for an unexperienced crew. Comes with a multi-purpose drone attached to it, allowing to complete tasks where speed and small size are a necessity."

---------- General description ----------

A submarine made with the use of a bunch of EK Mods.
Tried to utilize the most they had to offer, because i dont often see them being used in any considerable way. Small ballasts mean the lack of vertical mobility and barely any capacity to stay afloat if any water is present. Relatively low acceleration and deceleration make controlling it quite tedious if the caverns become too small and force you to move diagonally in tight spaces. Slow speed makes it vulnerable to fast targets and forces you to engage almost all types of enemies with no hope of running away without a fight. Loud machinery and pumps, working always, make it a particularly bad option for stealth. Lots of firepower allow it to shred through any enemy that comes close, but on the downside massive ammo consumption leads to huge expenses when said ammo needs to replenished.

---------- Energy systems talk ----------

Due to massive power consumption the sub has 2 reactors installed:

Diesel generator integrated into the engine ( Max Output ~10000kW ) ( Fuel Consumption Rate = 0.3 )
Thermonuclear reactor in the bottom right compartment ( Max Output ~9000kW (depends on the type of fuel used)) ( Fuel Consumption Rate = 0.1 )

Idle energy consumption ~5500kw (Largely depends on the battery and supercapacitor charge speed)
Active energy consumption ~10000kW (Depends on the same factors as above)

The submarine has preinstalled emergency batteries that are located in the left side of the Junction box room. From start their charge speed and power output are roughly the same, allowing it to very slowly build up charge. At maximum charge speed when idle the power consumption skyrockets up to 10500kw. Maximum charge ( 30 MW/min ) allows the submarine to stay idle with power grid online for 5 minutes and above, turning off all pumps ( they are constantly online with a -100% suction rate ) and other minor machinery can increase that number up to 10 minutes. Current battery charge in kilowatts is shown in the Control room under the junction box on the left.
Small battery in the thermonuclear reactor room allows to minimise power surges when changing fuel.

Both reactors can be controlled at a distance.
The seat on the top row of the engine room gives control to Diesel generator. A button nearby is used to trigger a fire sprinkler in case of a fire in the engine room.
Reactor control panel located outside of the active thermonuclear reactor zone allows to control all aspects of it while being safe from exposure or an explotion. The reactor door provides enough strength that a complete meltdown will be mostly contained inside the active zone, leaving the operator alive but with high dose of radiation. A Periscope nearby allows to see through the camera what is happening inside the active zone without the need to open the blast door and potentially put yourself in lethal danger. If meltdown is about to happen, an alarm will sound. A red indicator light will turn on if the active zone has dangerous levels of radiation inside.
If both reactors run out of fuel at the same time, an alarm will sound near both reactors and inside the Control room.

A big amount of junction boxes and buses of any kind require a lot of attention and a good knowledge of their locations is a necessity. The readins in Control toom under the secure locker allow to see the current Power Output of the sub ( Green value on top ) and current Power Consumption ( Yellow value on the botom ).

---------- Weapon systems talk ----------

The submarine has a lot to offer in terms of firepower...

The right side of the gunnery features a stand for depth charges and 2 Loaders. The left loader launches a charge near the bottom left airlock, the right loader launches a charge right under the Engineering room. While not particularly useful on such a slow submarine, there are some use cases for them.

On the right from the ladder you can see several Railgun control mechanisms.
-The periscope allows to see the surroundings in real time and makes taking out small and/or fast targets with direct fire way easier.
-On the left of the periscope a Sonar-Targeting System is located. Using the thrust vector on the screen allows to turn the Railgun in the direction it is pointing, making firing at distant large targets way easier without the need to engage them in close combat.
Railgun itself is capable of firing twice as much rounds as a normal railgun would in the same timeframe but at a cost of almost double energy consumption per shot and a great load from the supercondensator on the ship's grid. due to lack of other defence options on the bottom of the sub, it is advised to use double shells to deal with small targets relatively fast.

The the left of the railgun loader is located the Heavy Autocannon loader and its periscope. Being the main cannon of the ship it can easily shred anything you point it at, especially considering the special ammunition options the Mod provides. Every shot takes some power from the supercondensator, creating a need to shoot in short bursts up until full charge speed ramp-up.

On the left side of the gunnery 2 loaders and periscopes are located. The loader on top is used for the Rotary Chaingun near the bottom airlock. The bottom loader is used for Mining Laser on the bottom right. While not a good offensive tool ( and en expensive one at that ) it is a great way to break ice spikes and rocks and potentialy dig minerals that the ship might come across on the ocean floor.

If the Supercondensator's charge is below a certain threshold ( 20% for the HeavyAutocannon/Chaingun, Singular shot for the Railgun) a beeper will turn on.

---------- Misc. things ----------

The airlock doors have to be opened and closed manually. The pressure sensor will light up a red indicator light near the airlock entrance if there is high pressure inside, meaning the door is open or there is a major hull breach.

The button near the indicator light in the Control room is used to trigger the Sonar-Kinetic pulse on the tail of the submarine.

Climate controlled crate racks in the medical room and the Cargo room make transporting explosives and chemicals safer, but only if they have power.

A drone is supposed to be attached to the bottom dock of the ship.