Barotrauma
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30 iul. 2024 la 16:58
30 aug. 2024 la 21:44
10 jurnale de actualizare ( vizionare )

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Volga

Descriere
In 2021 I was working on a submarine called "Yukon", that was based on the german Type VII class from 1936. It ended up being very long and the power grid had a critical flaw: when its battery bank finished recharging, at 100% ratio and with all equipments load at 0, the power junctions load (what the equipments are demanding) dropped instantly from 4 MW to 0 MW while its power output (what is passing by it) fell slowly from the same values, making it infinitely higher than its load and causing an overload voltage, making the whole power grid degradation elevate to infinte (exceeding its output tolerance, that is 2x higher than the load) and burn almost immediately...making this project to sink (literally) before its commission...well...

A few months later I made the evolution of the Yukon (without the part where it catches fire): the Volga. It is much smaller, quicker, well armed and ideal for an instant fight (but unfortunately not for a sustained combat), like a...mudraptor nest driveby, or a quick and (mostly) secure personal transport. Its main purpose is to provide a realiable and easy operation and maintenance vessel for low contingent crews (from 2 to 5 members) and to develop and experiment the best monitoring and automation systems possible to allow better survivability and situational awareness for them. The command bridge have monitors to allow the CO (Commanding Officer) to monitor and understand what is happening with the vital systems of the submarine without leaving the room, including (from left to right):

-fission reactor power and outputs status
-batteries power and outputs status
-weapons angle (may be useful for blind shots, beyond sonar range, recommended for helmsman and gunner to work together)
-submarine horizontal e vertical speed
-submarine depth

It has an alarm system is integrated with the docking status monitor and activates in case of:

-low charge stored in batteries (default value is 500 kW)
-high water pressure in compartments, indicating probable hull breach
-reactor temperature too high, indicating load/output imbalance (meltdown warning)

The junction in the reactor room servers as the main distibution junction for the others (connected in parallel), while the 4 others on the bridge serves the main equipments (with the highest loads) and the last juntion have some switches to control some of the equipments of low power consumption on board, including:

-lights (white wire)
-suit lockers and oxygen shelfs (green wire)
-water pumps (orange wire)
-all the above equipments power input (junction switch)

The batteries have an automatic system to adjust the recharge ratio depending on the amount of energy stored to avoid stressing the power junctions. It can be switched off in the entrance of the batteries room in the bow of the vessel to manually adjust each one if deserved.

Each periscope have a switch that controls the lights of the cannons outside and the right periscope have a lever to control witch weapon system is in use: the 3 dorsal cannons or the single ventral cannon. The lamps, above and under the switch circuit components, shows which one is in use.

The terminal on the bridge still does not have any function yet, but it can be used to send (channel 1000) and receive (channel 2000) commands and information from and to other systems built during a campaign. For those that likes to use Real Sonar mod and still can't buy or craft an anechoic suit, you can craft a Wifi component and some cables to connect it to the "toggle_state" of the reactor of a beacon station, with the reactor being off and the station control panel active sonar on, then you get back to the submarine and send anything through the terminal on the bridge. That will activate the reactor, which will allow the active sonar to turn on and the mission to be complete. Sending anything again will turn off the reactor and its station.

==========

General technical specifications:

red wires = power
blue wires = command and control
white wires = internal lights control
green wires = suit lockers and oxygen shelfs power control (on/off)
orange wires = water pumps power control (on/off)
brown wires = water sensors output
black wires = oxygen sensors output

Reactor power maximum output: 5 MW (default)
Battery bank maximum output: 8 MW (4x batteries with 2 MW each) (default)
Horizontal default maximum speed: 22,5 km/h (both sides)
Vertical default maximum speed: 19 km/h (up), 13,4 km/h (down)
Ballast neutral water level: 0.4996
Weapons rate of fire: Yes (a.k.a "There is no tomorrow for you and neither for my ammunition.")

==========

This project was going to be published when it was finished, in November 2021, but I delayed it and the publishing never happened. Recently I worked on the control and command systems of a friend's submarine (the H.A.E.V. Zircon: https://steamoss.com/sharedfiles/filedetails/?id=3289139108) upon request, respecting the desired limitations for the project (and being harassed by some frustating limitations from barotrauma's logical components...by the fourth year with this game) and I fondly remembered of the Volga...that was stuck in my other HD (that is in coma now). Luckly I found it in a private chat in discord with other friend (that was one of the happiest days for me in this year) and I decided to refit the whole vessel to work with the new dynamics of barotrauma on to finally post on the workshop. 4 days working on this, day and night, and now...it is finally finished (but if reviewed by InitialDesu, more vessels will come, with new and better control and command systems). By the way, I'll try to make a mod for barotrauma to solve the annoying problem with some of its logical components. Looking at them with an engineer vision makes them looks like hell, but with a programmer vision makes them look pretty ingenious.

Feel free to explore the circuits I have made, learn something new and create something different with them. It is a pleasure to me to teach and share my experiences and achievements.

The Potemkin submarine (successor of the Volga): https://steamoss.com/sharedfiles/filedetails/?id=3321906650
5 comentarii
Claymore  [autor] 17 aug. 2024 la 15:36 
This problem is now solved. Thanks for reporting it.
Tiuqu 16 aug. 2024 la 18:45 
Thanks for fixing the ship so quickly :steamthumbsup:


I don't really understand the problem with the mineral scanner, as it's just a switch in the Sonar section and everything works fine with it enabled.


Apart from that, we found out today that the depth charge doesn't work because the wire is connected to the loader instead of the tube!
(the loader only sends a 0/1 signal on whether it is loaded or not, not receive the firing signal).

please updoot
Claymore  [autor] 5 aug. 2024 la 10:40 
-The waypoints really had a critical issue that I just fixed and now I hope the bots can move properly inside and outside the vessel.

-The storage is to be connected only to the fabricator, not the deconstructor too, where It doesn't seem much needed. The interface should overlap one another when you first open it, but this can be easily fixed by clicking on the cog icon, on the top left of the storage or fabricator interface, and then in "Reset Position".

-Mineral scanner does not work on the main navigational panel (the one used for steering the submarine) and a part of the interface overlaps other when the mineral scanner option is enabled on this panel. There is nothing I can do about it. You can try to use a handheld sonar to search for minerals, maybe with someone partially outside of the sub on the top or bottom ladder with it, ready to go out and get them.

Thanks for reporting the issues.
Tiuqu 5 aug. 2024 la 8:43 
bots get stuck without climbing ladders (waypoints),
storage is not connected properly to the Fabricator and Deconstructor,
mineral scanner on navigation terminal is missing

please updoot
шиша ◜-◝ 2 aug. 2024 la 3:49 
wow