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Author Topic: Barotrauma!  (Read 19398 times)

EuchreJack

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Re: Barotrauma!
« Reply #90 on: February 19, 2023, 04:53:46 pm »

Nobody? Come on, Euchre - you said you had spent days in the sub designer. I want to add a detachable shuttle to a modified Berilia, and I've no idea what I'm doing.
So far, I've copied one of the pre-made shuttles into the Berilia design. I'm going to modify both to have a pair of vertical docking ports. I'm planning to make a docking bay where the cargo bays are.
But I don't know what makes a shuttle a shuttle, and not a static part of the larger sub (like the pod in the Winterhalter). Do I have to designate it somehow? Or does being separated by a docking port suffice? And will it upgrade its hull together with the mothership? I.e., will the glass cockpit and shuttle walls survive deep diving?

Oh, great. The changes to the copy-pasted shuttle didn't save with the rest of the ship. I'm guessing I'll have to modify a separate design and then add it somehow?

Sorry, I was playing Mount & Blade II: Bannerlord.

Do you see that "Add submarine" dropdown in the middle of the top bar? That lets you place a shuttle. You have to design the shuttle separately (if you're not using one of the defaults). You also need to link it to the docking port.  You also need to wire the docking port to the Navigation Terminal, or you'll be unable to guide the mother ship to the shuttle.

The submarine editor used to have a link to articles on the submarine designer embedded. That is how I figured stuff out.

Here is a link to the discord for when I'm not around: https://discord.com/channels/103209684680323072/517446480785833987
What I used to learn most of what I know: https://regalis11.github.io/BaroModDoc/Editors/SubmarineEditor.html

On the discord, there are more in-depth guides, but they go beyond my ability and willingness to develop subs.

Il Palazzo

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Re: Barotrauma!
« Reply #91 on: February 19, 2023, 05:06:05 pm »

Ta, good sir. This is most excellent. I did not actually notice the 'add sub' element.

You also need to wire the docking port to the Navigation Terminal, or you'll be unable to guide the mother ship to the shuttle.
Do I have to do that if I only ever intend to guide the shuttle to the mothership and not the other way around? Or will the docking port not work unless wired to the nav terminal on both ends?
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EuchreJack

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Re: Barotrauma!
« Reply #92 on: February 19, 2023, 05:25:01 pm »

Ta, good sir. This is most excellent. I did not actually notice the 'add sub' element.

You also need to wire the docking port to the Navigation Terminal, or you'll be unable to guide the mother ship to the shuttle.
Do I have to do that if I only ever intend to guide the shuttle to the mothership and not the other way around? Or will the docking port not work unless wired to the nav terminal on both ends?

You at least need an undock button on the mothership unless you intend to undock only from the shuttle.
There is also an issue of leakage if you don't set both docking ports to the terminals.
You also may be overestimating the survival rates of your shuttle crew.
In addition, if you are using a shuttle with batteries only, which is the default, your shuttle is likely to run out of power and require rescue from the mothership.

Il Palazzo

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Re: Barotrauma!
« Reply #93 on: February 21, 2023, 04:34:07 pm »

Alright, I think I have shuttles figured out to my satisfaction.
One of the major eureka moments was slaving the oxygen generator to oxygen level detectors - made the batteries last, like, five times longer.

But now I'm struggling with buoyancy.
I can't seem to set the ship to stay neutrally buoyant in the navigation terminal details. It always either sinks a bit or floats a bit (maybe 2-3km/h) when testing. And if I try to use autopilot to maintain position, it ends up bobbing up and down pretty severely. Like +/- 6km/h. Makes docking the shuttle almost impossible.
I tried adding more ballast pumps, to help autopilot react better to inertia (or so was the idea), but it doesn't seem to have helped.
Right now I'm just fiddling with the neutral level, adjusting it to the fourth significant number, but can't get it right still. Is there an easier way?

BTW, the thing that calculates neutral buoyancy when you select the entire sub in the editor gives me some absurd values (like 0.07 for neutral, where I'm almost there around 0.4). Maybe I'm not reading/using it right?


BTW2, the sub editor is absurdly addictive. At first I just wanted to adjust some things to ease the tedium of running a boat in single player, and by now I've been overengineering the wiring systems on the shuttle alone for longer than I had played the actual game.
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EuchreJack

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Re: Barotrauma!
« Reply #94 on: February 21, 2023, 07:38:13 pm »

Oh yeah, I feel you.

I'm afraid that I don't have an answer on buoyancy. I just go for "close enough" and move on with my life.

Didn't even know about the oxygen sensor and oxygen generator trick. You could also use electronic components to set the O2 level to something less than full. That alchemy is above my skills and commitment, thought.

Only thing I can think of is multiple smaller ballast tanks instead of one large ballast tank. You'll get a "smoother" response. But it sounds like you're already doing that. That BTW buoyancy calc never made sense to me either, although I think it's supposed to tell you what to set your Nav Terminal for neutral buoyancy. But I think it's broken.

Il Palazzo

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Re: Barotrauma!
« Reply #95 on: February 22, 2023, 10:48:45 am »

Ugh, I hadn't noticed I placed a cabinet too far from a fabricator before buying the boat, and now it doesn't automatically take the materials from it (It's a proximity issue, right? Not something about tags or linking?). Any way to change this in-play, without purchasing another, redesigned boat? Some debug mode perhaps? Or will my current boat change when I change the design and save it under the same name?

Also, a weird issue with wiring an alarm buzzer: I wanted to make it turn on when the shuttle is approaching, but turn off when docked. So I wired it up to the docking port's state and its in-built proximity sensor. The buzzer's state (not toggle) is wired to the AND component, which takes the proximity signal and a signal from the NOT component. The NOT component takes the state signal from the docking port.
So, if I have the logic right, it should turn on when the proximity sensor detects the shuttle AND the dock is NOT engaged. Otherwise it should turn off.
Now, the first part works fine - the buzzer turns on as soon as I undock. It also turns off when the shuttle leaves the proximity sensor's range. But it doesn't turn off when docked. I don't know what I'm doing wrong here.
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EuchreJack

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Re: Barotrauma!
« Reply #96 on: February 22, 2023, 12:48:53 pm »

You have to link the fabricator and the storage.
I think you're stuck. Best workaround is to give your fixed boat a Mk 2 or whatever, then create a "cheat sub" that is cheap but loaded with expensive things you can sell to finance your purchase of Boat 2.

I think your problem with the alarm is that you need something to turn the alarm off after docking. I also throw manual shutoff switches, just in case I missed something.
Sounds like the docking might not be working right, as if only the proximity existed, you would get the same behavior.
But I am going to double down on my theory that you need something to explicitly turn off the alarm upon docking.
Try a wire from the docking port to the buzzer directly?

Il Palazzo

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Re: Barotrauma!
« Reply #97 on: February 23, 2023, 08:55:15 am »

Tried all those things with the buzzer, and it still keeps going. Even a simple switch doesn't like to turn it off. I think I'll give up on this particular idea for now, as I have bigger problems.

Such as bots getting stuck in various places around the new sub. Any tips on how to arrange the waypoints for maximum smoothness of operation?
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EuchreJack

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Re: Barotrauma!
« Reply #98 on: February 25, 2023, 03:17:41 am »

Tried all those things with the buzzer, and it still keeps going. Even a simple switch doesn't like to turn it off. I think I'll give up on this particular idea for now, as I have bigger problems.

Such as bots getting stuck in various places around the new sub. Any tips on how to arrange the waypoints for maximum smoothness of operation?

You have to manually link the stragglers.  Once you do that, it generally works out.

Farce

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Re: Barotrauma!
« Reply #99 on: February 25, 2023, 03:50:10 am »

I've got like 1200 hours and consider myself pretty okay at the game and at sbub editor.

I think the first thing I ever did was hook up logic to turn on/off power to the o2 generator on the Humpback.  Was very component heavy and my solution was VERY inelegant, but it worked!  (the solution I came to was an air quality checker in every important room and a big stupid bank of greater-than checks to turn off o2 if all of them measured at 90%, and to turn on if any room was under like, 55%.  Also had to unhook the o2 gen and give it a battery buffer so it wouldn't overvolt the fuck out of the power grid when turning off/on, and some logic to gradually change the power draw of the battery buffer so IT didn't overvolt the fuck out of the grid either)

I've built a couple sbubs but I think I've only got one published and visible.  It's a cramped little piece of garbage, but garbage is fun... and it's got a buncha EK guns on it, and those are pretty fun too, even if they are completely busted.

Uh incidentally this appears to be the one before I took out the EK turbines, which give lift... by making an explosion every frame.  It lagged the game hard so hard that in-game voice comms died.  Wild stuff.  Probably don't touch that button.

https://steamcommunity.com/sharedfiles/filedetails/?id=2688542051

Anyway yeah though game's cool.  Personally I can't play it in single player, and even with bots it's pretty rough with just 2 people... but playing on public servers is fucking suffering.  It feels like 80% of the people in public lobbies are griefers, and good luck getting enough people you know to play the game with together consistently to get at the more interesting stuff in the higher levels and whatnot.

Xardalas

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Re: Barotrauma!
« Reply #100 on: February 25, 2023, 04:31:26 am »

I'm always up for some modded barotrauma fun.
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Il Palazzo

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Re: Barotrauma!
« Reply #101 on: February 25, 2023, 08:37:03 pm »

Give me some good mod recommendations. With single player in mind.

I've just tried Dynamic Europa, and like what I see, but it's bugging out on me to the point where I'm not sure I can deal with it.
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EuchreJack

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Re: Barotrauma!
« Reply #102 on: February 25, 2023, 08:38:16 pm »

Warhammer 40k

Il Palazzo

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Re: Barotrauma!
« Reply #103 on: February 27, 2023, 03:31:26 pm »

Quick, ideas on how to dislodge a submarine.
A thresher got in while I was away, and the sub has sunk into a wedge-like crevasse. Now it doesn't want to budge. Last time this happened, I managed to dislodge it by cutting some hull at the edges. Not this time.
I'm kinda deep in a sunken cost fallacy now and don't want to simply restart.

oh, well, gave up. Still, what can be done in such situations?
« Last Edit: February 27, 2023, 04:52:00 pm by Il Palazzo »
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EuchreJack

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Re: Barotrauma!
« Reply #104 on: February 27, 2023, 10:39:24 pm »

Quick, ideas on how to dislodge a submarine.
A thresher got in while I was away, and the sub has sunk into a wedge-like crevasse. Now it doesn't want to budge. Last time this happened, I managed to dislodge it by cutting some hull at the edges. Not this time.
I'm kinda deep in a sunken cost fallacy now and don't want to simply restart.

oh, well, gave up. Still, what can be done in such situations?
Now I want to know the shape of your sub. Was that a custom job, or a default sub?

I've had luck just jiggling the sub. You need to make sure that you've drained the water from all parts of the sub in those situations (except your cut-out bits), otherwise you might not have enough bouyancy to rise (especially with custom subs).
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