Torpedo From Scratch | Barotrauma Sub Editor Tutorial

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  • Опубликовано: 8 ноя 2024

Комментарии • 61

  • @breakermike6887
    @breakermike6887 Год назад +42

    Ok I figured out everyone's problems :D
    1 The monsters didn't spawn because I was trying to use the nukes right after undocking, Gotta move forward a bit to trigger spawns, you will see the red pings, but no monster will be there until you move.
    2 Do not put compound N in the nukes because they will blow up after a time limit so you will always die. I Used the dirty bomb and love it.
    3 Put the launch tube outside and have it drop on the torp you make. Hide the tube and the wires and it will explode outside killing all.
    4 Use a motion sensor set to monsters only and use the x and y to set the detection range around the sub but not too big, then you can have it wire to the trigger in on the tube and it will auto blow, also set the navigation to have its own Wi-Fi out for the signal if you want a manual button to blow it for fun.
    5 yes you need the door if you want to refill the charges after you recover your torps in station. Can use depth charges too but not tested how good they work. Dirty nuke kills hammer heads no questions asked.
    6 Add a spotlight to the front and wire it to a Wi-Fi-in and set up the mother ship with a periscope and wire that to a Wi-Fi-out, then you can have somebody direct you through caves or just watch the lolz boom. (Make sure all channels match and you make a new channel for each action. My sub has 4 nukes with 36 Wi-Fi devices and channels. Letting 4 ppl use them at once. Make sure nav seats have the check box for use transducers.)
    If you want to download my working sub to check it out and take it apart here is the sub:
    steamcommunity.com/sharedfiles/filedetails/?id=2940934990
    If you need to see the nukes, they are 4 separate builds and no you don't need these to test the main sub but if you want to rip it apart here, they are as well.
    steamcommunity.com/sharedfiles/filedetails/?id=2940986415 nuke 1 bottom front
    steamcommunity.com/sharedfiles/filedetails/?id=2940986517 nuke 2 bottom rear
    steamcommunity.com/sharedfiles/filedetails/?id=2940986642 nuke 3 top front
    steamcommunity.com/sharedfiles/filedetails/?id=2940986721 nuke 4 top rear
    Thanks so much InitialDesu for this fun new idea!

    • @breakermike6887
      @breakermike6887 Год назад +1

      @Karkat Vantas would take a long time to really go off. The depth charge explodes instantly with a nuke on it. Can also put more than one. In testing this though I found for it to kill creatures you need to spawn the tube and drop the charge on your remote craft. Can set it to not be shown so it looks legit. Remote sub is destroyed, creates are dead, and its highly radio active in the area.

    • @panman6674
      @panman6674 Год назад +1

      Compound N doesnt explode on its own, VOLITILE Compound N does

  • @tonycallme3667
    @tonycallme3667 3 года назад +65

    Assistant : Kaboom?
    Captain : Yes Rico, kaboom.

  • @changeling5984
    @changeling5984 3 года назад +102

    Add volatile Compound N to the depth charge for a secondary explosion that's weaker. This should fix the issue with it not damaging monsters.

  • @wilhelmwick3824
    @wilhelmwick3824 3 года назад +73

    Man this is awesome, but the explosion should occure outside of the torpedo for it to damage monsters. It also works against buildings and its awesome against molochs !

    • @6x6Majin
      @6x6Majin 3 года назад +9

      yeah, I tried designing one of these a few months back (mine was designed to launch straight forward like a real torpedo and use a motion detector to determine when it "hit" a target) but I ran into the same problem in that the hull and walls meant it didn't do jack to monsters. Best it could ever do was kill a single crawler out of a swarm 50% of the time, yet it could do some extreme damage to structures and killed humans every time. Was a fun idea but didn't work the way I wanted it to so I dropped it unless I can think of a better way to guarantee the monsters take that nuke damage.

    • @GigondSuperGnom
      @GigondSuperGnom 2 года назад +7

      @@6x6Majin i have two options: instead of depth charge use lots of c4 on the hull of torpedo or use mounted railgun that will shot forward upon contact

    • @TheDashACorner
      @TheDashACorner 2 года назад +7

      @@6x6Majin Couldn't the launcher be outside and in front of the torpedo. Just make it "hidden in game" would drop it right in the path of the torpedo and should make an explosion outside.

    • @engeerror8161
      @engeerror8161 2 года назад +2

      @@GigondSuperGnom Well i think editor is powerful enough to make "dirty bomb" what will have power of nuclear shell.

  • @WELLbethere
    @WELLbethere Год назад +3

    Makes me want to build a design that uses a proximity sensor to detonate, and also sets the engine on the torpedo to 100% thrust instead of manually controlling it, though having a guided smartbomb is pretty cool too.

  • @oleksandr4371
    @oleksandr4371 2 года назад +44

    Interesting fact: You don't need hatch for torpedoes, just docking station to connect it to submarine

    • @-Bonker-
      @-Bonker- 2 года назад +6

      It will not be possible to load bombs normally

    • @alisholst255
      @alisholst255 Год назад +1

      @@-Bonker- if you set the shuttle to have manual supply you don’t need to load bomb

    • @alisholst255
      @alisholst255 Год назад

      @Karkat Vantas it a bug i think because there other people complain it doesn’t work either.

    • @blackwoodsecurity531
      @blackwoodsecurity531 Год назад +1

      @Karkat Vantas instead of using bombs, have the small nuclear reactor set to meltdown on activation. The reactor and fuel will be replaced whenever you pay to replace drones at a station for 1000 Mks

    • @WELLbethere
      @WELLbethere Год назад

      ​@@blackwoodsecurity531excellent idea! You could make the reactor on the shuttle meltdown take 1 second in the editor too to make it work even better.

  • @codeplayer8575
    @codeplayer8575 2 года назад +7

    Woah, that looks awesome!

  • @Nuke-MarsX
    @Nuke-MarsX 2 года назад +6

    I put a waterdetector in the torpedo and linked it to a dirty bomb for the secondary explosion
    Edit: iguess you could also put a delay component in it

  • @chemicaldruid4591
    @chemicaldruid4591 Год назад +9

    thanks for sharing that, it will go perfectly with my T3 attack sub :D
    any idea how to able to control 2 torpedos from the same terminal though? i'm trying to have 2 launch tubes but i can't figure how to alternate between the two signals separately.

    • @InitialDesu
      @InitialDesu  Год назад +6

      Connect first and second torpedo control wires to terminal through two relays (first relay for torpedo1, and second for topedo2) then make button to switch between relays

    • @chemicaldruid4591
      @chemicaldruid4591 Год назад

      @@InitialDesu thanks a lot, those pirate ships won't see that coming >:D

  • @johnpaularagon1345
    @johnpaularagon1345 3 года назад +5

    Nice Idea!

  • @breakermike6887
    @breakermike6887 Год назад +3

    So they work great, however the monsters are not detected with its radar, I see the red sprites and even mounted a light so i can view them, but they never attack it and I struggle to find them with the location marked.

  • @Jojo46548
    @Jojo46548 3 года назад +22

    love your videos!
    you got yourself a sub
    (pun definitely intended)

  • @Alpha1598753
    @Alpha1598753 3 года назад +9

    Can you make a multi camera periscope system tutorial? The only one I found is out dated and don't work anymore

    • @warcrimemenace6292
      @warcrimemenace6292 3 года назад +4

      try to use the multi turret periscope tutorial he made, but without the trigger input

  • @edenkross4076
    @edenkross4076 2 года назад +3

    So, i want a torpedo that does not require to be manually controlled, just press the button and the torpedo just sail away like a bullet, blow up on impact. I did the same thing with your set up but just 1 wifi channel 1 that connected to the mothership set engine force to 100 right?

    • @rabbitboybrownie86
      @rabbitboybrownie86 2 года назад +4

      My guy have you tried loading a Railgun shell with explosives?

  • @E4y5Vq
    @E4y5Vq 3 года назад +6

    Едрить спасибо

  • @lordkoth6735
    @lordkoth6735 Год назад +1

    Lol abyssal monsters are gonna be easy with a few of those

  • @tesoulx
    @tesoulx 3 года назад +3

    Nice!

    • @tesoulx
      @tesoulx 3 года назад +2

      Thanks for your help man!, I finally finish my two phase vertical ballistic missile.
      It's a shuttle with another shuttle.

  • @BIG-pi7ej
    @BIG-pi7ej Год назад +2

    coll Torpedo it wold be a shame if clown exploded it on ship

  • @AbsoluteSolver01
    @AbsoluteSolver01 Год назад

    can you make a tutorial on how to make a monpool?

  • @acceptablecasualty5319
    @acceptablecasualty5319 2 года назад +8

    Do detonators work the same way? Might be able to make smaller Torps that use Frags/CN/C4

    • @InitialDesu
      @InitialDesu  2 года назад +3

      Yes, detonator will work same way

  • @Lord_Freezey
    @Lord_Freezey 2 года назад +2

    Cant get the torpedo to remain neutrally buoyant - it just sinks? Everything else works perfectly.

    • @Manarinni
      @Manarinni 2 года назад

      I am having the same issue :C had any luck?

    • @Lord_Freezey
      @Lord_Freezey 2 года назад

      @@Manarinni No luck, i even went onto the Barotrauma discord to recruit help in fixing. The ballast physics seem to have changed since this upload. Rip.

    • @acceptablecasualty5319
      @acceptablecasualty5319 2 года назад +4

      Select all Hulls. Optimum Neutral ballast level should appear along with total volume. Use Memory + Adder/Subtractor component, using either the positive or negative difference between 0.5 and the optimal ballast level.
      Example: Optimal Ballast Level 0.6.
      Memory Component = 0.1 ->
      Adder Component -> Ballast Pump set_targetlevel
      target_y_out on console = 0.5 ->

  • @mosiopik
    @mosiopik Месяц назад

    what a name of ur submarine using in this video

  • @emperorofmankind6179
    @emperorofmankind6179 Год назад

    for some reason the sonar on the torpedo doesnt work explosion works, didnt think it moved until it wized by

    • @Kristof-rh4sr
      @Kristof-rh4sr 8 месяцев назад

      I have the sam eproblem :c

  • @lukaskruger8649
    @lukaskruger8649 3 года назад +1

    Cant get it to work :(

  • @bradleyhodges5783
    @bradleyhodges5783 2 года назад +1

    How do you link the loader and launcher?

    • @InitialDesu
      @InitialDesu  2 года назад +4

      Hold space and click on loader and launcher

  • @water3294
    @water3294 Год назад

    please help, every time I restock the drone it gets stuck to the docking port and there is no signal from the transducer :(

    • @InitialDesu
      @InitialDesu  Год назад +2

      Check its battery charge, maybe its broken or smth

    • @water3294
      @water3294 Год назад

      @@InitialDesu Yeah it needs to be able to charge through the hatch. Once it's replaced everything is empty. Is there any way to get it to come back with more depth charges? I'd like to just buy it back and not have to crawl in to reload it also
      *edit: I've tried using the Auto-Fill option and Manually Outfitted save option, but those don't seem to refill the battery or ammo

  • @wilhelmwick2038
    @wilhelmwick2038 Год назад

    I already commented a year ago and lost my account, I encountered a problem a WHOLE YEAR after designing my own torps (the fact that I modified the scale of the torpedo’s shell might be the problem idk).
    My point being that : once the rear part is flooded the water won’t drain and idk why. The wiring is good, the pump is on but I think that the water detector doesn’t detect the water meaning that my torp is unable to go up and is ultimately useless. If someone has suggestions I would be glad to read them.

  • @mikayari185
    @mikayari185 3 года назад +16

    a substitute to when they never add a torpedo.

  • @lordkoth6735
    @lordkoth6735 Год назад +1

    More vids like this

  • @rico-fs1cr
    @rico-fs1cr 3 года назад

    Is it even easily reusable and weren't you lucky to just have that leader close to explosion?

    • @johnpaularagon1345
      @johnpaularagon1345 3 года назад +9

      It's just an idea, you can have your own design to make it easily reusable.

    • @rico-fs1cr
      @rico-fs1cr 3 года назад

      @@johnpaularagon1345 I know.

    • @Asirilin
      @Asirilin 2 года назад +1

      The torpedo comes back to the ship when u reach a station

    • @rico-fs1cr
      @rico-fs1cr 2 года назад

      @@Asirilin Not exactly in campaign mode.

    • @Asirilin
      @Asirilin 2 года назад +4

      @@rico-fs1cr Well you have to purchase the pod but yes u can call it back