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BaronTrauma
เข้าร่วมเมื่อ 22 ม.ค. 2022
Tiny sub tutorial 1: shells, hulls, doors, ballast
I go through how to build a submarine in barotrauma.
Topics covered
* basics of the UI
* shells (glass vs shuttle)
* hulls and gaps
* doors
* how to attach shuttle to submarine for testing
Topics covered
* basics of the UI
* shells (glass vs shuttle)
* hulls and gaps
* doors
* how to attach shuttle to submarine for testing
มุมมอง: 18 032
วีดีโอ
Tiny sub tutorial 2: electricity and wiring
มุมมอง 10K2 ปีที่แล้ว
In this guide, I go though * setting up junction boxes * connecting power * connecting navigation controls
Tiny sub tutorial 3: wiring guns, play testing, waypoints
มุมมอง 6K2 ปีที่แล้ว
In this guide I talk about: * how to wire guns * how to make waypoints and test them * how to test your submarine
Tiny sub tutorial 4: extra play testing, coils, naming hulls, more wiring
มุมมอง 2.3K2 ปีที่แล้ว
In this guide I add some finishing touches to the submarine based on my play testing. * Depth charge * Coils * naming hulls * ammunition rack
Barotrauma wire submarine for silent mode
มุมมอง 13K2 ปีที่แล้ว
Turns off the reactor, powers critical components, forces the engine to be less powerful (so less noise). Optionally, make a dark mode button as well to turn the turret light off.
Barotrauma how to wire backup batteries
มุมมอง 18K2 ปีที่แล้ว
Ao you can toggle batteries on and off. When off they charge, when on they discharge.
Why you might be using water detectors and ducts incorrectly (bonus: drain rooms faster)
มุมมอง 42K2 ปีที่แล้ว
In this video I show you: * why the normal system sucks * a demo of the better system * a way to drain faster than usual
Automate flood ducts and hatches (while in game) wiring guide 2022 - Barotrauma
มุมมอง 9K2 ปีที่แล้ว
Shows you how to make an auto hatch/duct to prevent flooding. The last part of the video handles hatches so you can wire up an existing submarine for flood prevention. What's covered: 0:00 Overview 0:39 Demo duct (basic) 1:12 Demo duct (advanced) 1:36 Demo hatch 2:14 Wiring duct (basic) 2:43 Wiring duct (advanced) 3:48 Wiring hatch
Barotrauma - Doors/Hatches, detectors. Guide for flood and fire prevention.
มุมมอง 12K2 ปีที่แล้ว
This tutorial covers a bunch of things related to doors and detectors. Specifically, auto opening doors, motion detectors, fire detectors, water detector, and oxygen detector. Of note is a system that floods the room if there's fire and a system that open hatches if there's a flood. Timestamps 0:00 Overview 0:47 Motion, smoke, oxygen, water 3:05 Motion detector bug? 3:51 Auto open doors 4:50 De...
Barotrauma - Relays, Switches, Buttons, Set State, Toggle State - Electricity Guide 2022
มุมมอง 14K2 ปีที่แล้ว
Tutorial on how to use relays and switches. Things covered: 0:00 Overview 0:39 Buttons, switches, levers. toggle_state, set_state 1:22 Relay (toggle) 2:41 Relay (lever/switch) 5:02 Usage phantom energy 6:07 Reactor to battery 1 8:37 Reactor to battery 2 9:29 Stop burning batteries
Barotrauma - Reactor, Junction Box, Battery - Wiring Guide 2022
มุมมอง 24K2 ปีที่แล้ว
A tutorial on how to set up wiring for power in Barotrauma the game. This video covers: 0:00 Overview 0:46 Wiring basics 1:38 Junction Boxes Breaking 2:11 Why you need junction box 2:22 Batteries to prevent fires 3:05 Not using a junction box 3:28 Full battery buffer 4:59 Partial battery buffer (bug?!!) 5:50 Relays top separate system 6:42 Even more relays
Stacking gaps like that is def an exploitation abusing the mechanics and you didn't even show the wiring for the water drainage system.
Easier to just wire in more guns.
I would love a tutorial for Components since I have a specific problem with making 2 pumps that have different in and out and making one on while the other stays off and all the problems with value
I tried changing the item tags for an oxygenite shard to let you put it in a weapon rack, and sadly it doesn't supply the room with oxygen while mounted in one. Though you could make all the shards immune to damage and have them be in a pile in a room, with vents from it connecting to the rest of the sub for air, super impractical and dangerous in case you lose them.
In addition you can put all water sensitive equipment above the limiting (green) detector to avoid them becoming submerged.
Don’t you love it when the game requires an electrician’s degree ?
why
Doesn't that... create a pulsing toggle circuit? It looks like the battery feeds back into the same relay power circuit that feeds the battery, so my intuition tells me that when there's no power feeding into the batteries that the batteries will toggle on, then feed into the battery power circuit causing them to turn themselves off, which would repeat ad infinitum until power is restored. Also, how would this deal with low power rather than no power?
I'm trying to make the "go dark" mode work but I think because two relays are connected to each light (one for power, one for toggle state) they're continuously flickering. How do I stop the flickering while still keeping the system?
Useful as always!!
you forgot to explain the signal out to toggle state in this video man (from the hatch), try to explain it slowly.
Good guide bro.
ok good video but WHAT ARE THOSE DUCT BLOCKS
Thanks, you helped me a lot!!!
but how do you BUILD a ballast? thats why i searched this
I arrived at this solution as well a bit ago, even suggested in in the discord but ppl didn't seem to like it
Having some trouble...flipping battery power on causes serious flickering. This was before I disconnected the junc box from the rest of the sub, as I am using this system for only engine power (status monitor and nav terminal are plugged into the junc box, too). Even with that, battery power causes whole sub to flicker intensely. Engine start up sound plays repeatedly. Can you help me?
I did use legacy junc. box for where the batteries are plugged into...if that makes a difference.
I've been looking at a lot of barotrauma tutorials and this is definitely the best one by far
This is genuine, control the flow by the state of the draining room instead of the flooding room, essentially cap the water flow by your draining power. Since the water input would be infinite with a hole in the hull, it's more inportant to stop the water from overrun the ship instead of letting water out of the flooding room.
Awesome Tutorial! Thank you so much!
just saw the crew die in the top left corner, I'm feeling good.
This video explains nothing
Anyone trying to figure out how to do this for hatches in modern day you can do this with just a detector I believe. Just hook it up as set state to the hatch and set the false output to nothing (not 0).
Дякую за детальне демонстративне відео. Одразу все стало зрозуміліше❤ From 8:39 LMAO. I have solution for bug, i even builded 2 more sets to prove my point later, let's turn'em on
very interesting and educational video
Can you do that in a vanilla sub in campaign
maybe my brain is not big enough man... the way i build submarines is like this: i spawn the dugong, i make quick notes of what does anything the dugong includes, than i make myself a list from top to bottom to work through, ad 1 component, look at that one componend in the dugong where it sents signals to, i load the sub im working on, add those 2-3 signals, and i constantly switch between those subs, till the system that already works in the dugong works in the new sub, wich basically means, since my sub is biggerthan the dugong, at some point i run out of ideas, litterly cause i have no fcking clue, why the stuff works the way it works in the dugong in the first place. ive seen people using their ballast tanks in cooperation with their bot crewman to set up an automated watering system for plants that only waters after those plants dropped their loot and the bots picked it up. on a way that some stuff wich could explode by water, never gets wet cause the delay of the dropped loot and the picked up loot is already calculated and implemented into their electrical system. just mindblowing thats some Dr. of Physics mathematical bullshit man. what i need is a step by step explanation of the simplest things. like, why the hell is this set ammount of junctionboxes in the dugong? why and how do people calculate how big the ballasttanks have to be in order to have a good maneuvering submarine? and than how do they know how mutch power their reactor has to offer in order to make these bigger subs work without exploding all the junction boxes all the time? why do junction boxes sometimes get wrecked and how to prevent that from happening? all ive seen in the dugong was like 10 boxes and a lot of them are connected to each other for A reason i dont understand and nobody explains to me. like i could litterly add 20 junction boxes and connect them up the same way without knowing why the only feeling i sense is that having not enough of them breaks your system xDD i think an unbreakable set up what have only 1 device feeding out of a junction box so the other 5 slots just go ahead to other junction boxes. and why does the dudong have OR things connected to its bilgepumps when there are already prebuild functioning bilgepumps wich dont at all need wirering besides of energy? what even does OR do? like why the hell do they connect 20 bilgepumps to 20 OR's and why does it work? how does it work? ive seen people building ducts connected with smoke and watersensors in order to never fill rooms above 15 % water while simultaniously stopping oxigen to feed fires in a generator meltdown case. like come on, give me some slack, ive used redstone in minecraft in order to build automatic farms but this is too mutch, can someone help on a way a dummy like me can understand what's happening? how do people know their system doesnt break once the 5. gun gets unlocked? currently im testing every change in a 3 hour campaign walkthrough in order to see if something needs to be adjusted how do we build perfectly ballanced subs where all systems perform the VERY best?
Nah, Ive seen a story of a guy joining a random crew, and then he saw the Nuclear Reactor attached to a shitload of things with wires it was full of energy bars.. and it was working PERFECTLY, he asked how and wtf, and the answer he got is that the player working as engineer had an actual irl degree for that stuff and he just fix the entire thing so it was automatic and perfectly working all the time...
You don't need more ducts to speed up, just holes.
great tutorial XD clear and simple!
VERY CLEVER! Thank you!
is there any chance to put a water detector below the hatch so it would not open if theres water below ?
Maybe water detectors have to be on the floor (so where Water will start pouring out) otherwise they can't detect it untill it physically fills the room and actually touch the sensor
@@CaptainGrief66 meant it kinda the way of if theres a breach below it would keep the hatch closed so it would not open and let the water to get up
Waste of time doesn't work the way intended
When your dad said about his condom. Joke joke chill...
@@333stalker wow maybe someone should learn how to make better jokes since this wasnt remotely funny and maybe more original aswell
@@imppaxd2790 it was funny tho
@@s1l3nttt if its funny for someone it doesnt automatically mean its gonna be funny for everyone
okay you clearly know what you're doing but ima need more then 2 min to to understand lmao
This video is fantastic and so well structured. I will definitely be using a version of this for my own subs. Thanks!
I commented a while back I know, but I come back here to say this, It's a fair bit gimmicky I've found out with friends in campaigns. It's useful in keeping rooms unflooded, sure, but when there's hull breaches along the walls or the room to the left is a tall hallway, it's pretty useless as each room ends up getting flooded some and then all the way
Noob question since I'm new in the game, has this a real effect on enemies or is this more for role playing?
Most enemies in Barotrauma locate you with a combination of sight (which is normally rather poor) and sound, so reducing the noise you make does in fact help you avoid the "locals"
This would be fully functional (and extremely useful) for going unnoticed by Europan Fish as they locate by sound. It would also be good for roleplay or PVP
Just wanted to say thanks for the tutorials. I just finished my first sub and it works mostly (I messed up wiring some stuff). Hope you start uploading again but no pressure :)
This is a really clever observation. Might implement it on my subs, thanks. Wish I thought about this earlier!
Too complicated for me. I just use more dakka to make everything thing else silent in the sea.
Devmode Devmode Devmode For the love of god.
Im trying to make a sub and whenever I connect a wire from the reactor to a junction box it wont power the junction box pleas help
Anyone else had to pause for 5 minutes, let their brain cool off, and then continue again? No? I need to stop smoking so much ganja 😢
I mean, I did just shout "Big Brain!" when I learnt what the relay switches are used for. I don't think the husband was too impressed XD
Is someone taking a piss in the back or cooking?... Can't tell, but makes the tutorial extremely authentic, as if you are in the sub in a cramped space and the crew needs to make do with what they have... I guess it is a plus.
It's not bug, It's feature😂😂😂
So I can't use this fast draining in my sub cos I don't create overpowered subs in sub editor. I can also make a sub with 100 guns to delete everything too, no duct needed.
I made sense of this madness on a fully custom sub. The less I have to deal with molochs and such, the better.
Lost me in 10 seconds
Michael Scott: now explain it to me like i'm 5
Reactor provide power to junction box -> engine,charge battery, coild gun,... Basically this system use battery supply power back to junction box when reactor dont provide ( out of fuel, shut down on purose, blow out,...)
Battery has In and Out ports. Normally, they're all linked together. Linking them to a Relay lets you manually switch them from Charging to Discharging, meaning they can be used during high-energy maneuvers, but can also be turned when idling, which is good since batteries waste a small amount of power as they charge.
Instead of using another relay + a not component + a divide component to limit the engine you can just use a signal check and the divide component and say; Whenever Silent Mode is on divide by 5. Whenever it's anything else (aka off) divide by 1 (aka do not divide).
what about reactor>junction1> battery>junction2>lights. can't you just power everything from junction2
Mind telling what shells you used? Idk what I'm looking for here