Torpedo From Scratch | Barotrauma Sub Editor Tutorial

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  • เผยแพร่เมื่อ 11 ก.ย. 2024

ความคิดเห็น • 60

  • @breakermike6887
    @breakermike6887 ปีที่แล้ว +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 ปีที่แล้ว +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 ปีที่แล้ว +1

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

  • @tonycallme3667
    @tonycallme3667 3 ปีที่แล้ว +63

    Assistant : Kaboom?
    Captain : Yes Rico, kaboom.

  • @changeling5984
    @changeling5984 3 ปีที่แล้ว +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 ปีที่แล้ว +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 ปีที่แล้ว +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.

    • @frontier1366
      @frontier1366 2 ปีที่แล้ว +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 ปีที่แล้ว +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 ปีที่แล้ว +2

      @@frontier1366 Well i think editor is powerful enough to make "dirty bomb" what will have power of nuclear shell.

  • @oleksandr4371
    @oleksandr4371 2 ปีที่แล้ว +44

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

    • @-Bonker-
      @-Bonker- ปีที่แล้ว +6

      It will not be possible to load bombs normally

    • @alisholst255
      @alisholst255 ปีที่แล้ว +1

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

    • @alisholst255
      @alisholst255 ปีที่แล้ว

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

    • @blackwoodsecurity531
      @blackwoodsecurity531 ปีที่แล้ว +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 ปีที่แล้ว

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

  • @WELLbethere
    @WELLbethere ปีที่แล้ว +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.

  • @codeplayer8575
    @codeplayer8575 2 ปีที่แล้ว +7

    Woah, that looks awesome!

  • @Nuke-MarsX
    @Nuke-MarsX ปีที่แล้ว +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

  • @Jojo46548
    @Jojo46548 3 ปีที่แล้ว +22

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

  • @johnpaularagon1345
    @johnpaularagon1345 3 ปีที่แล้ว +5

    Nice Idea!

  • @chemicaldruid4591
    @chemicaldruid4591 ปีที่แล้ว +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  ปีที่แล้ว +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 ปีที่แล้ว

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

  • @breakermike6887
    @breakermike6887 ปีที่แล้ว +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.

  • @Alpha1598753
    @Alpha1598753 3 ปีที่แล้ว +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 ปีที่แล้ว +4

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

  • @tesoulx
    @tesoulx 3 ปีที่แล้ว +3

    Nice!

    • @tesoulx
      @tesoulx 3 ปีที่แล้ว +2

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

  • @E4y5Vq
    @E4y5Vq 3 ปีที่แล้ว +6

    Едрить спасибо

  • @acceptablecasualty5319
    @acceptablecasualty5319 2 ปีที่แล้ว +8

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

    • @InitialDesu
      @InitialDesu  2 ปีที่แล้ว +3

      Yes, detonator will work same way

  • @edenkross4076
    @edenkross4076 ปีที่แล้ว +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 ปีที่แล้ว +4

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

  • @lordkoth6735
    @lordkoth6735 ปีที่แล้ว +1

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

  • @BIG-pi7ej
    @BIG-pi7ej ปีที่แล้ว +2

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

  • @mikayari185
    @mikayari185 3 ปีที่แล้ว +16

    a substitute to when they never add a torpedo.

  • @AbsoluteSolver01
    @AbsoluteSolver01 10 หลายเดือนก่อน

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

  • @lukaskruger8649
    @lukaskruger8649 2 ปีที่แล้ว +1

    Cant get it to work :(

  • @Lord_Freezey
    @Lord_Freezey 2 ปีที่แล้ว +2

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

    • @Manarinni
      @Manarinni 2 ปีที่แล้ว

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

    • @Lord_Freezey
      @Lord_Freezey 2 ปีที่แล้ว

      @@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 ปีที่แล้ว +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 ->

  • @wilhelmwick2038
    @wilhelmwick2038 ปีที่แล้ว

    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.

  • @emperorofmankind6179
    @emperorofmankind6179 ปีที่แล้ว

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

    • @Kristof-rh4sr
      @Kristof-rh4sr 6 หลายเดือนก่อน

      I have the sam eproblem :c

  • @water3294
    @water3294 ปีที่แล้ว

    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  ปีที่แล้ว +2

      Check its battery charge, maybe its broken or smth

    • @water3294
      @water3294 ปีที่แล้ว

      @@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

  • @bradleyhodges5783
    @bradleyhodges5783 2 ปีที่แล้ว +1

    How do you link the loader and launcher?

    • @InitialDesu
      @InitialDesu  2 ปีที่แล้ว +4

      Hold space and click on loader and launcher

  • @lordkoth6735
    @lordkoth6735 ปีที่แล้ว +1

    More vids like this

  • @rico-fs1cr
    @rico-fs1cr 3 ปีที่แล้ว

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

    • @johnpaularagon1345
      @johnpaularagon1345 3 ปีที่แล้ว +9

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

    • @rico-fs1cr
      @rico-fs1cr 3 ปีที่แล้ว

      @@johnpaularagon1345 I know.

    • @Asirilin
      @Asirilin 2 ปีที่แล้ว +1

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

    • @rico-fs1cr
      @rico-fs1cr 2 ปีที่แล้ว

      @@Asirilin Not exactly in campaign mode.

    • @Asirilin
      @Asirilin 2 ปีที่แล้ว +4

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