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!
@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.
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 !
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.
@@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
@@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.
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.
@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
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.
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
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?
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.
@@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
@@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.
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 ->
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.
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!
@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.
Compound N doesnt explode on its own, VOLITILE Compound N does
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.
Assistant : Kaboom?
Captain : Yes Rico, kaboom.
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 !
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.
@@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
@@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.
@@GigondSuperGnom Well i think editor is powerful enough to make "dirty bomb" what will have power of nuclear shell.
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.
Interesting fact: You don't need hatch for torpedoes, just docking station to connect it to submarine
It will not be possible to load bombs normally
@@-Bonker- if you set the shuttle to have manual supply you don’t need to load bomb
@Karkat Vantas it a bug i think because there other people complain it doesn’t work either.
@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
@@blackwoodsecurity531excellent idea! You could make the reactor on the shuttle meltdown take 1 second in the editor too to make it work even better.
Woah, that looks awesome!
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
love your videos!
you got yourself a sub
(pun definitely intended)
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.
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
@@InitialDesu thanks a lot, those pirate ships won't see that coming >:D
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?
My guy have you tried loading a Railgun shell with explosives?
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.
Can you make a multi camera periscope system tutorial? The only one I found is out dated and don't work anymore
try to use the multi turret periscope tutorial he made, but without the trigger input
Nice Idea!
Lol abyssal monsters are gonna be easy with a few of those
Do detonators work the same way? Might be able to make smaller Torps that use Frags/CN/C4
Yes, detonator will work same way
coll Torpedo it wold be a shame if clown exploded it on ship
please help, every time I restock the drone it gets stuck to the docking port and there is no signal from the transducer :(
Check its battery charge, maybe its broken or smth
@@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
Nice!
Thanks for your help man!, I finally finish my two phase vertical ballistic missile.
It's a shuttle with another shuttle.
Едрить спасибо
can you make a tutorial on how to make a monpool?
Cant get the torpedo to remain neutrally buoyant - it just sinks? Everything else works perfectly.
I am having the same issue :C had any luck?
@@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.
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 ->
what a name of ur submarine using in this video
a substitute to when they never add a torpedo.
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.
Cant get it to work :(
for some reason the sonar on the torpedo doesnt work explosion works, didnt think it moved until it wized by
I have the sam eproblem :c
How do you link the loader and launcher?
Hold space and click on loader and launcher
More vids like this
Is it even easily reusable and weren't you lucky to just have that leader close to explosion?
It's just an idea, you can have your own design to make it easily reusable.
@@johnpaularagon1345 I know.
The torpedo comes back to the ship when u reach a station
@@Asirilin Not exactly in campaign mode.
@@rico-fs1cr Well you have to purchase the pod but yes u can call it back