I'm always torn on features like this because the line between fair and broken is blurred so heavily on barotrauma. It's foolish to not design countermeasures but push it too far and then you have a sub that's completely immune to an issue. I think what's really haunting this game mechanically speaking is flooding. Just one room floods and it's usually enough to bring the whole sub down unless it's massive. Every PVP and abyss fish encounter usually ends up with the sub free falling within the first few seconds. I like the idea of having the hull be torn open to the outside, but it just causes way too many problems. I feel like the game would be better off spawning leaks on the background walls that flood the ship at a lot slower rate.
"Lot slower rate" Mate, we are on depth of 2-5 kilometers. It's a miracle that water does not cut things with a spray by the pressure we have. But yeah, submarine falling to fast is not that engaging. Imo the solution could be reducing the weight of water in non-ballast rooms, so water in the room of the same size as ballast won't cause submarine to instantly plummel down. The other way around is simply obey the god damn water resistance - the bigger object surface is it, the slower it will fall. Submarines are heavy, but they have large surface water tries to push back as they descend. It makes no sense that submarines in BT can fall the same way as they're in air.
@@calluxdoaron1903 I agree, it doesn't make sense that something as big and heavy as submarine can gain so much speed just because it's flooded, it feels like a flooded room does a better job than the ballast tanks at times
@@calluxdoaron1903-- This is Europa remember, there's only 13% earth gravity. Even 6km down there's only 800m equivalent pressure. That's still just over 1000psi, but nowhere close to the 30,000-60,000psi water jet cutters use.
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.
I think I just found a cool way to use NAND gates and two detectors for each duct, it's probably not optimal, it floods more rooms than necessary, but it is very good at preventing flooded rooms from becoming dangerously pressurized
Nah, It much easy to add movement detector, set it on wall detection and connect threw and-component to duct, so if the room blowed up - no water will do out untill crew open the door. Less components, more efficient, simple to install - that's my choise P.S. NEVER left oxygenit shard like that - one hit from hammerhead, moloch, accidently wall hit or abyss creature attack will blow up your submarine.
Quick addition to this! You can use Xor components to have both water detectors AND smoke detectors control your ducts. Have the water detector set to 1 false, 0 output, smoke detector set to 0 false, 1 output. Wire the smoke detector to signal_1 and water detector signal_2 to the Xor component. Wire the output signal of the Xor to the set_state of a duct. Keep the Xor components outputs as their set default. There is the issue with this that if you have water in your sub AND a fire then the ducts will stay open, but thankfully water fixes fire.
so really it’s a feature, not a bug? as in the ductsdtay open if wtaer and fire are present so that the water deals with the fire and then closes the ducts?
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
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.
Spends 5 minutes explaining HOW rooms flood, spends 30 seconds explaining how the main focus of the video works. as a bonus proceeds to explain how to cheese the sub builder for a minute.
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.