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Posted 20 hours ago

Eva Solo Nordic Kastrull 1,5l

£9.9£99Clearance
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Regardless of submarine type selected, your file will be saved to "...\Barotrauma\Submarines" as a ".sub" file. Shuttles are much smaller submarines used mostly as respawn vessels in multiplayer. They very often don't have their own nuclear reactor and their batteries are often fully charged and can store more kW power than the main submarine. Submarines are powered by at least one nuclear reactor, which must be connected indirectly to all of the powered objects within a submarine via junction boxes. If too much power flows through a junction box (or if the power delivered to a junction box far exceeds its load) for a sustained period of time, the box can blow a fuse or even explode and cause a fire. The power delivered by the reactor to all of the junction boxes it is immediately connected to is the amount required by the most energy demanding junction box. In general, power requirements for different paths in the grid should be about even, and the impact of power fluctuations when a machine becomes active or shuts down should be minimized. So all my junction boxes only go to relays, not actual items, so that their power gets regulated perfectly before going onto the device.

The bilge pump will be located near the bottom of the submarine, where water naturally tends to accumulate. Generally the more batteries you utilize, the larger a buffer on spikes/drops you will have. However batteries themselves create load demand, so there is a bit of balancing/tuning required to balance your grid just right. I've found utilizing supercapacitors like a balancing battery can be useful as well for extreme spikes, but never just on their own, usually as a supplement to existing balance batteries. This button puts the editor into "Wiring Mode". In this mode you gain a new menu on the left which contains every color of wire available in the game as well as an inventory where you have a screwdriver equipped. This mode allows you to wire power and signals between devices in your edit. More on this mode in the Editor Tools section.Crowbar • Fire Extinguisher • Handheld Sonar • Plasma Cutter • Screwdriver • Sonar Beacon • Storage Container • Sprayer • Underwater Scooter • Welding Tool • Wrench With the submarine type "Outpost module" selected, the "Module type", "Allow attaching to", "Location types", "Gap positions", "Maximum count", and "Commonness" characteristics appear. These options allow you to define what type of module you have created, the types of other modules it may be connected to, which types of campaign map locations this module can be generated in, where the gaps in the hull of the module are (defining where other modules connect to this one), how many instances of this module can be generated at one outpost, and how likely this module is to be found in an outpost. Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. The middle floor contains eight rooms, on the far left you can find the Main Junction Room, on the left side you can find the Reactor room, on the middle you can find three ballasts, the Kastrull is the only vanilla submarine with open ballast tanks, which can be really handy to stop water coming in but things can get really messy if a traitor decides to unwire them to pump water in. On the right side the Medbay is located and on the far right side is located two crew quarters, which contains a funny looking costume... Honkmother I'll still recommended Typhon II over Kastrull, it has an a lot better water draining speed due to not having open ballast tanks, thus Typhon 2 can tank a lot more leaks before it start sinking. Typhon II is also slightly faster than Kastrull at it base, both vertical and horizontal.

After an object has been placed, the user can select it and edit its properties. See items, and installations for more specific information. The Oxygen Generator is on the far left, followed by the Reactor, the Junction Compartment, a basic Infirmary, and the two Coilguns' Periscopes and their respective Coilgun Loaders, notably sharing the ship's only Supercapacitor. This unusual setup means increasing the Supercapacitor's charge rate will be necessary to provide decent power to both Coilguns simultaneously, should the need arise.

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You have components which actively consume power : these run at a power specification proportionate to their use. The engine consumes energy proportionately to how large of a throttle input the nav helm provides, the max being dependent on which engines and how many you use. The ballast pumps consume energy when they are pumping or draining water. This creates your dynamic grid load, which is the range by which your load demand may increase on top of the static load. There are a variety of ways to set up a bilge system, but they always require a pump connected to a power source. Except for large submarines, only one pump is usually required. Effective bilge systems usually have the following characteristics:

The Top Floor contains three rooms, on the left side you can find the Junction Compartment with almost all junctions boxes of the sub, aswell as two Batteries and one Fire Extinguisher, on the middle is located the Command Room and on the right side you can find a small room with four Junction Boxes, two Supercapacitors and one Fire Extinguisher.You have components which passively consume power : these run at their power consumption specification so long as they are wired to the grid. The 02 machine will always take power. Lights will always consume power. Basic bilge pumps require constant power. This creates the static grid-load, which is the minimum load your ship runs at.

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