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Posted 20 hours ago

Eva Solo Nordic Kastrull 2,0l

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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 Command Room is placed at the top right corner of the Kastrull. There are two buttons located near the Navigation Terminal, respectively activating the top and bottom Electrical Discharge Coils. It contains a Navigation Terminal with buttons to shutdown the Nuclear Reactor, to launch the Decoy or the Depth Charge and toggle the Batteries, one Status Monitor linked to the Navigation Terminal, the room also contains one Supply Cabinets and one nuclear meltdown alarm and one door that leads to the Drone Control Room. I beat the game in a small custom Tier II scout that I built, nothing special about it, one coilgun upo top and one laser below, a discharge coil at the top aft.

Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews. In Swedish, a kastrull is translated as saucepan or casserole. Considering the lid-less ballasts, the name is fitting. The Kastrull ballast section is a big heavy casserole without a lid. 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.The bottom floor of Dugong contains five rooms (Six if you consider part of the Engine Room), on the far left side is located one of the two ballasts, on the left side is located the reactor room, in the middle you can find the Junction Compartment, on the right is located the Oxygen Generator Room, on the far right side is located the second Ballast. 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. The Reactor Room, found at the bottom left side of Dugong. It is connected with the Junction compartments, it contains one junction box that gives power to some items scattered around Dugong, it is also the main junction box, which means if it gets broken all electronics will get no energy, it also contains one Supply Cabinet, one vent exit and one Steel Cabinet. This section will go over the buttons and information on the top toolbar of the sub editor, from left to right. More advanced bilge systems may feature automated bilging, remote activation, connection to the ballast system and/or flood doors.

Hulls must be defined for every discrete space which can hold air or water in the submarine. If a space is not contained by the hull, the game will assume it is the outside ocean. The hull object is found under the "Structure" menu. The hull should be dragged to at least include the interior of a room and half of the space of the surrounding walls, floor, ceiling, and entryways (including doors and hatches). Ascension speed is 19 km/h for all submarines. Horizontal (engine) speed is identical forward and reverse. The entity menu contains almost every item that can be found in the game. They are organized into different categories that can be selected via buttons in the top right corner of the menu. Users may filter items in the selected category by using the 'Filter' textbox on top of the menu. This button opens a menu to allow you to choose which types of entities are visible in the editor. The options from top to bottom are "Lighting", "Walls", "Structures", "Items", "Waypoints", "Spawnpoints", "Links", "Hulls", "Gaps", and "Thalamus". This button can be useful when trying to fine tune different aspects of your edit, without disturbing other layers.

Behind every mess is a new possibility

The reactor, on auto, can't match the speed of load increases/drops that are substantial. When it can't keep up with an increase in load , you get power outages. When lagging behind a drop in load (and putting out more power than demanded), you get power overages, which can cause junction boxes to combust. Fixed Kastrull and Typhon 2 using different id card tags than the rest of the vanilla sub ("idjob" instead of "id_job"). The Kastrull supports a Drone with a Coilgun. It wields an impressive barrage, up to 8 weapons including the one on the drone, 5 of which can be manned by gunners. The only constant blindspot is the rear. This makes it the most heavily armed gunship in the seas of Europa. The 'Structure' category contains walls, fins and some decorative elements specific to a submarine's hull.

The Middle Floor contains three rooms, the Reactor Room, the Command Room and the Medbay ( You can see the Reactor and Command Room upwards). The Medbay contains one Medical Fabricator, one Toxin Cabinet with poisons and antidotes, and one Medicine Cabinet. 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. Opens a dropdown menu containing a list of loadable autosaves with the name of the sub and the time it was saved.Just use relays that only give exactly the amount of power that line needs. You have an engine and an O2 generator then that is 3000w, so junction to relay, relay set to on and 3000w max. I use relays to only send exactly as much power as all the devices that will be on that relay require. Regardless of submarine type selected, your file will be saved to "...\Barotrauma\Submarines" as a ".sub" file. 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. The Command Room is placed at left side of Dugong. With two periscopes, one that control the top left coilgun and the other controls the bottom coilgun. It contains a Navigation Terminal with buttons to shutdown the Nuclear Reactor, to toggle the power input to the Batteries and to activate the Electrical Discharge Coil, one Status Monitor linked to the Navigation Terminal, the room also contains a Supply Cabinet, a button to activate the Electrical Discharge Coil, one vent exit, two doors, one near the Navigation Terminal that connects the Command Room with the Engine Room, and one near the Super Capacitors which connects the Command Room with the "Diving suits hallway".

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