Mazara

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Author: Fat Ugly Bastard

Last revision: 7 Jun, 2021 at 18:30 UTC

File size: 398.34 KB

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Description:
Summary

The Mazara is a high-tech, high-security attack submarine for captains that are unable to trust their own crew.

The vessel is split into two modules: the command module in the front which houses the navigation systems, and the service module in the back which houses the reactor, engine and most other systems. A monorail connects the two modules, which the captain can lock at their own discretion.

The vessel is highly armed, with internal surveillance, but its long neck creates a very weak point.

Core Features
  • Integrated monorail: The two modules are separated with a monorail (internal shuttle).
  • Surveillance system: The captain is able to monitor the crew via cameras placed inside the submarine.
  • Advanced airlocks: The airlocks attempt to pump water in/out to match the pressure.

Background

This is my second published submarine, and my first attempt to build something that doesn’t just "work" but is actually a bit interesting to play on. You might recognize the monorail idea from another submarine called Kirstu, which I’ve taken heavy inspiration from.

The main idea about this submarine is that it is built to be used on high-security missions where crew sabotage needs to be prevented at all costs. The monorail may be locked in place by the captain, preventing all access between the two modules unless someone puts on a diving suit and swims the entire way between. Because of this, any attempts to hijack the command module (where the navigation systems are housed) will be much more difficult. At the same time, any attempts to retake a hijacked command module will be equally as difficult.

The captain also has access to a surveillance system, which allows them to view key areas of the submarine without having to physically move between the two modules. A total of seven cameras are available through the periscope in the navigation room, which may be cycled between by pressing the fire button.

There is also a small brig in the security room that unruly crewmates may be placed in, by default this room is set to open in case of excessive flooding.

Guides
1. Monorail
1.1. Usage

The monorail cart has two states: 0 (service module) and 1 (command module). It will move to the module corresponding to the state that it is in and attempt to dock with it.

To change the state you may press the button inside the cart, which works as a toggle. You may also press the buttons in either of the two terminals, which send a signal through a public WIFI channel (766). Additionally, the captain’s terminal may be used by entering the command ‘set state [0-1]’.

1.2. Locking mechanism

The monorail cart’s locking mechanism has two states: 0 (unlocked) and 1 (locked). When the cart is locked, it will refuse all commands to change its state.

To lock/unlock the cart, a signal is sent through a secure WIFI channel (default 767). You may use the buttons in the command module, which works as toggles. You may also use the captain’s terminal by entering the command ‘set lock [0-1]’.

It is advised to change the default WIFI channel to another one, as unauthorized signals may be sent by other crewmates. To do this enter the command ‘set channel [N]’ in the captain’s terminal (values 0, 1 and 766 are reserved for other functions).

If for some reason the secure WIFI channel becomes desynchronized between the submarine and the cart (for example if a malicious crewmate changed the secure WIFI channel without permission) it may be necessary to manually reset it. Follow these steps to manually reset the secure WIFI channel to the default (767).

  1. While having the captain’s ID card equipped, press the ‘RESET CH’ button in the monorail cart
  2. Enter ‘set channel 767’ in the captain’s terminal

1.3. Battery

The monorail cart uses two internal batteries to power its lights, pump and engine. If the batteries depletes fully it will be unable to move between the two modules. To avoid this occuring, the cart will refuse all commands to change its state if the batteries have a combined charge of 25% or lower.

However, if for some reason the cart runs out of battery when it is moving between the two modules (for example if the batteries break or if something is blocking it), it will be unusable until it is able to dock again for a much needed recharge.

To dock a cart that has run out of battery, you’ll need to use the submarine itself. Move forward and the cart should move backwards due to inertia, and vice versa. Keep one thing in mind though: say that the cart was moving to the right (command module) when it became stuck, then it will likely still be stuck in that state. Because of this, it will be necessary to force the cart in the appropriate direction, as it will refuse to dock with the opposite module.

If you’re unsure which module the cart is attempting to dock with, look at its docking ports, one of them should have a dim red light activated while one should be completely dark. The one with the light activated is the one you should attempt to dock with.

Known Issues
  • Pathfinding: AI crewmates will have a hard time navigating the submarine, as they are unable to use the monorail. AI crewmates also appear to get stuck in the airlock currently, a redesign will likely be necessary to resolve this.
  • Shuttle hull misalignment: During one test run, the monorail’s hull objects appeared to become misaligned from the actual walls and items. This caused unstoppable flooding if docked with the service module and an invisible one-way wall if docked with the command module. I have no idea what is causing this, but it appears to be rare.