About Deep Sea Challenger
From Steam Workshop-- NEW UPDATE : Deep Sea Challenger becomes a content pack, with the addition of burst fire coilguns, toggleable auto discharge coils and the Eurotorp MU-90 Anti-Fauna and Anti-Sub torpedo variants,…
-- NEW UPDATE : Deep Sea Challenger becomes a content pack, with the addition of burst fire coilguns, toggleable auto discharge coils and the Eurotorp MU-90 Anti-Fauna and Anti-Sub torpedo variants, who are also addable to your own custom submarines, if you have the Deep Sea Challenger modpack enabled. Single-player bot campaign friendly, MU-90 Anti-Sub arming range PvP friendly. MU-90 Anti-Sub doesn' target wrecks/thalamuses/thalami (interferes with ITA and would honestly be unbalanced) --
The Deep Sea Challenger was originally financed by an eccentric movie billionaire on Earth, thus possibly becoming the result of one of the world's most expensive mid-life crises. Production ceased after the hostile nature of Europan fauna was discovered, but the Deep Sea Challenger hulls were quickly appropriated by Oddsball Industries [stock ticker ODBI] as a production pipeline shortcut for Europan authorities to supply outrider exploration and perimeter defense to crews assigned to vital colonies. The Challenger is an overcomplicated boat with maximal features in minimal space. The vertical design lets you get into any nook and cranny of the Europan cave system, and the integrated moon pool allows easy access for salvaging and exploration teams.
Dimensions : 15x14 (perfect for exploration of cave systems), five decks. Propulsion : 30 flank speed, 19 one engine speed, 8 silent running speed, 20 ascent speed, 14 descent speed.
Oddsball Industries present the following feature suite on all DSC subs: Command and Control: - Rudimentary 'ODDIX' operating system with help feature for all systems. - CCD camera and cargo drone, with periscope and sonar control. - Exterior, click-to-shift-feed camera system. - Automated, power-saving oxygen generator which only activates at a certain oxygen level (default 60).
Defense: - Fire-and-forget EuroTorp MU90 Anti-Fauna (arms at 1/5 max vanilla sonar range) and/or Anti-Sub (arms at 4/5 max vanilla sonar range) homing torpedo system, 5 torpedoes storable. 2-3 torps to kill a moloch, 1 torp to blow up 1/3-1/4 of a subs hull. MU90 Anti-Sub variant notoriously unreliable, use with care and at closer engagement distances, as to not blow up your own sub. - Burst Fire top and bottom coilguns with toggleable lights during silent running. Double click to turn coilgun lights on or off. Four burst fire, 0.8 second delay between bursts. Kills crawler in two bursts, armored mudraptor in 4-5 bursts. - Aft and fore discharge coils with external alarms for away teams and proximity auto discharge function manipulable from Oddix. - Fauna decontamination system with internal creature detection integrated into lower airlock and moon pool. - Depth-charge system, 3 depth charges storable, are dropped in consecutive order with each new click of depth charge launch button, bottom first, top last. - Porthole shutters closeable to protect window softpoints through ODDIX or button in Helm. - Auto-block ducts lead to ballast tanks, lower airlock and moon pool for power efficient drainage. - Ballast tanks can be indepedently drained via. the ODDIX operating system, for ballast flora decontamination. - Oxygen can be sucked out of the sub via. ODDIX for fire containment. - Engine control and fabricator/deconstructor control restricted to holders of a mechanic id card, for reduced sabotage risk.
Navigation: - Nav terminal and monitor (periscope) control of the boat. In monitor mode, click and hold to move sub while watching through a camera and wide-beam searchlight. Toggle between fore and aft searchlight and monitor feed. Manipulated through buttons left of nav terminal in Helm. Double click to turn searchlights on or off, independent of eachother. - Emergency electrical thruster can be activated for 20 km/h ascent speed, if the boat holds more breached water than the ballast can manage. - One ballast tank can be deactivated for power efficiency. - Silent running system. Shutters closed, all lights turned off, engines are capped at 20% power and 8km/h flank speed, and the reactor fission rate minimized, while the sub runs on batteries. - Twin shuttle engines allow 28km/h flank speed, and 19 km/h flank speed with one engine turned off for power efficiency. - Manipulable sub neutral buyoancy setting.
Exploration and Exploitation: - Moon pool for easy acces to and negotiation of ocean, caves and wrecks while open, and secondary storage while closed and auto-drained. - Upper and lower docking hatches with power throughput from stations. Remember to turn off the reactor while docked to save rods. - Pneumatic tube system links re-wired depth charge launcher containing cargo shell at external aft airlock loading bay, to upper cargo deck. No need to waste time transporting stuff via. ladders, launch the depth cargo shell, empty its contents into cargo and throw the cargo shell down the central access corridor, for repeat use. Or, as a traitor, sneak a nuclear depth charge into the system and destroy everything and everyone in the upper decks while remaining at safe lower distance for exfiltration. - Mineral sonar on gunnery deck. - Deconstructor and fabricator located in cargo deck. - Climate-Controlled Crate Rack located in Engineering, toggled on/off by mechanic-exclusive button. - Flare depth charge and flare coilgun ammo supplied in the sub out-of-the-box. - Cozy crew quarters with role-specific cabinets, table and stools, beds, medicine storage and an accordion. - Some loose vents for traitors to exploit.
Power systems control: - External lights/internal lights turned off separately,while auto-trigger oxygen rate can be set at lower or higher rates via. ODDIX. - Battery charge rate can be set through ODDIX, and total charge is visible on screens in engineering and helm.
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 5 yr ago.
Deep Sea Challenger on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Barotrauma — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2021-05-16, released 2021-05-16
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Deep Sea Challenger.
Dependencies
- Required: [Legacy] EK | Armory
- Required: [Legacy] EK | Utility
- Required: Seated Operators
- Required: More Alarm Sounds
- Required: Buy and Craft Electrics (discontinued)
- Required: [Legacy] EK | Gunnery
- Required: [Legacy] EK | Dockyard
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Deep Sea Challenger on a Barotrauma server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Compatibility
- Game
- Barotrauma
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓Authoroddsball, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
