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Last updated for unknown version
|Power Consumption||20000 kW|
|Item Slots||6 shell slots|
The railgun is a stationary weapon in Barotrauma. It is technically composed of three installations: the railgun proper (which itself is made up of the base and barrel), the periscope, and the railgun loader.
Function[edit | edit source]
The railgun uses railgun shells as ammunition. Those must be loaded by hand in the railgun loader; up to 5 shells can be loaded at a time, though more are possible if there are multiple loaders. Railgun shells are hollow and can be filled with an item. The payload will be activated on impact. Explosives in particular can be loaded in shells to greatly increase damage potential.
Nuclear Railgun Shells are special ammunitions of extreme destructive power, which can be precious to bring down some creatures, such as a Moloch or a Charybdis. Due to the large radius of the ensuing explosion, it is however highly recommended to use this type of ammunition at a distance.
The best railgun ammunition comes in the form of the Ancient Weapon, which is incredibly rare. While the damage it does against Creatures is the same as the Nuclear Railgun Shell, the resulting explosion does five times more damage against structures than the Nuclear Railgun Shell, making it ideal for submarine VS submarine combat.
A railgun loader must be connected to one or more railguns proper in the submarine editor, it can not be connected outside of the editor.
A railgun controller is connected to one or more railguns proper with wiring through their respective connection panels. Both the railgun controller and the railgun proper require power to function; however, the railgun loader does not require any power. A railgun proper requires a supercapacitor, which needs to be charged before firing, and each shot will use up some amount of this store to function as its power supply in order to be able to fire. Connecting the railgun proper directly to the power network will leave it unable to fire. Note that attempting to fire a railgun with no shell loaded doesn't empty the capacitor.
The railgun proper, when edited in the submarine editor, is given a pair of numbers under RotationLimits formatted thus: 0,180. These numbers are angles that describe the limits that the railgun proper can be rotated when aiming. A railgun proper with the RotationLimits set at 0,180 will be able to rotate from the right down and around to the left. A railgun proper with its RotationLimits set at 180,360, contrastingly, will be able to rotate from the left up and around to the right.
Usage[edit | edit source]
To use a railgun, the character must be positioned in front of a periscope wired to the railgun. When the periscope is highlighted, press the left mouse button. The railgun can then be used and fired, using a shell loaded in the associated railgun loader(s), by clicking the left mouse button. To leave the periscope you have to press the right mouse button.
Damage Values[edit | edit source]
Railgun shells (excepting the Nuclear Shell) pierce through 3 targets.
Railgun shells are hollow and can be filled with an item. The payload will be activated on first impact. Explosives in particular can be loaded in shells to greatly increase damage potential.
|| Strength: 175
|| Strength: 135
||Steel Bar, Uranium, UEX|
|Physicorium Railgun Shell
|| Strength: 250
||Physicorium Railgun Shell|
|Stick to Entities?||False
|Can be Recovered?||False
|Raw materials||Steel Bar
||Steel Bar, Uranium, UEX
On top of inflicting damage upon direct hit, certain ammunition also have secondary effects activated upon contact.
|Nuclear Shell explosion
|| Strength: 400
|Item||Nuclear Shell explosion|
Audio[edit | edit source]
Railgun firing 1
Railgun firing 2
Railgun firing 3
Railgun starting rotation
Railgun stopping rotation
Railgun rotation loop