Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Atgeir Class Hunter/Killer Submarine
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Tags: v1.1.14
File Size
Posted
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4.586 MB
18 Mar, 2021 @ 7:44am
26 Mar, 2021 @ 2:41am
3 Change Notes ( view )

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Atgeir Class Hunter/Killer Submarine

In 2 collections by It_aint_me
It_aint_me's Submarines
18 items
Fleet 2.0
7 items
Description
Will Atgeir get equipped for the weapons DLC? No, as its fire control/torpedo loadout is too out of date.


Back when I made my first submarine in stormworks, I was tired of seeing submarines that could barely go 1-2km underwater because of pathetic electrical capacity or using a patched infinite electricity exploit. I wanted to make something that could really give you the nuclear submarine experience. However, as time progressed and I learned more, it became really easy to make a jet powered submarine, and the performance grew more and more crazy as a result. By the time I made Robert 3, it was more like a fighter jet than a submarine. Therefore, for my next sub I decided to purposely shoot myself in the foot and try to make a proper, grounded submarine. I'm proud to present the Atgeir Class, my first diesel electric sub as well as one of the first submarines in stormworks to feature SONAR guided torpedoes.

The core of the Atgeir, as one might expect from a diesel electric submarine, is first and foremost electricity. With more than 300 batteries split into a primary and secondary cell, the Atgeir can travel good distances underwater(by diesel electric standards). Additionally, needing to recharge your batteries doesn't necessarily mean you have to surface. With the addition of a snorkel, Atgeir can run it's diesel engines at up to 9m underwater.

While the initial interior appearance might seem less technologically advanced than the likes of the Robert 3, I specifically decided to stay with a more analog decor to both keep the submarine feeling relatively grounded in reality and to free up the logic load for the fun toys in the fire control room. This does not mean that Atgeir handles poorly, as in fact it's probably got the best ocean going handling of any of my submarines. It is capable of maintaining a set depth at as low of a speed setting as 7kph, perfect for lining up ambush attacks or creeping away.

Speaking of attacks, the Atgeir is well equipped. Not only featuring Pufferfish's sonar guided torpedoes, the Atgeir has the unique ability to switch between 4 different guidance modes (sonar guidance, radar guidance, periscope laser camera guidance, and manual GPS guidance), meaning that there really isn't an ocean going target that you can't fire at. Atgeir also has a full ECM(electronic counter measure) suite including a frequency sniffer, radio direction finder, and signal jammer, making sure that you can sink your targets unopposed.

I'll leave the rambling description at an end for now though, as there is a lot I could go on about on this boat. I'll close this section saying I hope you enjoy this submarine, and sorry to anybody who might have been looking forward to a jet submarine from me.



>>>A brief guide to using the fire control system<<<
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On the fire control system, there are 4 possible methods to designate/aim at a target. SONAR, RADAR, the laser from the periscope, and manually setting a gps waypoint. The selected guidance mode can be seen on the instrument panel with indicators. The information displayed on the dials/gauges will correspond to the currently selected targeting mode.

To utilize the sonar or radar, make sure you first switch them on at the adjacent station. To save on logic/electrical power, there is only 1 radar and 1 sonar installed on the boat. They cannot do double duty, meaning that you have to choose to have it in search or in targeting mode. Search mode is the default mode, and to switch to targeting use the flip switches labeled "Slave SONAR/RADAR to fire control". The gauge display will then show the facing yaw of the sonar/radar in degrees relative to the sub. When using the sonar/radar, it will automatically remember the relative bearing of targets above a certain target mass(chosen via the keypad in the top right). This can be useful to filter out smaller unimportant targets like crates and sharks, as well as look for a specific target if it's radar/sonar mass(radar/sonar mass is acquired from signal strength*distance) is known. Additionally, you can adjust the radar/sonar FOV with the topmost throttle lever. A higher FOV will mean it is easier to detect targets, but the information from those targets will be less accurate.

The rest of the fire control system is pretty self explanatory, but let me know if you have any questions regarding it. I know that it probably seems primitive by other people's standards, but it's a first for me and I will eventually update it as I learn more. Suggestions and calling out problems is greatly appreciated.

Very big shoutout to Pufferfish for making the first sonar guided torpedoes in stormworks (https://steamproxy.net/sharedfiles/filedetails/?id=2424793308) as far as I can tell, they are a huge step forward and I will keep incorporating the improvements he makes to them into this submarine for the foreseeable future.

*Just a final note regarding the sonar/radar. Sonar and radar, especially sonar, are very inconsistent in stormworks. You can be doing everything right and it will still have trouble detecting targets. This is just a game issue found with every sonar/radar setup.



>>>Specifications<<<
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Length: 48.25m

Width: 7.25m

Height: 8m

Mass: 31,680

Electrical Capacity:
>Primary cell: 1,024,000 sWATTs
>Secondary cell: 115,200 sWATTs

Fuel Capacity: 29,540 liters of diesel fuel

Range of fuel at max throttle: 17.5km

Powerplant:
> 1 Large electric motor
> 2 Large diesel engines

Top speed:
>Surfaced & Diesel - 41kph
>Submerged & Electric - 51kph
------------------------------------------------------



>>>Microcontroller and other stuff credits<<<

Sonar guided torpedoes and associated controllers: https://steamproxy.net/sharedfiles/filedetails/?id=2424793308

Altitude hold: https://steamproxy.net/sharedfiles/filedetails/?id=1677246366

GPS autopilot: https://steamproxy.net/sharedfiles/filedetails/?id=1584578096

Waypoint controller: https://steamproxy.net/sharedfiles/filedetails/?id=1793949233

Search radar & sonar controller: https://steamproxy.net/sharedfiles/filedetails/?id=2325255835

Roll and pitch stabilizer: https://steamproxy.net/sharedfiles/filedetails/?id=1996703373

Artificial horizon: https://steamproxy.net/sharedfiles/filedetails/?id=1973826135

Compass heading display: https://steamproxy.net/sharedfiles/filedetails/?id=1815902922

Fuel range calculator: https://steamproxy.net/sharedfiles/filedetails/?id=1586625836

Composite signal jammer: https://steamproxy.net/sharedfiles/filedetails/?id=2243975658

Signal Sniffer: https://steamproxy.net/sharedfiles/filedetails/?id=2156423827

Radio setup: https://steamproxy.net/sharedfiles/filedetails/?id=1880541106

Radio direction finder: https://steamproxy.net/sharedfiles/filedetails/?id=2281608146

Stabilized camera controller: https://steamproxy.net/sharedfiles/filedetails/?id=2234688774

Lidar controller: https://steamproxy.net/sharedfiles/filedetails/?id=2289232324

Microwave: https://steamproxy.net/sharedfiles/filedetails/?id=1534129190

Fridge: https://steamproxy.net/sharedfiles/filedetails/?id=1835854872

Oven: https://steamproxy.net/sharedfiles/filedetails/?id=1534128322

GPS Distance/heading calculator: https://steamproxy.net/sharedfiles/filedetails/?id=1621178172

Please let me know if I used something of yours and failed to give credit so I can fix that. Plagiarization is the last thing I want to do.
76 Comments
HeatSeas 2 Jun @ 11:56am 
since you cant just got to dif room just to take a peak
HeatSeas 2 Jun @ 11:56am 
in a realistic combaat situation it is inposible to manuver and go withou knowing when you are going to hit a wall or smth and a came on the front would really be usefull
sovietmusiclover 19 Jul, 2021 @ 9:29am 
it does not have to be perfect, it would be nice for it to just be good enough.
It_aint_me  [author] 19 Jul, 2021 @ 12:11am 
I think you severely underestimate how difficult achieving true neutral buoyancy is. If it was that easy, I'd have implemented it by now.
sovietmusiclover 18 Jul, 2021 @ 8:27pm 
there should be a neutral buoyancy button, where when you press it it fill the ballasts to a point where it is neutral buoyancy. i would like this so that it is easier for the user to have neutral buoyancy. i think that it might be pretty easy to do, i'm not sure though.
PLOP 29 Jun, 2021 @ 11:33pm 
anyone know why its tilting? have i stabler on it makes the tilt less severe
Geck 16 Jun, 2021 @ 6:25am 
Another idea that could make a new sub more popular would be small customisations such as the name of the sub, and a place for a flag of a country/ allegiance, and to keep it yours you can make the name: (something class nuclear submarine) and then my name of choice, just an idea.
It_aint_me  [author] 13 Jun, 2021 @ 7:13pm 
Unfortunately, when you cause a nuclear meltdown(which is what allows the radiation effect to happen) it completely screws up the reactor, and it can't really return to normal functioning. I could include a meltdown switch as a way to scuttle the sub, but as a weapon it wouldn't be worth it. It's far easier to simply lock all hatches to prevent entry.
Geck 13 Jun, 2021 @ 3:05pm 
hey, just had another idea for a weapon that i dont think will effect lag or be very hard to make, ive no idea how radiation works but wile messing around with Pufferfishes torps against a nuclear sub i hit the area were the reactor was allowing radiation to escape however the sub was able to continue as normal(with a bit of flooding) and inside of it there was no radiation only outside, my thought it would it be possible to weaponise this?, like maybe put a hatch that leads the radiation to the outside. its maybe not realistic but it would be useful in multiplayer combat, or against annoying people trying to get on your ship, press the magic button and theres no more annoying people xD
It_aint_me  [author] 12 Jun, 2021 @ 6:28pm 
That's actually a pretty good idea, thanks for reminding me. I think that once I get the sub balanced with ballast tanks, it'd be pretty simple to have a stationary depth hold with just some electric motors for going up/down since I no longer have the issue of running outta battery. I think that I'd make that only for stationary depth hold, and have the one for being in motion(above a certain speed) be more standard.