Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Marino torpedo example station
   
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30 May, 2021 @ 8:12am
5 Nov, 2021 @ 2:02am
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Marino torpedo example station

In 1 collection by Pufferfish
Active and semi-active sonar guided torpedoes
7 items
Description
Marino torpedo example station

This is a launch station showcasing the Marino AF4 and AR4 torpedo in combination with the MNCS and HATS system and how to use them.

I am using a not uploaded datalink that shows the torpedoes on a map on this, it is still WIP and might be uploaded soon. You are free to use it in your creations but do not reupload the controller itself.

The datalink controller and radio I made are not mandatory and you can choose if you want to use them or not.

How to fire torpedoes

  1. First you need to select a target on the MNCS monitor.
    For that you need to simply press on a red dot that is shown on the monitor. When you have done that, two grey lines should be shown around the selected target.



  2. After that, you need to select the torpedo you want to fire on the keypad that is next to the monitor.
    In this case, torpedoes 1-4 are tube launched and torpedoes 5 and 6 are dropped.



  3. Open the outer hatch of the torpedo you are about to fire in case you have a tube launched torpedo selected

  4. Pressing the button below the keypad will launch the selected torpedo.

  5. To reload torpedoes 3 and 4, you need to close the outer hatch, wait until the water level has reached 0 and then open the inner hatch. Next you want to press the button that is behind the torpedo you want to reload. After the torpedo has been pushed into the tube, close the inner hatch and open the outer hatch again.

If you encounter any bugs or have questions, you can dm me on discord or leave a comment :)
Pufferfish#3353

Marino AF4: https://steamproxy.net/sharedfiles/filedetails/?id=2620335250
Marino AR4: https://steamproxy.net/sharedfiles/filedetails/?id=2620335775
MNCS: https://steamproxy.net/sharedfiles/filedetails/?id=2500105091
HATS: https://steamproxy.net/sharedfiles/filedetails/?id=2500101084

If you want to use this torpedo with a hardpoint:
  1. Remove the electrical connectors and slider and replace them with a small hardpoint connector
  2. Connect the composite output from the hardpoint connector to the 4x1 controller in the front of the torpedo
  3. Connect the composite input to the 1x1 controller in the back of the torpedo
  4. Connect the "launched" bool output from the hardpoint to the "hardpoint" bool input on the 4x1 controller in the front of the torpedo

Thanks to Mr. Franco for testing and giving feedback!

Changelog
- 06/01/2: So, first update! Both the R and F version can now be launched without any target information what so ever. You just need an On/Off signal on the appropiate composite channel and the torpedo will check if you have sent any mass to it. If it does not get any target mass, it will instead just go in a (somewhat) straight line until it finds a target that it will then engage. If you spot any bugs, please tell me since I could not go through extensive testing yet. Hope you like it !

-06/05/21: Third version, second update of both torpedoes! This is not a major change but I have added a modified flare block in the front of the torpedo that launches when close to the target. It works just like the land mines you might know from the workshop, launch a flare at incredible speed at something and it will receive a lot of damage. Also, the angle in which the torpedo actually can deal damage has been increased. On extreme wedges, it might still fail to punch a proper hole into the hull of a submarine or ship, but in most cases it should hit. Because of this flare, the torpedo length has been increased from 21 to 22. The flare is not mandatory, you can remove it to get a smaller torpedo again. Have fun!

-06/07/21: The AF (aerial/pylon dropped) version does not output throttle to its motors to prevent the motors from spinning up the propeller to really high speeds while the torpedo is still in the air. That prevents the torpedo from crashing into the sea floor when launched from bad angles or high altitude.

-06/11/21: Decreased launch delay from 1 to 0.1 seconds and fixed PPS3 compatibility on the pylon version

-06/13/21: Changed the property name "Torpedo no." to "Torpedo ID" on the AF model. You can now choose if you want to use the Torpedo ID as launch channel or the PPS3 preset channel (11). This is just supposed to make it easier to install the torpedo on PPS3 compatible aircraft. I also decreased the launch delay from 1 to 0.1 seconds on the aerial version now.

-07/04/21: The AF version now checks if it has been under water for more than 3 seconds before turning off when the impact sensor is activated. This prevents the torpedo from deactivating itself after it hit an object before even being underwater for more than 3 seconds.

~07/13/21: Added a hardpoint adapter for the launch system. If you want to use the torpedo with a hardpoint, just use the 4x1 microcontroller that I built for it (on the left side of the station) or see what I did and integrate it into your system..

-10/05/21: Weapons DLC is out! AR4 and AF4 have been released with new warheads and settings!
The station has received datalink v3 as well as HATS and MNCS v2.

~10/09/21: Removed debug info on the datalink that I accidentally left there

~10/17/21: Fixed bug where all torpedo speeds would be the same as the speed of the last torpedo fired.
25 Comments
wabble234 18 Oct, 2021 @ 12:16am 
Thanks man, Ill try it out!
Pufferfish  [author] 17 Oct, 2021 @ 3:07pm 
Sure! So what I found is that you placed the sonar upside-down and that the tilt, gps and altitude sensors are placed on the heli and not the buoy itself. That will make accurate target calculations impossible. At least the altimeter and tilt sensors should be placed on the buoy. Also, if you place the sonar inverted it's also going to invert facing yaw and elevation angle basically mirroring it. Should place it the right way. Hope I could help!
wabble234 17 Oct, 2021 @ 5:55am 
Hey man, loving your work as ever! Could you take a look at my Leopard 2 Attack helicopter? The dipping sonar does not seem to pick up targets very well. Wondering if its a game limitation or something I have wired wrong. Appreciate any time you can give me.
Pufferfish  [author] 9 Oct, 2021 @ 1:57am 
Are you sure the torpedoes picked up the target? I could imagine they reached the given target position before they actually detected the target themselves causing them to fuze. I will add an option to turn that off/on.
Finalsurvivur 8 Oct, 2021 @ 7:54pm 
Quick question. I tried testing this against a small target, and while the torpedoes picked up the target just fine, they always detonated about 100m west of the target. Correct range, just a bit off to the right from the direction I was firing. Any idea why this may?
Pufferfish  [author] 6 Oct, 2021 @ 9:56pm 
Thanks!
Rufus Shinra 6 Oct, 2021 @ 8:28am 
Thanks a lot for this very nice torpedo setup! I've managed to port it on my artilley submarine and it does look awesome!
Pufferfish  [author] 14 Sep, 2021 @ 10:57am 
Yeah, I'm pretty excited for the DLC and already have a new version with a cleaner controller and more stable guidance and different attack modes ready to roll out. The only way I imagine your could dodge my torpedo is being a small agile vehicle. Since I only use one Sonar to get my target data it's harder to actually establish a lead. But I don't know of any submarine that would be able to pull off such maneuvres (not including mini-jet subs that are built to be fast).
Geck 13 Sep, 2021 @ 10:37am 
These are going to be lethal with the release of the weapons DLC, like how can you even stop them, from the trailor it looks like you can shoot down missiles, but i dont see anything on how to stop torpedoes, Subs are gonna be food at this rate xD
wabble234 13 Jun, 2021 @ 5:34am 
Updated! thanks mate.