Stormworks: Build and Rescue

Stormworks: Build and Rescue

39 ratings
Robert 4 - Fast Attack Submarine
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.743 MB
17 Jul, 2021 @ 3:33am
17 Jul, 2021 @ 5:57am
4 Change Notes ( view )

Subscribe to download
Robert 4 - Fast Attack Submarine

In 2 collections by It_aint_me
It_aint_me's Submarines
18 items
Fleet 2.0
7 items
Description
BROKEN - This creation has 1 or more things broken due to updates.
Things expected to not work:
Nuclear Reactor - Boiler control system broken by removal of pressure node
Ballast system - Blowing and filling ballast is highly unlikely to work.





Speed, distance, and power. These 3 qualities are the cornerstones of the Robert series of submarines. I am proud to present the newest addition to the family and the first to feature nuclear power, Robert 4.

Robert 4 is a medium-large sized, fast, and nimble nuclear powered attack submarine designed to augment the heavier Eikthyr class submarine, while providing increased crew comfort and similar if not better features. Featuring an unlimited range, a cruise speed of over 80kph, 4 sonar guided Marino AR3 torpedoes, stationary depth hold, and a full interior, Robert 4 is the latest and greatest in my submarine technology.

See the key systems overview below for a brief guide in getting the most out of Robert 4. To not make this too long, I will stick to the key systems. Let me know in the comments if you have any questions about particular systems, I am happy to answer them.

>>Key Systems Overview<<
--Handling, Ballast, and Depth Hold Operation(IMPORTANT)--
Robert 4 retains and in fact improves upon the already excellent handling of the previous gen 5 submarines(Atgeir and Eikthyr). However, utilizing this handling to the fullest is a little less straightforward. Due to it's unique reactor design(see reactor section), Robert 4 has a very large central ballast tank that I recommend you keep full when diving below indicated -25m. This means that the submarine sinks much more quickly than my other submarines, therefore meaning that it can't go as slow while retaining depth in normal depth hold mode. To get around this, Robert 4 features both a stationary depth hold and control motors that you can activate at any time to retain control-ability/depth. To use the stationary depth hold, do the following:

1. Set your desired depth at the dive officer station, and turn the depth hold on.
2. At the helm, turn on "stationary depth hold"
To maintain stability when stationary, Robert 4 features a stationary pitch stabilizer. Do not turn this on when not being stationary, this will interfere with normal depth hold operation.
1. At the helm turn "pitch stabilizer".
2. Turn on "pitch motors".

In addition to the main ballast tank, Robert 4 features a forward and rear trim tank for custom balancing. This is useful after expending all torpedoes, as the front of the submarine will become significantly lighter. However, due to Stormworks physics being weird when it comes to objects, the same trim tank settings to balance the submarine without torpedoes on the surface is very different from the settings used to balance when underwater. I've found that 80% in the forward and 95-100% in the rear is a good combo after firing all torps for underwater balance, but feel free to try your own combos.

Final note: Due to large pump nerfs and weight restrictions, the main ballast pump system is much weaker than old submarines. I apologize for the inconvenience.

--Reactor and propulsion--
To provide high amounts of power while remaining relatively compact, Robert 4's reactor is a little complicated. This submarine uses 2 cooling loops: A direct seawater cooling system at shallower depths and on the surface and an internal seawater cooling loop using water from the ballast tank when below -25m. An indicator on the reactor control panel shows which mode is in operation. While you may see temperatures spike up to 75-80 degrees in the 2nd mode, don't worry as long distance testing has shown it is very reliable. Robert 4's reactor also features something that many will enjoy, a silent running mode. Activating this is as simple as flipping the switch(and reading the instructions on it). Robert 4 also features the ability to disable the reactor control rods and cause a meltdown, the CODE IS 1986, but the submarine is 100% radiation proof inside, so it's more of a weapon than anything else.

As for propulsion, Robert 4 features plenty of options for you to choose. While I won't get into them all here, there is something to note for when using direct drive. While the normal speed of all turbines on direct drive is 80.77-81kph, you may notice it dip down to 72kph. While I don't know the cause of it, testing has shown it only occurs from 0m to -17m, and then will return to normal once below that depth(and turning DD off and on again).

Note: when parking Robert 4 with stationary depth hold, make sure to connect the primary and secondary batteries, so that the reactor pumps don't run out of power.
--Fire control--
Finally, the fun part, fire control. Something you may notice about this submarine is that there is no autoloader or torpedo room. To reduce logic and lag, the torpedoes come already loaded in their tubes, ready to fire. No waiting around for tubes to drain for reloading this time! Robert 4 features the very excellent Marino AR3 torpedo + targeting system made by Pufferfish(see credits). Before using it, make sure you turn the sonar on at the sonar station as there is only 1 on board and it's shared. To use it, do the following.

1. Turn the fire control and sonar on
2. Lock onto a target by tapping on it on the fire control monitor. The dials below will display information about the target, including mass(I will make a target mass guide soon for easy target ID), target alt, and target distance.
3. Fire when ready, it's as simple as that. If you don't have target lock, you can fire the torpedo and it will run in a straight line until it finds something. I recommend locking the target first for accuracy though.

Note: While you can yeet out all 4 torps as fast as you want, the "DO NOT FIRE" indicator is just there to help you prevent your torpedoes colliding.

>>Specifications<<
-------------------------
Length: 49.25m

Width: 7.25m

Height: 8.25m

Mass: 38,162

Electrical Capacity:
> Primary cell: 256,000SWATTs
> Secondary cell: 81,600SWATTs

Range: Unlimited

Powerplant:
> 3 boilers, 5 turbines each
> 1 large electric motor

Top speed:
> Surfaced:72kph
> Submerged: 132kph

>>Feature list<<
-High cruising speed(80kph)
- Unlimited range
- 4 sonar guided torpedoes
- Advanced fire control
- Stationary depth hold
- 2 airlocks
- Full interior
- Autopilot and automatic depth hold
- Docking ports(you can expect modules/new minisubs)
- Periscope and search radar
- Plenty of 1st person equipment
- Damage control systems

>>Credits<<
Please see the linked google doc for micro-controller credits as well as other stuff that wasn't mine.
https://docs.google.com/document/d/1vnSo43q0SlUZiwjUNf23rfAZ_Mjh8OxUctX5zOPEG64/edit?usp=sharing

>>Updates & future plans<<
Man, what is it with me and going over my set size and weight allocations? First Eikthyr, and now this. But that aside, I am happy with how this sub turned out, despite the complications that arose from the core design concept. Robert 4 will be my last major fleet sub for a while, but I might work on a replacement for the X-3 or some modules in the meantime. I also think a dedicated, minimalist, lag free, multiplayer oriented combat sub is in order at some point, but no guarantees right now.


To everyone who was looking forward to this sub, hope you enjoyed it. Let me know if you have any problems or glitches, I will do my best to solve them.
71 Comments
Squet 14 May @ 5:48pm 
how do you fire the skibidi cruise missiles
Dr Zor 21 Jul, 2023 @ 12:21pm 
it spawns with 0 power what do i do dawg
weewoo 18 Jul, 2023 @ 1:14pm 
sort fo got it figured out but now at -30m i have problems with boiler 2 temp and no press in boiler 2. running on 1 and 3 rn.
weewoo 18 Jul, 2023 @ 12:37pm 
heres a doosey, i was using my rober class 4 when i noticed the boiler temps were dropping. i continued cause i had pressure when boiler 1 exploded. i tried going back (successfully :) when the 2nd boiler pumps gave out. my batteries (primary and secondary) were connected but were still dangerously low. i ended up making it on 0% (no joke) with direct drive on boiler 3 and turbines 2 and 1 are off. any answers anyone? i am deathly curios. ive used it before but its never happened before.
weewoo 18 Jul, 2023 @ 11:46am 
hey cam, its normal even on real subs like the los angels class they lose power. thats why we have stationary depth hold. real ones also do that.
Cam 29 Jun, 2022 @ 2:22pm 
battery does charge while the sub isn't moving but it'll slowly loose charge until it dies when moving

don't know what im doing wrong|

could be that Im driving a modded version with some more parts that require electricity version
cedbed 21 Jun, 2022 @ 12:24pm 
Can someone explain me how the jammer sniffer thing and location transmiter works? I'm trying to find videos about how it works and what does it do. If someone can help me make this thing work, it would be very appreaciated.

Anyway, the submarine is awesome! The torpedo firering control is so easy. This must took you so much time to build and I understand why. Good job!
It_aint_me  [author] 23 Mar, 2022 @ 11:57pm 
Late reply I know, but what do you mean underpowered? The whole reactor setup still works fine for me. If you mean that you're losing battery charge, that's probably because the secondary battery(the one that runs all the equipment, instruments, everything but the electric motors) isn't connected to the gen by default. You have to connect both batteries first using the circuit breaker, then the secondary battery will charge.
Cam 18 Mar, 2022 @ 11:27am 
i noticed the generator is underpowered and can't keep charge under any situation even just idling
Cam 9 Oct, 2021 @ 1:37am 
read the description
literally the first paragraph