Stormworks: Build and Rescue

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Marino AF4 - Sonar guided torpedo
   
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5 Oct, 2021 @ 10:43am
27 Oct, 2021 @ 7:19am
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Marino AF4 - Sonar guided torpedo

In 1 collection by Pufferfish
Active and semi-active sonar guided torpedoes
7 items
Description
Marino Ausführung Flug 4

This is the pylon version of the Marino torpedo.

The Marino torpedo is a sonar guided torpedo. It uses one small sonar to scan and track targets. You launch it by sending a composite on/off through the front connector on the appropiate channel. That channel is set by changing the "Torpedo no.:" property on the big controller on the torpedo. If you launch it without any target data, it will go in a (somewhat) straight line until it finds a target which it will then engage. If you launch it and send target X,Y,Z,Mass on channel 1,2,3,4, the torpedo will look for a target with that mass near to the given coordinates.

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

It is recommened to use this torpedo with the fire control system used on the launch station.

Features
  • Minimum target mass: You can give the torpedo a minimum mass and it won't engage any targets lighter than that.

  • Max distance options: The torpedo will explode or circle depending on the setting if it doesn't find a target after a certain distance. You can change that distance and behaviour in the controller properties.

  • Depth Offset: You can set a depth offset so that the torpedo will go below the target instead of directly hit it.

    When using a depth offset, I reccomend putting the Damage type to "explosive". This will trigger the warhead
    not only on impact but also if the torpedo is just near the target.

  • Small warhead

  • 21x3x3 blocks long/wide/tall

  • Once launched, the torpedo does not need any radio connection.

  • Currently, the torpedo has an effective range of about 6km. It can travel further than, in fact up to about 12km but
    because it is using proportional navigation, if a target is more than 5-6km away, it won't hold lead strong enough and hit
    the sea floor.

  • Can be launched from pylons.

  • Can engage moving, small, big, and submerged targets. Fast targets preferably from front or rear aspect.

  • Compatible with the fire control system you can find on the example station

Known issues that might get fixed soon / features that might be added soon
  • None currently, let me know if you find anything and I might add it here.

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

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.

-10/05/21: Weapons DLC is out! AR4 and AF4 have been released with new warheads and settings!

~10/17/21: I finally cleaned up the controller. The torpedo seems to be a little more sporadic when turning but it still is pretty accurate. Added "minimum target mass" and "Self destruct distance" settings.

~10/27/21 fixed bug where torpedo wouldn't change depth when engaging a target. Reworked Max distance option
16 Comments
Pufferfish  [author] 16 Sep, 2022 @ 12:40pm 
Yes
fasterdenyou2 12 Jun, 2022 @ 2:39pm 
may I use this on an ASW helicopter I made and just credit you for the torps?
unforgiven3091 10 Feb, 2022 @ 4:23pm 
when you put these on the bottom of your ship on hardpoints and the ship gets washed on shore it...makes the ship bounce..?
Gamingislit 1 Jan, 2022 @ 10:17pm 
When i put it on a hardpoint and put it on the bottom of my ship everything works fine but the hardpoint wont release the torpedo although everything is hooked up as it should be
Pufferfish  [author] 8 Nov, 2021 @ 5:40am 
yes, coming soon
Jiden Joe 3 Nov, 2021 @ 4:09pm 
Would it be possible to make the detonation distance and cruise depth a property number to easily change it?
Pufferfish  [author] 25 Oct, 2021 @ 6:28am 
I haven't made any tests about that but any speed should work
puteeh 23 Oct, 2021 @ 10:15pm 
What is the optimum speed to launch this torpedo from a plane?
Swift 11 Oct, 2021 @ 6:17pm 
cool duracell battery bro
Jatojay 11 Oct, 2021 @ 2:46pm 
you have a discord? im having an issue id like to show you