Stormworks: Build and Rescue

Stormworks: Build and Rescue

Not enough ratings
[OBSOLETE-SEE DESC] Battlefield Class Submarine SSK Flt. V
   
Award
Favorite
Favorited
Unfavorite
Tags: v1.5.17
File Size
Posted
Updated
2.123 MB
22 May, 2022 @ 11:08pm
10 Oct, 2022 @ 8:31pm
24 Change Notes ( view )

Subscribe to download
[OBSOLETE-SEE DESC] Battlefield Class Submarine SSK Flt. V

Description
[sws.flaffipony.rocks]

OBSOLETE! REPLACED BY HALIBUT CLASS SSK AFTER COMPRESSED GASSES UPDATE
https://steamproxy.net/sharedfiles/filedetails/?id=3248749923

~~~~~Intro~~~~~
The Battlefield Flight V package further improves efficiency, handling and sensor capability

The Battlefield combines advanced fire control, weaponry and high capacity with a small, maneuverable, and lag-friendly platform. It specializes in coastal multiplayer anti-ship and anti-sub combat.

::::::: New: Single-throttle electronic transmission system that operates the diesel motor to keep charge underway, until the electric running mode key (in front of throttle) is engaged :::::::::::

~~~~~Specifications~~~~~
Length: 40m
Beam: 3.75m
Mass: 24,723
Powerplant: Pingworks D3I3A1 Diesel Motor
Top Speed: 40 knots
Armament:
-10x RIM-21 Nebulon ASM
-4x 750mm Marino AR4 Torpedo
-12x C4 explosive

~~~~~Instructions~~~~~
Units of Measurement: knots, meters

Maneuvering:

Maneuvering is controlled with the helm driver's seat.

Pitch: W/S
Yaw: A/D
Roll: Automatic
Throttle: 1 (up) 2 (down) ((Throttle now auto-starts the diesel and begins to throttle it to maintain charge underway until you select the electric running mode))
Foghorn: 3
Aux. Missile Launch: 4 (requires install of aux missile adapter)
Space: Fire RIM-21 Nebulon Missile (see below)

Diving:

-Fill fwd and aft ballast on the left panel of the helm station, watch ballast gauges and stop fill at 100% fwd and 100% aft to attain roughly neutral buoyancy
-Select desired depth on depth hold keypad, engage depth hold
-Assist dive till submerged with either negative pitch or negative pitch trim
-Enabling the Depth Motor CB on the front of the helm station can assist with slow speed or stopped depth keeping, but remember they consume power

***Diesel submarines only achieve decent underwater loiter times by staying slow (<10 kts). Going faster that this will be detrimental to battery life, but can be done***

***Staying still with neutral buoyancy, depth hold on and depth motors engaged is the most efficient method of patrolling an area***

Surfacing:

-Select drain fwd ballast and drain aft ballast
-Set depth hold to 2-3 meters or manually pitch up
-Monitor ballast levels and stop ballast drain to achieve 5% fwd 5% aft

The Flt. V package adds a new medium sonar and a waterfall display to represent it

Using the waterfall sonar:
-Tap the power icon to turn on the passive sonar, passive contacts will be displayed as a waterfall line
-Tapping the 'A' on the screen will command active sonar, the + and - will set ping interval in seconds. (Longer intervals will wait for further returns to come back before sending another ping
-Upon a return, a high pitch beep will be heard, with a green number on top of the screen, representing contact distance in meters
-Refer to this video to for reading a passive waterfall sonar display: https://youtu.be/AqqaYs7LjlM?t=655

Use of Sonar with MNCS/HATS:

-Turn on sonar with the sonar key
-Range of sonar is indicated with the blue circle
-Use touchscreen controls on screen with to zoom, reset, move and recenter as desired
-Detections with a mass greater than 650 will be indicated by a red blip on screen
-Hitting E on the target will 'bug' it, displays bearing and altitude(depth) on screen, target speed will show on sonar contact speed gauge, and target mass will show on digital readout. A bugged target also locks it for torpedo launch.
-Clear bugged target with 'CT' button on-screen.

Important sonar masses:
60500: Megalodon
36940: DLC AI Patrol Ship
5580: DLC Fast Attack Craft

Shooting Weapons:

Marino AR4 torpedo: (effective from all depths)

With a bugged target on sonar, press and hold Fire Tube 1 or Fire Tube 2, toggle button off when the torpedo has fired. Reload tubes by hitting the Reload Tube 1 or Reload Tube 2 Button. Without a bugged target the torpedo will track what ever is ahead of it. Torpedoes will data link their position and time to impact to screen.

RIM-21 Nebulon: (effective from surface to 20m)

From the drivers seat, you can change the pitch of launch with the red lever if needed. Steer the ship to put a target vessel, helicopter or land target directly ahead. Arm the Nebolon launcher with the key on the left console. Hold the Nebulon Fire button or space to shoot. The missile will corkscrew and track on first radar target found. The first command to fire arms the missiles, and will not shoot, be sure to command fire once before you intend to shoot.

***The Nebulon has been extremely effective against ships when launched vertically at near point-blank range directly below an enemy ship***

C4 anti-ship attack:

While it can be done alone, this is definitely a two person job. Have your henchman grab a c4 detonator from the con room, get in the sail and put on the suit. It is best to grab the ladder before opening the hatch. Match speed and connect to the keel, at center of mass for best results. Open the topside sail hatch and lay an explosive, you can drive to place a line of c4 if needed. Break away and detonate when clear.

~~~~~Credits~~~~~
Marino AR4 Torpedo: Pufferfish https://steamproxy.net/sharedfiles/filedetails/?id=2620335775
MNCS/HATS/DL: Pufferfish https://steamproxy.net/sharedfiles/filedetails/?id=2502595274
Customizable Compass Module: WH1T3_No1SE https://steamproxy.net/sharedfiles/filedetails/?id=1815902922
Zizo's Rainfall Graph Sonar: https://steamproxy.net/sharedfiles/filedetails/?id=2833248256

Thank you Ping for the engine
Thank you again Flopnik for the Nebulon Missile
3 Comments
walipuk 16 Oct, 2022 @ 12:31pm 
i agree
PhlyingYaKs09 27 Sep, 2022 @ 9:26am 
yes
avion  [author] 22 May, 2022 @ 11:44pm 
beans