Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Hydrofoil SAM Missile Cruiser With Sub and Helicopter
   
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12.029 MB
11 Nov, 2022 @ 8:42pm
16 Jun, 2023 @ 10:34pm
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Hydrofoil SAM Missile Cruiser With Sub and Helicopter

Description
***2/12/2024 - THIS VERSION IS NO LONGER BEING UPDATED. CHECK MY PROFILE FOR THE VERSION WITH THE DIVING BASE INSTEAD OF THE SUB***

*THIS NOW INCLUDES MY HELICOPTER, THERE ARE KEEP ACTIVE BLOCKS ON BOTH THE SHIP AND HELICOPTER TO PREVENT DESPAWNING*

Not the prettiest creation, BUT BY GOD IS IT FUNCTIONAL and nearly unsinkable except under extreme damage.

This is a new edited version of my "Helipad Warship" upload found here but I have removed the front cannon for performance reasons: https://steamproxy.net/sharedfiles/filedetails/?id=2832625687

BASE HULL SHELL CREATED BY _SEAHORSE_ BECAUSE I'M BAD AT MAKING SMOOTH HULLS

This is intended to be able to handle almost any mission the game can throw at you.

FEATURES:

-Relatively good performance thanks to some creative lighting to keep frame rates higher

-Unique bridge design, no windows to the exterior are visible from the pilots seat. But there are cameras and screens setup to give the illusion of looking straight through the body of the ship

-Automatic flooding detection and pumping with warnings and a readout of where the flooding is happening

-Top speed of 140 knots fully loaded with helicopter once up on its hydrofoils and in good wind conditions (can use the "Max Extend Prop" button in the pilot's seat to help get it up on plane. If it won't go up, try turning off the generator from the button in front of the pilot's seat)

-Relatively fuel efficient and a very large fuel tank

-Turbines and compressor/combustion chamber are all fully accessible for repairs in the engine room

-Automatic tracking rotary autocannon (no lead, more useful against large ships)

-Early warning system for aerial threats

-Automatic SAM launcher with 10x missiles (Extremely accurate, this one honestly blows my mind how effective it is. It misses very rarely)

-4x heavy autocannons (mouse look aiming), two on each side

-2x light autocannons (mouse look aiming)

-16x rear radar guided missiles (mouse look aiming)

-8x front radar guided missiles (mouse look aiming)

-4x front facing torpedos

-Tons of ammo for all weapons

-Dive room

-Moonpool with mini-submarine

-Large med bay

-Working shower

-Enough gear to supply the entire US Coast Guard

-Sensors for finding beacons, long range air and sea radar

-Helicopter landing pad with small connectors and a battery recharge jack/refueling station. This helipad can be used with my multipurpose helicopter found here: https://steamproxy.net/sharedfiles/filedetails/?id=2736289632

-All sensitive microcontrollers and electronics are tucked deep inside the ship behind 3-7 layer thick walls, it can take a beating and will keep doing its thing

NOTES:
-Be careful when leaving the Creative Base's dock, don't go too fast until you're out in the water or the rudder will scrape.

-In heavy winds/storms, I recommend slowing down, toggling on the "Max Extend Prop" button, and not going fast enough to get onto the hydrofoils. The ship can become erratic if it hits a heavy wave and may turn into a space shuttle.

-The automatic weapons systems WILL FIRE ON YOUR CREATIONS unless you have laser beacons on every side of them. The SAM launcher and rotary cannon have logic that will prevent them from firing on a creation that has visible laser beacons. My helicopter linked above is already set up to be safe to use with this ship.
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CONTROLS:

Driver:
W/S - clutch
A/D - rudder
1-4 - Front facing torpedos (meant to be used when the ship is up on its hydrofoils and moving quickly, lock indicated by small flashing light in pilot's seat)
5 - Reverse

Rear launchers:
Space - Fire missile

Side heavy autocannons (controlled from the side seats in the bridge):
Space - Fire
____________________________________________________________________________________________

Mini-Sub:
W/S - Forward/back
A/D - Rudder
Arrow keys - pitch/roll
1 - Vertical thruster up
2 - Vertical thruster down
NOTE: Once in the mini-sub pilot seat, close the hatch, then activate the "moonpool door" button, wait a few seconds, then activate the "crane" button, once the crane has fully lowered, use the "connector" button on the left side to detach.
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Helicopter:

STARTUP PROCEDURE:
-Flip the two breakers on the ceiling between the pilot and co-pilot seat
-Parking brake on (to prevent yawing on the ground)
-Full throttle
-"Efficient gearing" toggle button on (recommended for more torque/power)
-Ignition key on until the engines fire up, then turn the key back off

Pilot (right seat):
W/S - Rotor collective
A/D - Yaw
Arrow up/Arrow down - Pitch
Arrow left/Arrow right - Roll
1 - Winch up
2 - Winch down
3 - Afterburners (lol) If you use the "altitude hold" button on the left side, then toggle the afterburners on, all you have to touch is the roll and yaw. The pitch and your collective will do everything they need to to keep you at the altitude hold level.
4 - Hold heading (this is a pretty subtle effect but works well, DON'T FORGET TO TURN THIS OFF BEFORE MAKING LARGE COURSE CORRECTIONS)
5 - Helipad Connectors (For landing on the ship)

Co-pilot (left seat):
WASD - Water cannon controls
There is also a water pump winch that you can lower into the ocean from this seat, used for filling up the water cannon tank. It is best to lower the helicopter to just over the water surface and enable the altitude hold before doing this, as the water pump fills the tank much quicker the closer to the water you are.

Left-door harness:
1 and 2 - Harness (AND stretcher on opposite side) winches up/down. Super useful when soloing rescue missions, you can fly the helicopter above the people who need to be picked up, turn on the altitude hold, then hop in the harness and lower both yourself and a stretcher down to pick someone up.
3 - DOOR PLATFORMS ******* !!! EXTEND THESE BEFORE HOPPING OUT OF THE HARNESS OR YOU RISK FALLING INTO THE OCEAN WITH NO WAY BACK IN !!! *******
24 Comments
Maldonado  [author] 30 May @ 1:03pm 
The people asking about the beeping, it's the air radar. It's detecting an aircraft nearby, it will go away once the aircraft is gone. It serves as an early warning system so you have time to activate the SAM before being strafed.
z953 29 May @ 7:01pm 
HOW DO I GET IT TO BE QUIET JESUS CHRIST
dannymcnugget 19 Mar @ 12:51pm 
What is the annoying beeping?
Alcatraz 10 Feb @ 5:36pm 
make the beeping stop!@!!!
Uncle Tim 28 Jan @ 5:23pm 
There's really annoying beeping when I spawn it in. How do I get it to stop?
Maldonado  [author] 22 Jun, 2023 @ 6:50pm 
@BLOODZOTIC69 that's interesting, I'm not sure how I would make that work because the sub room has pretty limited space to begin with. The obvious solution would be to use some sort of ballast system to control its buoyancy which would take up a lot more space than I think I can really spare in that room. I'll have to think about that one and see if I can come up with something that will work alright. Maybe detachable weight blocks would work if I can find enough room for them.

I just uploaded the version with the dive elevator by the way, check my most recent upload.
ZoticNOVA 22 Jun, 2023 @ 6:41pm 
Yes im very interested in seeing that. There is just one thing on the diving room that would be a neat feature if possible and is entirely up to you and i don't want to be that guy. But if it would be possible to make it so it can remotely detatch from the sub in case of emergency from attackers from the surfuce and have it so the diving pool is able to resurface and get rescue itself. So that if the whinch is some how damage your not trapped at the bottom of the ocean dead. Like the missing sub incidient recently. (Commented 6/22/2023)
Maldonado  [author] 22 Jun, 2023 @ 5:49pm 
Also, if you're interested, I'll probably be uploading a different version of this later tonight that replaces the sub with a large deployable diving room that drops down from the moonpool similarly to the sub. It uses 4 winches that can lower it to 150m. I've found that it works better for underwater rescue missions compared to the sub.
Maldonado  [author] 22 Jun, 2023 @ 5:47pm 
@BLOODZOTIC69 Hi and thanks for the comment, unfortunately (also not to be rude) I think it would be best for you to change it yourself and perhaps save my creation as a separate save of your own, that way my updates don't override your controls unexpectedly. Then when you want to update to the newest version, you'll at least be expecting different controls and can make the necessary changes. I have the controls set the way they are because that's how helicopter controls were in the old Battlefield games I grew up playing, I can't fly at all with roll on A/D lol. I would have to change them every time I upload, which is kind of a pain because I make changes pretty often as you mentioned.


Thanks for the comment either way, sorry this probably wasn't the response you were hoping for
ZoticNOVA 22 Jun, 2023 @ 5:25pm 
Scope I just have like a request. Instead of having both the heli and sub being your controls can u switch it to the universally like accustomed controls the stormworks community has made. (sounds rude on text hopefully doesn't come by as rude) by switching a/d to roll/ left right - yaw/ up down - Collective or throttle for sub/ and w s for pitch? pls I change it myself ussally all the time but you update your creation which I love sense its great and its good that u keep making it even better. But its Something i think not just me but a lot of ppl would think to make it better. Thank you and love ur work pls keep it up :104: