Stormworks: Build and Rescue

Stormworks: Build and Rescue

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G7 torpedo set
   
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Tags: v1.11.7
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20 Jun @ 4:36am
23 Jul @ 6:35am
12 Change Notes ( view )
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G7 torpedo set

In 1 collection by Markas
My submarines
7 items
Description
G7e torpedo set

Some realistic G7 torpedoes if you like them feel free to use them on your creations. If you do don't forget to give credit.

Composite inputs:
Channel 1 depth positive numbers.
Channel 2 gyro angle left/right degrees.

Torpedoes included

1. G7a T I steam powered torpedo (in game electric). Range 6km.
2. G7a T I steam powered torpedo (in game electric). With FAT. Range 6km.
3. G7e T II electric torpedo. Range 5km
4. G7e T III electric torpedo. Range 5.5km.
5. G7e T III electric torpedo with FAT. Range 5.5km.
6. G7e T IV electric homing torpedo. Range 2.5km.
7. G7es T V electric homing torpedo. Range 3km.

FAT program steer

FAT (Federapparat) is a system on the T III and T I which if set up correctly will make the torpedo go into a search pattern if it misses its initial target.

Setup

1. Set the range at which the system activates (km) if left at 0 the system will be disabled.
The range should be farther than the range to the target, so that the torpedo will go past the target before activating the system.
2. Tell the system if the search pattern should be to the left or to the right.
If the enemy ship is going from left to right set it to the right and vise versa.

Program steer

If the torpedo misses its initial target when it reaches the set FAT range it will turn around and come back if it still misses it will turn around once more and so on until it hits a target or runs out of power. You can see this more clearly in one of the pictures above.

Extra notes

The electric torpedoes overtime will lose charge which is why you will need to charge them. This does not apply to the steam powered torpedo.

The steam powered torpedo will stay on the surface and will not hold the set depth. This is to simulate the bubble trail that the g7a would leave on the surface.
7 Comments
Markas  [author] 6 Aug @ 10:17am 
Yeah the enemy ship needs to be moving. Other than launch you can send in gyro angle and or depth.
Lokisan 6 Aug @ 10:12am 
Ah, so they do not go after a non moving, no engine target then? Should have thought about that. Okay, will give it another try then.

Is there anything that needs to be send via the hardpoint connector at all (other than launch) Cheers for the feedback!
Markas  [author] 6 Aug @ 9:37am 
Seems fine to me. The homing torpedoes when they hear something they will go of the set gyro angle and use the sonar to guide them. Maybe they heard a propeller or engine and went for that?
Markas  [author] 6 Aug @ 9:31am 
Not sure, I'll have to check them out.
Lokisan 6 Aug @ 8:15am 
Hmm, the homing torpedo(s) tested both 3 and 2.5 variants, goes off curse and heads in some random direction. Any clue to why, or how dthis could be amended?
Markas  [author] 30 Jul @ 1:05pm 
The homing torpedoes can only go 3km. The others can go further but they are not homing and instead you can set a certain gyro angle or just keep it at 0 which will make the torps turn or go straight after launch.
Secret176 30 Jul @ 11:47am 
Do they actually track targets 5km away