From The Depths

From The Depths

95 ratings
Jupiter-class Ballistic Missile Submarine
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Blueprints: #blueprint, AI, Missile, Nuclear
Tags: Submarine
File Size
Posted
Updated
1.386 MB
Aug 27, 2020 @ 8:42am
May 24, 2021 @ 2:04pm
3 Change Notes ( view )

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Jupiter-class Ballistic Missile Submarine

Description
Cost:
1.39 million materials

Speed:
15m/s

Size:
36581 Blocks
Length: 288m
Width: 53m
Height: 34m

Controls:
T/G - Drive (T+G to stop)
H/K - Steering
U/J - Hydroplanes
Up/Down Arrow Keys - Periscope Up/Down (Up+Down arrow keys to retract)
Left/Right Arrow Keys - Periscope Left/Right (Left+Right arrow keys to centre)

Weapons:
12x Nuclear ICBM
16x Large 12m missiles
10x Medium 7m AA missiles
8x Large 10m torpedoes
6x Medium 8m torpedoes

Countermeasures:
32x Medium torpedo interceptors/decoys
64x Small torpedo interceptors/decoys

Description:
A large ballistic missile submarine built as a replacement for the aging Vanaheim-class. She is fully RTG-powered with sufficient material storage to reload ICBMs or replenish conventional munitions. Due to size, she is not suitable for shallow waters and somewhat confined to the depths of the open ocean.

The submarine has four depth settings effective for both manual and AI control. Depth settings are surface, periscope depth (35m), cruise depth (80m) and max depth in which case the submarine will skim the seafloor. She will always attempt to stay 75m above ground level and will surface if depth is insufficient.

ICBMs can be launched via the launch control panel in the CIC. Silo hatches must be open in order to launch ICBMs; the corresponding silo indicator will be red if an ICBM cannot be launched, green if launch is possible and black if no ICBM is present. ICBMs can also be launched in a salvo, in which case all ICBMs with silos open will launch at once. ICBMs can be launched at any depth and speed.

Default "load-in" settings is depth mark set to cruise depth and active detection off. Control panels for all systems are located in the CIC and sail bridge. Some images (control panels, faction emblems) are URL-linked and will not show up unless you are connected to the internet.


---Subvehicles---

Anubis-III ICBM
https://steamcommunity.com/sharedfiles/filedetails/?id=2211086505

Cost:
12192 materials

Speed:
145m/s in space
130m/s (at sea level) to 160m/s (at 600m) on attack

Size:
65 Blocks
Length: 16m
Width: 3m
Height: 3m

Description:

A general purpose, all-environment ICBM and further modification of the original Anubis series. Unlimited intercontinental range makes it a good single strike weapon when accompanied by an observation flagship craft. Technically not a "ballistic" missile but more of a drone missile running on a basic breadboard guidance system.

The ICBM will launch vertically to space and then level out to attack targets. If the target is too close, the ICBM will move away to gain some distance before turning around to attack. The ICBM will launch to space and circle it's flagship (or itself) if no enemies are present. It can also be launched vertically from underwater.
37 Comments
brucensal Dec 21, 2023 @ 1:05am 
oh wait nvm
brucensal Dec 21, 2023 @ 1:04am 
how to launch the missiles
coolqwert Nov 27, 2023 @ 10:48am 
How did you make the bottom-skimming function work? I've been looking for something like that for my subs and this would be perfect
PS Sexy ass design, seeing strong typhoon class design cues, good look! Also love the detailed interior, always looks really good
Cptn_Plucky Jul 25, 2023 @ 4:07am 
how do we let the blueprint automaticly spawn in the ''Anubis-III ICBM'' because it doesn't work atm
KingJohn Mar 16, 2023 @ 8:10am 
I do love the design of this sub, I've only recently found a way to keep a nuke docked after creating it with the push of button from the CIC. However it can only be held for 10 minutes before it is released. I would love to work on updating this with your permission
Dragon  [author] May 23, 2021 @ 11:27am 
Updated, changes added to change notes.
Dragon  [author] Feb 24, 2021 @ 4:31am 
Yeah, I don't really play FtD anymore. I was one of the people who gave up on it and walked away when the devs changed direction. But it still stuck in the back of my head and, some months later, here I am browsing the workshop again. I would like to update it (as well as finish two other projects I was working on) but, the motivation is lacking to be honest. Recent updates have been mostly just more tinker creep by the looks of it.

@Lagos, Kell of Lag - I still don't see any function to link blueprint spawners to docking beams and subvehicle spawners, so yes, nukes are 1 shot and then you have to reload them by hand. Remember to dock them before the blueprint spawner releases them or they'll just launch off inside their silos.
Theonewhois Jan 20, 2021 @ 3:33pm 
this thing is cool af! kinda needs updating but its amazing because how much work!
Jordan Jan 5, 2021 @ 5:59pm 
Or are they 1 shot then done?
Jordan Jan 5, 2021 @ 2:47am 
how do u reload the Nukes