Stormworks: Build and Rescue

Stormworks: Build and Rescue

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HMS Cossack (L03) - Tribal Class Destroyer
   
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Vehicles: Vehicle, Sea, Advanced, Weapons
แท็ก:  v1.8.7
ขนาดไฟล์
โพสต์
6.117 MB
30 ส.ค. 2023 @ 8: 32pm
1 หมายเหตุการเปลี่ยนแปลง ( ดู )

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HMS Cossack (L03) - Tribal Class Destroyer

คำอธิบาย
HMS Cossack was a Tribal-class destroyer built for the Royal Navy before World War II. She was launched in June 1937 and entered active service the following year. She participated in the freeing of prisoners captured by the Heavy Cruiser Admiral Graf Spee who were being held aboard the supply ship Altmark, the second battle of Narvik and the attack on Bismark. She was torpedoed by U-563 and sunk west of Gibraltar in October 1941 with the loss of 159 of her crew.
https://en.wikipedia.org/wiki/HMS_Cossack_(F03)

It has most of the features of a Tribal class DD and fits in the standard build area. Things are a little squished together, I would have liked to have another 20 meters of length, but made do.

Features:
-4 twin Battle Cannon Turrets (4.7-inch Mk XII QF) with radar assist, the forward pair are controlled from the Director on the bridge, the aft pair from the secondary director forward of X turret, but all can be controlled from the forward director. Each gun has 33 rounds available per gun in the turret, with another 183-221 per barrel in the reloading system below decks depending on the turret, for a total of 1882 rounds available. There are ammo counters for each turret located on the port side of the bridge.
-One Quad and two Twin Heavy Autocannon (Vickers Mark VII QF 2 pounder) mounts, with radar assist, able to be linked and all controlled from Aft gun.
-4 twin Light Autocannon mounts
-5 torpedoes in a Single mount.
-2 Inline 6 5x5 Modular engines, up to about 38 Knots
-2 V6 3x3 modular generators, capable of ~2070 watts each.
-Full compartmentalization including two separate compartments in the engine room port and starboard.
-Fire and flooding alerting system, fire suppression system in engine and generator rooms, too many automated bilge pumps, at least two per watertight compartment below decks, two fire mains feeding numerous hose anchors all over the ship.
-Radar and Sonar, with map plot for radar contacts.

Operations:
--Bridge
-Engines and generators are started from helm, as well as gear selection, clutch and throttle, with a Throttle indicator next to the wheel. In high gear will cruise at 75% throttle, at ~6.5 RPS, at 27 knots with no smoke from the stacks, and flank speed/100% in top gear will go about 38 Knots without overheating, but burn a lot of fuel.
-Generators have 3 operating modes, minimum/default (50% throttle, ~570 Watts each) High (70% throttle, 1100 watts each) and Emergency (100% throttle 2070 watts each) selectable with buttons to the right of the helm. Default makes no smoke, high does smoke, but will not overheat. Emergency will overheat eventually. Generators can also be started or shut down individually from the button below the indicator panels, to the right of the helm. One generator at minimum power is sufficient to power the entire ship and keep the batteries charged.
-Maneuver mode for slow speed/docking, at high rudder angles will put the inside prop in reverse. Works, OK, but not great.
-Red and Blue flashing lights in front of helm are alerts for fire and flooding. There are fire and flooding panels in Damage Control (2 levels directly below wheelhouse) that will show which compartment is flooding or on fire so appropriate action can be taken. Not sure the fire detection actually works.

Weapon systems:
-All Main guns are operated from the FC director stations, (but can be operated locally), the heavy and light AA mounts use look controls, the main guns use W-S-A-D.
-Main guns use stacked robotic pivots to get full rotation, the upper pivot is controlled bu the A/D keys, the lower pivot is controlled by a composite panel to the right of the screen (top), and can be quick slewed to port and stbd quarter, or beam. From the front controller, selecting either "beam" option turns on broadside mode, which takes control of the rear turrets.
-Range compensation is built in, either by Radar, Laser, or manual entry. Radar has priority, if there is radar contact it will use that range, if no contact it reverts to laser range. Selecting manual overrides both, and can be selected and adjusted from the composite panel to the right of the screen (bottom). Ranges for each are shown on the controller screen.
-Local control for each turret is from the control handle. Range compensation is set manually with the up/down keys. Laser range is displayed, but must be adjusted manually.
-There are three radar assist modes from the FC directors, range only, elevation assist, and target tracking (bearing), with support for leading the target, or adjusting up/down with the composite panel to the left of the screen (top). Adjustments can be reset using hotkey 6. Radar tracking only works if the turret is pointed in the general direction of the target with the fast slew buttons, (quarter, beam) so you might need to maneuver the ship to take advantage.
-Firing is manual with the space-bar, or continuous using the keyed button to the right of the screen.
-Angle between the fore and aft guns in broadside mode can be adjusted or reset from composite panel to the left of the screen (bottom). The 2x4 screens show the camera from the fore and aft turrets to assist setting the angle.
-Aft FC director has all the functionality of the main, except it cannot control all the turrets, only the aft, so the angle control is not necessary.
-Turrets can be reloaded individually, or from the FC director for the turrets they control. Turrets need to be parked forward at 0 elevation, so turn off any fast rotation to quarter or beam, and get out of the seat. There is a reload button at each director, to the right of the screen (when seated). When reload is on, the screen changes to a camera on the loader, when the shells stop moving the turret is loaded.
-Torpedoes can be aimed and fired locally from the mount, or from a switch panel below the Forward FC director, or by the spacebar from the helm. They can be flaky, they seem to work perfectly in testing, but when firing at AI enemies they often nosedive and detonate on the ocean floor.

AAA turrets
-The Heavy Autocannon AAA mounts can also be slaved, but only from the Aft quad mount. The Port and Starboard mounts will match the position of the aft mount, provided it is within their field of fire, if outside that range, they will park themselves pointing 90º outboard.
-Light AA mounts on each side are controlled from the handle near each gun. Either gun has the option to control both guns on the same side of the ship, and the angle of the guns can be adjusted in or out.
-Spare ammo is located near the guns, and is color coded to the gun type (green for heavy, blue for light).


Contributions/Workshop items included:

MrNJersey NJ Modular Engine ECU V5 and NJ EXAMPLE LUA RADAR
https://steamcommunity.com/sharedfiles/filedetails/?id=2415184561
https://steamcommunity.com/sharedfiles/filedetails/?id=1899288562

Zizo's Radar & Sonar System (only the sonar part)
https://steamcommunity.com/sharedfiles/filedetails/?id=1982539881

Käsekuchen's Modular Map Radar Module and Modular Map Main Module
https://steamcommunity.com/sharedfiles/filedetails/?id=2176463808
https://steamcommunity.com/sharedfiles/filedetails/?id=2176463130

Shairo-jp's Ballistic Calculator
https://steamcommunity.com/sharedfiles/filedetails/?id=2628490430

Torpedos are derived from this one, and still use most of the original logic.
MM's MM MK1 Sonar Guided Torpedo
https://steamcommunity.com/sharedfiles/filedetails/?id=2626378521

GunGoesPewPew's Burst-Fire Sequencer
https://steamcommunity.com/sharedfiles/filedetails/?id=2638676216

Lagort's Simple Crosshair For HUD
https://steamcommunity.com/sharedfiles/filedetails/?id=2632830751
1 ความเห็น
OperatorAron[YT] 3 พ.ย. 2023 @ 12: 22pm 
Great Ship!