Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Tarantul Class Missile Corvette "Lastunul" [Romanian Navy]
   
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6 maj, 2024 @ 5:02
14 maj @ 10:31
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Tarantul Class Missile Corvette "Lastunul" [Romanian Navy]

I 1 samling av Secret176
Romanian Armed Forces [ROAF]
192 artiklar
Beskrivning
Tarantul Class Corvette "Lastunul" 190

[Battlerating: 12.7]

This is a fast, agile, deadly, jack of all trades ship, with capabilities to kill and save, it has a range of about 500km on normal throttle and a max speed of 150kph (before you start flying). This cheap ship will cost you 500k just the blueprint, you still gotta buy about 80k liters of fuel and tons of ammo which might cost you more than the ship itself. Took me exactly 27 days to finish this, I might've put about 100h in this ship.

For short it has 1 CIWS | 2 Heavy autocannon semi CIWS | 4 Handheld Stingers 1.6km max range of radar | 2 machineguns | 16 "Sulita" VLS-GPS | 12 "Topor" VLS-GPS | 8 OSA Sarh | 1 Anti pirate water cannon | 4 Engines | 2 Sonars | 6 Radars | IFF | RWR | APS | Autopilot | L'Art | Brig which can suffocate the prisoner if wanted | Autorepair Logic and Engine | Fire prevention equipment [FPE] | Anchor | Torpedo Countermeasures | Uncapsize.




Stats
-Speed: 50knots - 110knots [To reach max speed 100 throttle 80-85% special clutch at 85% u will start flying]
-Fuel: 2-6 hours of work time
-Range: around 500km
-Weapons: enough...
-Can find transponders using advanced systems.
-Reliability test:

-SARH missiles may get stuck on launcher they will unstuck themselves eventually but if they get caught in the chaff dispenser u gonna get shot by ur own missile just like irl, the chances are super low happened once in the 30h of testing, just avoid doing +90 degree shots with the missiles and you won't have problems.

-VLS GPS "Sulita" they usually work 1.8km - 3.2km against AI big ships (or about 15knots ships), also very good choice for long range attacks against ground targets due to their agility.

-VLS GPS "Topor" use them close range against stationary targets if possible. [For long range ex: 4km/10km aim for +2000m alt for better AOA and hit chance].



Systems

[How to start]
-Turn on fuel pumps
-Turn on engine 1,2 and 3 for normal power
-Set throttle to 30% for normal cruise speed
-Activate engine clutch
-Use W/S

[For GPS]
-Manual Coords
-Radar Coords
-Map Coords

GPS Altitude means the missile cruise altitude

[Throttle]
30%- full control
40%- half control
60%- limited turn control

[Uncapsize]
-Turn off turrets electricity (even during severe meteo conditions)
-Turn on the key for uncapsize
-Turn back on turret electricity and lower the pole if barrels got stuck in it

[Anchor]
-As long as all magnets connect it can withstand 90-100 wind with 40m of cable. (full physics)
[Procedure of how to operate anchor effectively is on the seafloor depth dial]
-Try to keep it a little underwater when using main radar deprecated to avoid locking on it
-Torpedo Countermeasures

[Turrets]
-Heavy: Fully automated search-track and fire | Manual Search
-CIWS: Manual Targeting | Automated Targeting | Mouse Targeting

[Manpad]
-Unlock it
-Grab it with both hands
-Aim it a little bit higher (not much)
[2 Front section near combat exit | 2 Back section behind launchers]



History
In the late 1970s, the Soviets realised the need for a larger, more seaworthy craft with better gun armament and higher positioned air search radars. In the Tarantul class, both the single 76 mm (3.0 in) main gun and the two 30 mm (1.2 in) Gatling-type guns are used for air defence, together with a comprehensive electronic warfare suite. The boats are built by the Petrovsky yard (St. Petersburg), Rybinsk and Ulis yard (Vladivostok). A version of these ships for coastal anti-submarine warfare and patrol was developed as the Pauk-class corvette or Project 1241.2. The Indian Navy paid approximately $30 million each to license-produce Tarantul-I in the early 1990s. With over 30 sales on the export market the Tarantul has been a relative success for the Russian shipbuilding industry.

Microcontrollers:
-GPS VLS: https://steamcommunity.com/sharedfiles/filedetails/?id=3036451024
-Radar: https://steamcommunity.com/sharedfiles/filedetails/?id=2660448815
-Sarh: https://steamcommunity.com/sharedfiles/filedetails/?id=2791143474&searchtext=gainful
-Manpad: https://steamcommunity.com/sharedfiles/filedetails/?id=3040923831
-Ciws: https://steamcommunity.com/sharedfiles/filedetails/?id=2838745456&searchtext=ciws
-Semi-ciws: https://steamcommunity.com/sharedfiles/filedetails/?id=2638688061&searchtext=spaa
-Radar: https://steamcommunity.com/sharedfiles/filedetails/?id=2660448815
-Sonar1: https://steamcommunity.com/sharedfiles/filedetails/?id=2855737263
-Sonar2: https://steamcommunity.com/sharedfiles/filedetails/?id=2817256847&searchtext=sonar
-Modular controller: https://steamcommunity.com/sharedfiles/filedetails/?id=2403578157&searchtext=modular+engine
-RWR: https://steamcommunity.com/sharedfiles/filedetails/?id=2835936773
-IFF: https://steamcommunity.com/sharedfiles/filedetails/?id=2891959205
-Autopilot: https://steamcommunity.com/sharedfiles/filedetails/?id=3041188582
-Transponder: https://steamcommunity.com/sharedfiles/filedetails/?id=2774712393
-Weather: https://steamcommunity.com/sharedfiles/filedetails/?id=2322222756
-Fuel: https://steamcommunity.com/sharedfiles/filedetails/?id=2036871644
-Details: https://steamcommunity.com/sharedfiles/filedetails/?id=2635400777
-Taijin Autopilot: https://steamcommunity.com/sharedfiles/filedetails/?id=1622757896

Best way to climb ladders is to use handles to pull you up, also for the top beds to get out press f on the padded seat at the bottom of the lower bed.

[Do not repost]

Romanian,Missile corvette,PVP,PVE,Coastal,Romanian,Romania,Secret176
28 kommentarer
Secret176  [skapare] 12 maj @ 21:43 
Yeah well I added yesterday an indicator showing if system is on or off on the right wall, and yeah if you don't use it the missile will usually go underwater at nonfrontal firing angles, depends if ur firing at ships or planes tbh.
JellyPowder 12 maj @ 16:50 
The SARH missile is accurate.

The new mode helps the missile go higher and turn tighter a little bit.
I have not seen it go underwater, even with 90 degree+ shots.

Patch notes can be added easily but almost no creator uses it.
The fact this person keeps this boat working 1 year later after so many updates is impressive.
IOOON 12 maj @ 14:01 
And soooo, semi-active rockets no longer explode on launch. (Yay!) I don't understand this new mode, either it's always on, or it doesn't turn on for some reason. The missile's guidance as a whole is not that badly affected, it's just that the missile has become noticeably slower. One of the rocket's serious shortcomings is that for some reason it now likes to dive underwater immediately affter launch. ESPECIALLY if it tries to make a sharp turn. I hadn't noticed that before. By the way, it would be cool if you added a description of the "patches" for updating the building, I don't know how this is done (since I was not the author of a single building), but it would be more convenient to track its updates.
Secret176  [skapare] 12 maj @ 12:33 
I added a new system for missile launch, if you press 6 you can activate the booster assist mode that allows the missile to be fired not only frontally however it might like might break the missile guidance system and it also increases minimum range firing. I await your feedback because the missiles act differently on low and high physics and it depends on the target altitude and distance.

I also changed gps altitude to gps missile altitude for better understanding.
JellyPowder 11 maj @ 9:51 
I initially thought the GPS Altitude setting = target alt, turns out it is cruise alt and also needed when using radar targeting.

I think the other person did the same.
Secret176  [skapare] 11 maj @ 8:59 
SARH missiles have been fixed when launch so no stuck no blow up | However if u launch them to the side or behind they will fly underwater for a brief time (this can be fixed but creates more problems and for now it is as it is), their level 7 drone accuracy with full anti chaff mode makes them very good against aircraft and I also raised their flight path so they won't touch the water if shot at ships.

About the gps missiles I did a test: Fired at 7.6 km with 2000m gps altitude 2 "Sulita" missiles, at an addon editor spawned vehicle, they hit it | I need more information about in what scenarios the missiles refuse fully to hit the target and if it's about AI targets or Addon editor spawned vehicles.

Thanks for the notice that the SARH do not work, I fixed them and they are better than ever but still have the problem of going underwater, that problem might take a while to fix if is even possible to fix without creating problems to the minimum firing range or frontal firing aspect.
IOOON 10 maj @ 16:06 
I believe this is due to the small width of the missile silo, and it needs to be expanded. And regarding the sult, it still often misses, especially at ships in the side. It just flies under the water. Although the target seems to be far from small, it does not use any countermeasures, and is static.
IOOON 10 maj @ 15:55 
Well, I still see quite a few semi-active missiles exploding during launch. Especially missiles #1, 3, 5, 7. They distinguished themselves, so to speak. And I'm talking about firing in almost/ideal conditions, when the target is right in front of the ship, (Tanker, 1.5km) and there are no weather conditions like wind. But yes, now these missiles AT LEAST fly to the target, quite reliably.
Secret176  [skapare] 10 maj @ 10:19 
Yeah so the SARH missiles got fixed they work if fired directly towards the enemy otherwise they act strange cuz of tick compensation being broken again by recent updates, the turrets don't seem to have problems and the gps missiles hit consider the fact that sulita has a pretty big minimum distance firing for them to work.
Secret176  [skapare] 10 maj @ 9:08 
Oh man I love this game every few months stuff breaks due to strange game updates il look into the problem with the missiles and turrets