Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Sovremenny Class Guided Missile Destroyer - Rework - Mission
   
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Vehicles: Rescue, Creative
Environment Mods: Environment Mod
Tags: v1.14.1
File Size
Posted
Updated
115.128 MB
Sep 8, 2022 @ 1:15am
Apr 1 @ 3:19pm
45 Change Notes ( view )
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Sovremenny Class Guided Missile Destroyer - Rework - Mission

Description
This is the pre made mission file for you, if you do not want to create your own. Just keep the locations you want the ship to appear and remove the rest.

What it is

This is, as the name suggests, a rework of the incredible work by Meph. His work was mainly "just" meant for fun by him and to roam the seas around, in a very cool soviet destroyer. But since the purpose of this vessel was and is warfare, I at least tried to make it more combat ready by adding some new (old) weapons and equipment to try and test it against other vessels (if your PC can handle it of course) ah...and I also made it a bit faster and remove the need for the infinit energy cheat. You ONLY need infinit Ammo and maybe switching to a lower physics setting.

This overhaul incorporates the works by the following creators in no particular order:

The Radio Jammer by Biotic_wire1

The Integrated Weapons Suit by Hally's

A modified version of the radar guided missiles by total_snarf

This ship also now fields a close to the original like anti-aircraft system, resembeling the famous AK-630 CIWS redesigned and borrowed from Vonels template rotary cannon Automated CIWS and it is controlled by Penny's Aimbot

The best thing is also the perpetual infinity generator from...well...ah just go here ...it is amazing!

Added in Zizo's automatic navigation system for easy point to point navigation
Autopilot System


EDIT 2024:

Added Nova‘s very cool active/pasive sonar system

Retrofitted the hangar deck and elements to fit the KA 27 heli from dreadway2 into. I replaced some cable anchors and the magnet sled to properly store the heli

Harder to land, easier to fly.

Added a torpedo hardpoint to the heli and 2 additional torpedos in the hangar bay for rearm. Just get close to your target and release the torpedo into the general direction. The torpedo is sonar guided and should be able to destroy enemy submarines.

The torpedo is kindly provided by Dasher89er's workshop! Cheers!

Changed a huge part of the ships interior to make it even less modern and more 80s style.

The diesel engine starters in engineering are just for smoke, they have no real purpose other than wasting some fuel and going up in flames if hit.

Replaced all of the weapons "again" to better controlled versions as of 2024.

Added in some anchors.



Complicated Startup: Read carefully!
Start a world and set infinitive ammo
Load the ship into a Mission
Go right to the bridge.
Just sit in the helm station and drive of into the sunset. No really, it is that easy!

To speed up the ship just hit the "flank" button. While it is double the speed it also takes double the time to go ledt and right. Some dials and buttons are just decoration so, just ignore them and play around with the others. The radar is just a relay from the CIC and cannot be controlled from the bridge. In the back is a small room with the diesel engine station. You can start and throttle them up but they are mostly for decoration, as the engines are not powerful enough to drive the ship, but they make for a nice smoke screen and by the gods...shut them down BEFORE you fly the helicopter, or else you have to blindly land and start the thing.

Weapons go brrrrr
The CIC right below the bridge got the most "technical" upgrades of all the areas. Head in and you will see a wall of monitors and buttons, but do not fear, it is very easy once you know what is what.

The Sunburn Missles:
Those are your sidemounted big bangers to sink ships. Use the tac station on the left for arming (do not use in heavy weather and under full flank speed) You can send new waypoint data for as long as the missile is in the air. Just aim near the target and the missile will activate radar search mode.


The Gadfly Missile Station:
Activate the system, aim at your target and fire. You have 8 Missiles in the Bay. Only reload if the loader is indicating green and disable reload if it is out.


The BRRRRRRRRrrrrrrr AK-630 CIWS:

Boy oh boy is this a fun one. Please, sit in the chair and I try to get you through the handling of this one.

Activate the system
Make sure you sit in the chair, there are some hotkeys to use.
Wait till the radar found a helicopter/plane or activate the search mode and set the system to automatic fire.


Last but not least the AK 130 Naval Artillery Guns

Just activate and aim at something Hotkeys 1/2 are for zooming. Fire via RCTRL

The Support Helicopter
The new attached helicopter on the hangar deck is very tightly secured, so that you do not loose it either in rough seas or while turning about.
Before flight, remove the cable.
Get inside on the left and start up the heli. if you push up and do not lift of...you forgot to unlock the magnet (button inbetween the co pilot/pilot). If you pushed up and now unlock the magnet, you should instantly gain height.

If you want to land again, just activate the magnet beforehand and try to aim for the helicopter track connector. If you are close enough it will attach and you can power down the helicopter (use the clutch to stop the rotors from spinning fast)
After landing, either secure the heli or put the rotors together and pull it slowly in the hangar. The whole thing fits perfectly in. Secure it there, refuel it, fix it or just park it save from enemy artillery for later use. Also never forget to attach the cable again, or else the battery will run dry in relatively short time.

Besides all that, the ship got an general overhaul inside considering the rooms and I also fixed some minor holes and problems with the lighting and items. Added in some rooms, like showers and a proper captains cabin and removed some redundant and power demanding tiles and items, without going overboard myself.

I hope you will enjoy to use it and if you find any (propably many) bugs and or glitches besides the known ones...or even know fixes for them and have some ideas for additions, be my guest and tell me. :-)

Cheers!
26 Comments
wolfje Sep 4, 2023 @ 2:15pm 
verry good work thx for autopilot
Lokisan  [author] Aug 28, 2023 @ 1:47am 
Autopilot is finally implemented on the bridge (refer to Zizo’s description) as well as some small rework to the ship.
Lokisan  [author] Jan 20, 2023 @ 10:02am 
The code for the armory is prominently painted on the hull.

As for an autopilot: I am still considering it, nothing that cannot be done, only consideration is to the performance. I want to wait till the ne t update comes out, which should make some changes to the microcontrollers and then reevaluate.
Severnyy Jan 20, 2023 @ 9:51am 
what code for armory?say plz
wolfje Nov 13, 2022 @ 1:55pm 
is there possible for an autopilot
Norwegianball Nov 3, 2022 @ 10:25am 
Very nice lifeboats, they look better, are more realistic to the real one and are more confortable inside.
Lokisan  [author] Nov 1, 2022 @ 3:39pm 
In soviet russia there is no heating, you just put on more cloth!
But yea, I put it on the list of essentials. Spotlights hmmm...they are missing and I recently had a rescue mission in the dark where I needed to use a flashlight then. I will consider some places to put on spotlights that can be manually aimed and used. Propably two at either side of the bridge and maybe 2 near the boats/or heli deck.
wolfje Nov 1, 2022 @ 2:46pm 
is it possible to have heating in the ship and maybe attach spotlights to it but they are ideas you really do your bes
Lokisan  [author] Oct 30, 2022 @ 7:01pm 
I reworked the lifeboats in the current version. You should only use them in an emergency, cause the crane (and winch) is not able to pull the boat back up again (i work on it). But then again...for anything non emergency related, you still got your heli.
Lokisan  [author] Oct 28, 2022 @ 7:24am 
Do not worry, I like some constructive input, so thank you. I did go over the picturs in the past and this (the lifeboats) are indeed something I will address in one of the next updates :) I also found some pictures of interior shots but they are not clearly identified as beeing from this kind of ship, so some liberties in the design still need to apply. Also I guess I cannot add the torpedo launchers on the sides of the ship, just because of lag. Maybe if I consolidate some of the microcontrollers, that are redundant, I can manage to get some more gear and detail back in.