Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Perseus II-Class Fast Attack Craft
   
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Missions: Large Boat, Spawner
Environment Mods: Environment Mod
标签: v1.15.4
文件大小
发表于
更新日期
9.998 MB
8 月 13 日 上午 11:12
10 月 3 日 下午 6:22
3 项改动说明 ( 查看 )

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Perseus II-Class Fast Attack Craft

描述
DESCRIPTION
As a way of saying a heartfelt thanks to all my amazing followers and subscribers I've released this mission which will spawn in two unique variants of the Perseus II-Class fast attack craft next to the docks on the creative island. Both of these are slightly edited versions of the one I use during my own Stormworks playthroughs when I've got the Bungeling Raiders addon enabled and are based on the original Perseus I that can be found here, except these are equipped with the newer Oto Melara 76/62 Super Rapid autocannon, waterjet propulsion and full colour visual displays.

Be advised that this is not a vehicle addon that can be spawned via a workbench. To use this you'll need to load an existing custom/creative world (or start a new one), press 'escape' then click on the button to open the addon editor, load the Perseus II-Class Fast Attack Craft mission file from the workshop and then click on the button that says 'Test Location' to spawn the two vessels into the game world next to the creative island.

They have both been made fully editable so if you want to use them for yourself just move whichever one you like into the nearby docks and use the workbench to edit and save it as one of your own vehicles.

FEATURES
  • Two versions of the Perseus II-Class Fast Attack Craft, including one that's been fitted with an improved sonar suite and two torpedoes - making it an excellent submarine chaser that can easily compliment your other ASW assets; whilst the other variant is armed with 8 RGM-30 chaff resistant anti-ship missiles and a short ranged SAM launcher that comes with 12 missiles in total.
  • As with the original - all direct fire weapons have autoloaders and will rearm themselves when out of ammo.
  • Full colour waypoint navigation system, autopilot, touchscreen radar and sonar with a maximum radar range of 5km (this can be adjusted in both the radar and microcontroller if you've got a relatively powerful computer and want to spot enemies from further away).
  • A small arms cabinet (locked with the code 826) containing rifles, pistols, grenades, ammunition and even a C4 charge and detonator.
  • A dedicated medical room and plenty of survival equipment including welding tools, first aid kits and diving gear.
  • Created to be played with a crew of 1-3 players but can very easily be used in single player thanks to the radar assisted main weapons and user friendly controls. Just remember that this vessel is meant to be navigated from the bridge/pilot house but any fighting should be done from the C.I.C where you can not only use the weapons but still steer the ship from the weapons console.
  • Both the fire control system and active sonar in the ASW variant are linked to the torpedo guidance computer, this enables the torpedoes to be guided to their target via the fire control radar or the active sonar display, depending on what is currently selected on the screen.
    To lock a torpedo onto a target via the active sonar display in the C.I.C just highlight the target with your crosshair in the centre of the screen, press the 'use' key to add brackets to it and then use the trigger key to turn the target red to confirm the lock.

KNOWN ISSUES
  • Unfortunately the xml edited fins on the UUM-5 torpedoes tends to cause many vehicles (including this one) to weathervane and potentially even flip over during high winds and rough sea states.
  • I've added hardpoints to lock the turrets in place while not in use, but heavy damage combined with a sinking ship can still occasionally make them flip out and constantly hit against the main body of the vessel, which is not only annoyingly loud but will slow the game down considerably due to the physics glitching out.
  • This creation uses missiles from the steam workshop that make use of xml edited boosters to give them additional range, unfortunately this means that whenever any of the Perseus-II's are removed from the workbench in a career or career classic game you will magically get a large amount of free solid propellant back in return.



CREDITS
RGM-30 anti-ship guided missile by Anonymous Sandwich as part of the Falkner-Muir weapons pack
Advance Sonar Tracker by SMITHY.

For a full list of credits and other features please visit the Steam Wokshop page for the original Perseus-Class Fast Attack Craft.

27 条留言
Ibik 10 月 26 日 上午 8:30 
sorry i didnt read the instructions... it works now and its fantastic!
Captain Robertson  [作者] 10 月 25 日 下午 3:19 
@Orchestraguy1020 - Thanks! I'm glad you're enjoying it.

@Ibik - No idea. If you've followed what it says above and it still doesn't work then it's most likely an issue between Steam Workshop and the game itself, sometimes the addons don't show up until ages after you've subscribed to them.
Ibik 10 月 25 日 下午 2:54 
it doesnt show up when i want to load it. any solution?
Orchestraguy1020 10 月 14 日 下午 5:54 
I LOVE THIS THING SUCH A GREAT CREATION!
Captain Robertson  [作者] 10 月 6 日 下午 5:19 
@dutch_Tiemon - No problem at all.

I've even added a quick video I recorded earlier this evening where I show how to use both the passive and active sonars on the Perseus II in order to locate and sink a Bungeling attack submarine using a torpedo.

Enjoy!
dutch_Tiemon 10 月 3 日 下午 9:06 
thank you!
Captain Robertson  [作者] 10 月 3 日 下午 6:55 
That's the ASW variant of the Perseus-II updated with flexible ammo belts on the CIWS and the sonar display changed so that the active sonar contacts appear more orange in colour whilst the active targets are bright red.

I've also reverted the torpedoes back to the UUM-5's as even though their xml edited fins are bad for weather-vaning your ship into the wind, they do tend to hit their target a lot more often than the UUM-3's - which should hopefully help to reduce the amount of close range friendly fire incidents caused by the torpedo missing it's target on the first pass and then locking onto your own ship when they circle back around.
Captain Robertson  [作者] 10 月 1 日 上午 4:13 
@dutch_Tiemon - Thanks!

Sorry, I just remembered - I've rebound 'Trigger' to left-click on my game, yours might still be the spacebar, or whatever the default key is.

All contacts should appear as a slightly pinksh off-red colour until you lock onto them with 'use' and then the 'trigger' key, at which point they should turn a deep red colour.
If you click on the link to the right to visit my YouTube channel you can watch the video titled "Player & A.I. Gunner Anti-Submarine Warfare (ASW) Test" from about 2:20 onwards to see the sonar and torpedo targeting computer in action, if that helps.

Unfortunately I'm not the actual author of that particular script so I'm a little hesitant to make any changes to it, but saying that - I may still eventually edit it myself at a later date to change the colours used, probably to make the sonar contacts orange or yellow just to make them stand out more compared to the targets that have been locked onto.
dutch_Tiemon 9 月 30 日 下午 8:43 
for me the found targets start as red X and dont change colour, i did try clicking but this does not seem to do anything. but i find sometimes torpedoes still hit their target. I forgot to mention before but this is an amazing creation! very fun and effective ship
Captain Robertson  [作者] 9 月 28 日 上午 10:31 
@dutch_Tiemon - Are you remembering to left-click on the target after it's bracketed to lock the torpedoes onto it, you'll know this works when the target icon turns red instead of the pinkish colour.

The only time I've had my own torpedoes come back and try to engage me is if I'm being too careless and fire at an enemy sub that's way too close.
Once they go active, the torps will track the juiciest target they can find, so if they miss the enemy sub and circle around and you're unlucky enough to be the closest target to them then you could find yourself in whole lot of trouble. ;)