Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Project 710-M Class Nuclear Attack Submarine
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File Size
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4.871 MB
21 Dec, 2024 @ 2:46pm
19 May @ 7:12pm
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Project 710-M Class Nuclear Attack Submarine

In 2 collections by It_aint_me
Robert's Submarines!
21 items
The Aridistan Collection
5 items
Description
Introduction
Greetings Captain, and congratulations on your new command!

While the initial production run of four Project 710 class of submarines was deemed a success by the admiralty, several key areas for improvement were identified. Handling, weaponry, and stealth were deemed as priorities. Advances in Aridistani technology since the Pr.710 was first developed allowed for this new design to be rushed into production. Designated as Project 710-M, this new series of submarines represents a massive leap forward in Aridistani operational capabilities.

This brief document aims to outline the improvements/new capabilities of the Pr.710M. If you need a refresher on any of the Pr.710's original systems, additional documentation has been provided(check the "discussions" tab on this workshop page for guides).

Enhancements
- Stealth Improvements
While the original piston engine that was mandated by Aridistani parliament was certainly powerful, it left much to be desired in the way of stealth. While this wasn't considered to be much of an issue for the intended role of the Pr.710, operational experience has shown that a quieter submarine is needed. The new turbine engine of the Pr.710-M features a hugely reduced noise signature, making the submarine audible at only 8.6km at 100% throttle and 2.85km at 5% throttle(on small sonar). This is a major improvement over the original Pr.710's detection range of "Yes". For countering active sonar, the Pr.710-M carries 52 dispensable decoys, intended to clutter enemy sonar screens with false contacts.

- Weaponry
One of the most common complaints from crews was the relative helplessness against any sort of airborne ASW(anti-submarine warfare) asset. Regardless of if they were detected or not, the complete inability to engage this type of enemy was damaging to morale. To combat these threats, the Pr.710-M features an extended sail that is loaded with 3 agile short-range missiles.

- Improved Handling
Though the original Pr.710 handling was considered acceptable in testing, it could have been better. Primarily, captains and dive officers alike reported poor balancing on the main ballast tank. Additionally, post-torpedo launch balancing was also insufficient. Rectifying these issues has enabled the Pr.710-M to be capable of keeping depth at only 2kt of forward speed(without using the noisy stationary depth hold)!

Guides
Startup
1.Main power and all breakers ON 2. Reactor arm ON and reactor main button ON 3. Reactor speedheat ON 4. Boiler pumps, automatic pressure/temp control ON 5. Main steam valve, steam precooler, steam condenser ON 6. Steam turbine throttle to desired setting 7. (once reactor core hotter than 110c) Reactor speedheat OFF
Propulsion notes:
- When the propulsion motor is OFF, direct drive is enabled. When in direct drive, you CANNOT reverse. Additionally, direct drive throttle can only be controller from the engineer station.

- The turbines can take a bit to accelerate when increasing throttle to high settings.

- When increasing throttle on lower settings(ie. 10% -> 20%), excess boiler pressure will usually cause the turbines to accelerate excessively, after which they'll decelerate to the desired speed.

- It's generally best to only use the propulsion motor when you require fine throttle control(like when docking), as it's nosier than direct drive at low RPMs



Ballast/Diving
1. Unfold bow planes - ON 2. Flood ballast - ON 3. Wait for ballast to reach 40-70% 4. Depth hold keypad to -10 5. Depth hold - ON 6. Wait for ballast to fill to desired level(submarine is neutrally buoyant at approximately 90.5% ballast) 7. Flood ballast - OFF

Torpedo Firing
1. Select data source 2. Program weapons with desired options(see FCS if the options aren't clear) 3. Press and hold "SHOOT" button for desired torpedo tube until buzzer starts/radial segment indicator blinks between red and orange
Torpedo notes:
- Avoid firing the torpedoes if the bow is pitched upwards when near the surface. This can cause the torpedoes to pop out of the water, making them lose all speed.

Missile firing
1. Designate target point with periscope(designated target point can be viewed on map monitor with the "display periscope target") option. 2. Missile master arm - ON 3. Press and hold "LAUNCH MISSILE" button until buzzer starts 4. Leave "MISSILE ARM" on until all missiles have hit target(turn off to turn off antenna broadcasting)
Missile notes:
- The missile has an approximate minimum engagement range of 150m and max range of 2km

- When tracking a target with periscope the radar, max missile range against small/midsize targets is approximately 1km due to radar jitter. If you can get the laser designator on target, targets can be hit out to the max range(this can be hard to achieve against moving aerial targets in practice).

- Avoid firing the missiles when either A). Traveling in reverse with the radar mast deployed, or B). Traveling above 40 knots. Firing when doing either one of these things can result in the missiles hitting the submarine and detonating.


Features List and Specifications

- Nuclear powered
- 62.1 knot top speed
- 8 torpedoes
- 3 VLS missiles
- Terrain following depth hold
- Stationary control motors
- Docking port
- Active sonar decoys
- Full offensive sensor suite
- 1st person friendly
PROJECT 710-M CLASS ATTACK SUBMARINE LENGTH: 43M WIDTH: 6.25M HEIGHT: 7.25M MASS: 38,042 COST(career): $473,802


Credits

A list of microcontroller credits can be found here:
https://docs.google.com/document/d/196OEVQFiFVy0W4lxmsSeIYkk7GAhsnVitScjoDAB73g/edit?usp=sharing

Special thanks to the usual members of the Subworks crew for feedback/ideas, Mat/Maniac for helping me cook up the missiles in record time, Squet for the propeller, and everyone who left useful feedback on the original Pr.710. A quiet(ish) Aridissn has been a dream of mine since I basically started building the first one, so to finally have one is cool. I hope you enjoy using this sub as much as I do, thanks!

Pssst. Code for the manual control rod is 1986.
Popular Discussions View All (1)
4
1
18 Aug @ 12:35pm
Project 710-M Guides
It_aint_me
161 Comments
Squet 14 Oct @ 6:35pm 
how do you open the hatch?
Tristan#1 14 Oct @ 1:33pm 
they r idots some times plz dont reort me and its facts
thexboxpc1 14 Oct @ 10:30am 
on top did you even look at the images
Cool Brough 13 Oct @ 7:21pm 
where is the hatch???
thexboxpc1 13 Oct @ 3:12am 
you use the hatch
Cool Brough 13 Oct @ 2:19am 
where do you get in??
It_aint_me  [author] 20 Sep @ 6:15pm 
@Delta so the contaminants detected light is intended to show you when stuff other than freshwater mixes into the boiler freshwater tank. Boilers don't automatically delete contaminants on the freshwater line, which can lead them to clog over time. The idea behind the light is to let you know, so that you can stop the boiler, purge the freshwater tank(clear everything out), and then refill with the desalinators. Unfortunately, there's a real chance that the boiler might have already taken on too much seawater, and clogged that way.

I'm looking at doing a midlife refresh for this submarine, where I update a bunch of the systems that I realize could be better, and I'll definitely put a better boiler purge system on the list.
Delta 20 Sep @ 4:00pm 
I used it in combat and took some hits. I've recovered the sunken vessel and docked it. The right "contaminants detected" light is on. The boiler also will not fill without the boiler purge on. I have freshwater in the tanks though. How would I fix this?
It_aint_me  [author] 19 Sep @ 3:46am 
NO_NXME combat pressure boosts the internal atmosphere of the submarine from 1atm to 2atm, designed to assist in pumping out water much faster.
NO_NXME 19 Sep @ 3:04am 
what does combat pressure even do