Stormworks: Build and Rescue

Stormworks: Build and Rescue

Project 710-M Class Nuclear Attack Submarine
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
Outlaw_Bravo32 YT 1 Sep @ 7:37pm 
i cant hit anything with the torpedos i use periscope and it goes under the ship
It_aint_me  [author] 14 Aug @ 11:30pm 
@space toaster Should be easy enough, though remember that waterjets will eat quite a lot of torque. I figure you'd probably only need 1, but you'd likely have to adjust the gearing.
Space Toaster 14 Aug @ 10:59am 
I have a question. I tend to modify what i get my hands on. How quiet would diverting the power from the main propeller to a few impeller pumps to run Water jets be in comparison to running the main prop?
RexMcarthy 13 Aug @ 1:53pm 
@cat -12
Cat 12 Aug @ 4:56pm 
whats pierscope depth
Butter Fliege 12 Aug @ 1:38am 
On startup, The Main Engine RPM wont rise.
floofy 9 Aug @ 1:08pm 
nvm, i just didnt see the switch under the breakers lol
floofy 9 Aug @ 1:07pm 
where in the world is the main power, id like to use this, but the main power is no where to be found :|
tj091120 5 Aug @ 7:25pm 
Great, can't wait to play with them
It_aint_me  [author] 5 Aug @ 5:27pm 
@tj091120 Right now, I'm trying to work on smaller projects that feature higher qualtiy/better built individual components. My current submarine is a small coastal patrol submarine, built to compliment this one while also being much more performance friendly.

In the future, I'm aiming for my full sized attack boats to be really heavily optimized, both in terms of performance and actual content. Rather than including crew spaces/interior decorative rooms that serve no functionality(which are my weakness), I'd like to make a few that have only a control room. The idea is that it'll take me much less time to build, while running much better for everyone.
tj091120 4 Aug @ 6:34am 
What other projects are you working on? This sub is already as realistic and as powerful as i can imagine, can't believe what a BETTER sub will be like
Notorious Glue Eater 31 Jul @ 2:07pm 
is there a way to link the throttle to the helm bc i distinctly remember being able to
MJ Memoirs 29 Jul @ 7:17am 
@ampro Are you using the submarine's direct drive or propulsion motor? Because if you're using the direct drive, then the submarine cannot reverse. That might be your issue.
The_snail22 24 Jul @ 10:44am 
Red oktober stuff
HeatSeas 5 Jul @ 8:15am 
soo there should be a forword parking sersor like thing or around the whole sub to see how far u are from obsticles since the water bridges can easily fool ur 1 forword laser setup and you could go full speed in a pole btw more anti air wepons and inside handheld wepos would be apriciated :D besides that i love this sub
Vyaf3x 3 Jul @ 7:50am 
when will the next submarine release?
am pro 2 Jul @ 7:58pm 
I might be doing something wrong but the reverse isnt working for me
Sprock3tCrack3rs 21 Jun @ 10:50pm 
Sry I found out myself :3
Sprock3tCrack3rs 21 Jun @ 10:47pm 
How do the doors open with a signal? I don't see a connection for that.
Jackle 6 17 Jun @ 5:26pm 
any tutorial or guidance on how to use the radio station?
birdman7713 30 May @ 10:03pm 
nuclear reactor temp suposed to be at 84,000
?
SULFER.WILLOW.EU.ON.TOP 21 May @ 7:51pm 
and one final lasty question how do i use the radio stuff in the tiny room ?
SULFER.WILLOW.EU.ON.TOP 21 May @ 7:49pm 
and how do i use the missles they are a little confusing
SULFER.WILLOW.EU.ON.TOP 21 May @ 7:47pm 
how do i tell what the error codes are in the damage control area
It_aint_me  [author] 19 May @ 7:07pm 
@Pencil Muncher
1). the torpedo viewer on the side of the FCS has desync issues in multiplayer that I'm still trying to figure out, but it does work in single player.

2). Leave the throttle on the diesel generator at 10% when starting it, only throttle up once it's running properly.
It_aint_me  [author] 19 May @ 7:03pm 
@StreyllDragon I just tested, the issue you're having, figured it out. Before you turn off the diesel gen, make sure to set the throttle to 0 using the arrow keys. Since the throttle position stays(I know the gauge shows 0 when it's off, but that's a lie), when you try to start it again, the clutch is fully engaged and the starter cannot spin it up high enough. If you put the throttle down to 0/10% before turning it off, when you go to start it, it'll be fine.
StreyllDragon 19 May @ 4:22pm 
I've had issues with the backup diesel not starting a second time once it is shut off. Starts up fine when you first turn the key to start it in dock, runs, but if you shut it down afterwards it won't start up again.
Pencil Muncher 19 May @ 12:55pm 
the diesel generator doesn't start and the torpedo viewer on the side the fcs panel doesn't display active torpedoes properly
evanhatanpaa143 30 Apr @ 6:38am 
It's really hard to steer
Linkbro 11 Apr @ 2:54pm 
awesome to get such a detailed response! i look forward to your continued designs, this and the vesikko submarine have inspired me greatly!
It_aint_me  [author] 11 Apr @ 2:16am 
The line, up arrow, or down arrow found next to the FOV numbers represents what the waterfall is displaying. The line indicates all targets are being displayed, the up arrow indicates only targets ABOVE you are being displayed, and the down arrow indicates targets that are BELOW you. Because waterfall displays don't show azimuth, I included these modes so you could quickly gauge what category a given contact should fall into.

The C-scope display is similar to what you might find on an aircraft radar. It shows both target elevation and azimuth, which can be handy when you need to keep track of close targets passing above or below you.
--end of sonar stuff--

As for the docking port, that's a perfectly fair request and I can certainly take a crack at throwing a pump or two down there. I think just about everyone has used it for that function. Glad you enjoyed the submarine!
It_aint_me  [author] 11 Apr @ 2:16am 
--Sonar stuff--
For the sonar, I just realized I totally forgot to explain the viewing modes! I was so worried about trying to cover the passive ranging modes(without vomiting too many words) that I forgot the basics. In summary, you've got 4 different viewing modes, 3 waterfall displays and 1 C-scope style display.

The waterfall style display is a log of target azimuth over time. Most recent target information is at the top, oldest target info is at the bottom. The idea behind a display like this is that it allows you to track how target position moves over time, and what they're up to(turning, continuing straight, etc). It also allows you to identify things like active sonar pulses, which would appear as a single dash, followed by a pause, then another dash. The numbers at the top indicate the FOV of the waterfall in degrees, with the solid white lines in the +-90 degree mode representing the azimuth limits of the passive.
It_aint_me  [author] 11 Apr @ 2:16am 
@Linkbro thanks for the feedback! (comment split into like 3 parts because of steam limits lol)

For the missiles, I definitely agree with you, the accuracy on radar is not great(I only find them reliable at a kilometer or less, depends on target size). I was limited by the size of what I could fit in the sail, though the concept was so fun that I might try a larger weapon fired from specialized tubes in the future. The goal was to have a weapon that I could use against things like hovering helicopters using their dipping sonar, but I can definitely see the utility in having a missile better designed for more target types.
It_aint_me  [author] 11 Apr @ 1:57am 
@Pathfinder Sure! The two most important parts to keeping the noise signature quiet on this boat were 1). the propeller, and 2). using a small generator.

The propeller is a bit deceptive. On the outside, it might look like a medium pitchable propeller, but it's actually a small that I've used XML on to make it look larger. Small pitchable propellers are MUCH quieter. Mediums are fairly noisy, unless running at incredibly slow RPMs in my experience.


In Stormworks, generators make noise detectable on sonars. Large generators are horrendous, which is part of the reason the previous variant of this sub is so damn noisy(intentionally). By keeping to a small gen, I was able to still make power while keeping this thing quiet.
Pathfinder 10 Apr @ 5:33am 
Could you explain what you did to reduce sonar detection range? I tried to look at the sub and simply replicate it similarly on mine but nothing i do works its always visible on passive sonar.
Linkbro 9 Apr @ 4:38pm 
this creation is goddamn brilliant, i personally love this.

of of the few problems i have, is that the missiles aren't very accurate, and there's so few of them.
perhaps do a similar to the going active stage of the torpedos? (the only target i ever hit with them was laser designated, which is cool, sure, but, it would be nice to be able to hit flying enemies.)

i have been using the docking port as an airlock, which doesn't work great for that purpose, could i request a simple drain/fill button for that part?

also, i love the guides you wrote, but, they don't explain much about the passive sonars... view modes? i understand the active sonar and the radar, as those are things i am used to from aircraft, but the passive sonar is a little bit of a mystery.

overall, as much as i have my constructive criticism, this is my ABSOLUTE favourite creation i've ever messed around with, genuinely brilliant, and very fun.
wsclarke09 6 Apr @ 11:13pm 
my torpedo came back and hit me lol
Feepo 29 Mar @ 8:53am 
this is how you make a sub. No lag, no monitor spam, everything is intuitive and realistic and it works damn well
thisissparta138 27 Mar @ 4:04pm 
tested this against my own custom warship and tried to outrun the torpedoes and it chased me for a bit but i could not escape them. it destroyed my propellers and then 2 hit me dead center. good sub. although my super cool ship was hit 5 times by the torpedoes, i managed to contain the flooding and lived another day. but best sub i have seen so far.
Flamingofox3056 27 Mar @ 12:27am 
FOR ANYBODY WONDERING!
The sub reaches its maximum speed using direct drive at 50 meters!