Stormworks: Build and Rescue

Stormworks: Build and Rescue

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"Axolotl" -A1 Light Seaborn Gunship
   
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Vehicles: Vehicle, Air, Advanced, Weapons
Tags: v1.14.4
File Size
Posted
Updated
757.099 KB
5 May @ 1:13am
30 May @ 2:29pm
7 Change Notes ( view )

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"Axolotl" -A1 Light Seaborn Gunship

Description
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H4R-A1 "Axolotl" Light Seaborn Gunship
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This little bird took up way too much of my week, but I feel like it's finally in a displayable state!

The Axolotl, named after the aquatic lizard, is a light gunship i've built to operate off the deck of Ryu1940's LHA as well as fit underneath in the below deck aircraft hangar. Thus keeping the system relatively small and light weight was quite the priority.

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Offensive Capabilities
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Do. Not. Be. Fooled.

Into thinking this small helicopter can't be a real problem to whatever is in front of it!

The H4R in comparison to me previous helicopter "Gecko"-A1 comes with a much improved stabilized fire control system, which allows the operator to more reliably take shots out further. It now also features a new HMD which lets you cue the sight visually outside the scope decreasing the time to acquire!

In comparison to the KLAU-2 on the gecko, KLAU-3 automatically adjusts for whatever missile/pod you have on the pylon, assuming you set it up correctly, and sets itself to neutral once the pylon is spent. No more pre-flight adjustments! the system now correctly accommodates up to 4 pylons as well in order to further prolong your stay!

Improvements to the Laser-Radio command guided K-missile program increase the effectiveness of the older K and K-LR missiles, and as well, a new version: the K2-Missile has also entered the stage, providing more reliability, ease of use, and better range/weight ratio. These missiles are roughly half the cost of comparable radar and laser guided missiles, and fairly robust once you get the hang of it

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Defensive Capabilities
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ACMS (v0.5)
The K-Reaktin ACMS system utilizes both a Radar detector in coordination with an RX array to most appropriately deal with more common missile threats:
-> If it thinks it's being painted for a missile that does not yet see it, it will deploy chaff intermittently to confuse the host radar. (Code S)
-> If it sees a radio direct command signal it will point the missile directly into the ground (Codes K,C)
-> if it detects a Physics sensor, it will pretend to be the physics sensor in order to confuse the host listening to it. (Code M)
->if it detects a constant or near constant radar return it will pop chaff semi rapidly

Rx Scanner (v1)
K-Sniffin Rx signal scanner will scan 56 freq/s on loop and display their direction on the 1x1 display

Radar (v1)
K-Searchin will scan in front out to 6km and dive you a general idea of what is in front of you


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Naviagtional Capabilities
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more of the WiP section, however, the FCS is custom made. what I've traded in from responsiveness I hopefully have gained in ease of use. Now for the majority of your flight you will only need the WASD keys, only including the arrow keys in more fine control circumstances

- lost of stuff yet to do (Waypoints)

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__Startup:__
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(Behind throttle)
BATT on

(Overhead)
Instrument power
Radio Power

(Behind throttle)
Engine on

Set collective (Throttle) to 25
AP Master ON

wait for engine to stabilize
slowly bring Collective SET up until the tail lifts off (between 30 and 37)

(front panel next to fuel gauge)
AP R-Alt HOLD on
Disable wheel brakes

lift off with up/down arrow keys

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Pilot Seat
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- custom FCS, still some Possible bugs.
- AP hover actually keep you still, it just orients your vector


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Weapons:
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-both pilot and gunner can shoot any weapon
-to select your weapon, press on it's name on the armament screen

HMD (gunner seat)-> right arrow will cue the sensor and stabilize while it's on, while it's off, right arrow will reset and lock it
up arrow to stabilize the sight, down to lock it

K2 Missile
-if you shoot K2 Missile while the previous one's program is still running you will trash the missile
-while you can put any missile anywhere, K2-Missile (SACLOS) really likes to have it's own pylon if you want shorter ranged shots
-ACMS can and will JAM you K-Missile. Make sure it is off while the program is active.. LPIv1 will eventually solve this but it is inop at the moment...


Guns/Rockets
-only the inner most pylons support gun/rocket pods
-guns/rockets slave to the sight vertically. lock it while in pilot, or use the sight to aim more closely
3 Comments
Hero 16 May @ 9:50am 
NOICE!!!
CTFRaven  [author] 8 May @ 10:50am 
@ACanOfCorn_Original you copy the weapon from nearby and paste it onto the pylon
if you're using a rocket or gun pod you'll need to attach the cable from the pylon to the weapon (dark blue to dark blue)
ACanOfCorn_Original 8 May @ 10:38am 
how do i attach the weapons onto it?