Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Type IIa U-boat (Highly realistic)
   
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File Size
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4.233 MB
17 Jul, 2024 @ 5:38am
11 Nov, 2024 @ 1:40pm
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Type IIa U-boat (Highly realistic)

In 1 collection by Markas
My submarines
7 items
Description
Type IIa U-boat

With this creation I've tried to make the most realistic type IIa U-boat I could. The systems aren't super complicated but I still recommend reading the rest of the description so you can have an easier time using this creation.

Features

1. Realistic exterior.
2. Realistic interior.
3. Realistic fire control systems and weapons.
4. Hydrophone.
5. AA gun.
6. Realistic engines.
7. Diving equipment.
8. Repair equipment.
9. Realistic operation.
10. Depth finder.
11. Torpedo loading hatch.
12. Emergency buoy.
13. Auto depth hold.
14. Electric compressor.
15. Crush depth

Startup

1. Power switch in the engine room behind the port e motor.
2. Open the air intake, fuel valves and exhaust output valves in the engine room.
3. Open the starting air valve and wait for the starting air manifold pressure to rise above 25 atm then you can turn the starting air off.
4. Turn on the engine start switch and increase the throttle slightly.
5. When the engines start, engage the clutches.

Generators

1. Turn on the motor/generator power on the e motor panels.
3. Make sure that the starting contactor is off.
4. If you have done it correctly the submarine will be slower and the battery's will start charging.

Diving

If you are playing in multiplayer it is recommended to turn on the alarm to notify the crew.
1. Open the fwd vents in the torpedo room above the torpedo tubes.
2. Open the stern and ballast tank 2 vents in the control room.
3. If using the auto depth hold set the depth you want to hold (positive numbers) if not you will need to control the planes manually.
4. Close the air intake in the engine room.
5. Close the exhaust output valves in the engine room.
6. Turn on the e motors.
7. Take out the diesel engine clutch.

Surfacing

1. Close the ballast vents.
2. Open the blow valve in the control room.
3. If using the auto depth hold set the depth to 0 to turn it off.
4. After surfacing open the valves that you closed before diving.
5. Start the diesel engines turn off the e motors.
6. Start refilling compressed air by turning on the electric compressor.
7. When the ship is floating normally you can stop blowing the tanks.

Torpedoes

When you spawn in the boat there will be no torpedoes loaded the reason why I did this was because I wanted to let people chose what and how many torpedoes they want to use. This means that you will either have to use the selection grid to take the torpedoes form my g7 torpedo set and put them into the submarine or use the version of my type IIa with preloaded torpedoes.
Torpedoes were loaded in the torpedo tubes and in the torpedo room totaling 5 torpedoes.

Setup

1. Flood the torpedo tubes you want to use, when flooded the internal tube hatches will lock (open the torpedo tube vents, drain/fill valves and turn on the compressed air fill button).
2. Open the flooded torpedo tube doors.
3. Tell the fire control system in the control room under the chart table how you will use the torpedoes.
Select which sight you will be using attack periscope, UZO or observation periscope.
Tell the system which torpedoes you will be using (if you set it to position 4 it will activate spread shot mode).
If firing a spread shot sellect the combination of tubes that you will be using.
Lastly select which trigger you will be using the trigger on the deck on the UZO column or the trigger inside the conning tower. You can use the manual firing levers on the torpedo tubes but you don't have to.
4. In the conning tower turn on the optic follow up or set the heading to the target manually, although I would recommend just turning on the optic follow up.

Firing at a non moving target

1. Using the periscope look at the target or set the heading to the target.
2. Press the launch button.

Firing at a moving target

1. Enter the enemy targets speed kn.
2. Enter the enemy targets angle on bow.
3. Enter the enemy targets range hm.
4. Look at the target using the periscope or set the heading to the target.
5. Press the launch button.

Speed calculations

Speed can be calculated by putting the periscope in front of the enemy ship then when the front of the ship passes the center vertical line start the timer. When the stern of the enemy ship passes over the same vertical line stop the timer. Then take the ships length and divide it by the time that the ship took after that take that value and multiply it by 1.8. This one of many ways to calculate tgt speed.

Range calculations

To figure out range you have a laser range finder it's not a realistic system but because I couldn't make an optical range finder I just went with it.

Angle on bow

The easiest way to figure out the AOB is to imagine that you are on the enemy ship looking forward then you turn left or right to look at your sub the amount of degrees that you turn is the AOB. Because how I've done the system this value doesn't have to be very percise.

Important information for the fire control system

Note that the AOB should be as close to 90 degrees as possible to get the most accurate hit so take your time to position your sub.

The type IIa does not have a UZO.

When using electric torpedoes don't forget to charge them and set the depth before firing.

For a spread shot you will also need to set the enemy ships length.

From testing I was able to hit a moving target ship from about 3.2 km with 2 torpedoes in a simulated attack, so accuracy is decent, but it still has issues which I want to fix.

Torpedo reloading

1. Drain torpedo tube, open drain/fill valve open the compressed air blow valve, make sure to keep external torpedo tube doors and vents closed (when drained the tube doors will unlock).
2. Fold the beds.
3. Pick up a torpedo using the torpedo loading rail, by aligning the rail and lowering it down, if needed attach a rope to the end of the torpedo and rail.
4. Open the internal torpedo tube door.
5. Align the torpedo loading rail with the torpedo tube.
6. Using the hand crank push the torpedo into the tube.

Disclaimers

High physics is recommended, medium will still work fine, low will work if you won't be loading torpedoes.

Not designed for use with infinite electric.

All of the lights inside the sub are spotlights so the lighting will be worse but in multiplayer the lights won't glitch through the walls of the submarine, thus not giving away your position.

Credits

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3001543907

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717481364

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2793174795

If you like this creation it would be nice if you left a like.

If you have any questions or find an issue with the creation feel free to comment.
36 Comments
DarthBasilO 19 Jul @ 9:49pm 
Thanks, I can't believe the number of times I walked past it without noticing it.
Markas  [author] 19 Jul @ 9:28am 
Roof of engine room
DarthBasilO 18 Jul @ 8:34pm 
Question, I cannot find the air intake, where is it?
Markas  [author] 24 Jun @ 10:03am 
There is a valve in the control room which you have to open before using the bilge pump. The feedback is great, but I do actually plan on either updating this build slightly or maybe even rebuilding it and improving a lot of the different systems to make them more user friendly, now that I know the issues that people have with the build.
Leonkiller821 24 Jun @ 8:51am 
so far good build
had a bit trouble with loading the torpedos seperatly into the ship with a crane but everything else so far great
here comes the but
i cant seem to figure out how to pump out the water from the torpedo room since it flooded a bit while loading
Markas  [author] 12 Sep, 2024 @ 5:58am 
Throttle is controled from the engine room and steering from the control room or the top of the conning tower.
youngblood243 11 Sep, 2024 @ 2:51pm 
where do you drive the sub?
RadinBM 15 Aug, 2024 @ 12:11am 
TBH most of thesse problems could be solved if we could simply disconnect the torpedo from the rail (this way we can store the torpedoes aswell) also at first all I was asking was that rail system that could be added on to load the torpedoes from the bow into the torpedo room like IRL, idk why I insisted on the crane part.
Markas  [author] 14 Aug, 2024 @ 1:49pm 
Yeah I know it is quite hard to charge them, I wanted the charge port to be on top for realism purposes. The easiest way to charge them is to put them into the tube half way and then connect the cable, which prevents it from sliding. This isn't a good way to do it but because of the design it is the best. In the future I might change it. I could make a basic rail for loading the torps, but you would still need a crane to put the torpedo on the rail for loading.
RadinBM 14 Aug, 2024 @ 3:07am 
Thanks, also I'm also having difficulty maintaining the torpedoes, the cable port is unreachable even on top of the decoration MC the only way I managed to do it is to align the torpedo to the lower tube so that when the rail disconnects the cable port is free but that only works with the lower tubes, same with the type VII the other way is to delete the MC which also worked.
Lastly, that crane system would be a very nice addition, doesn't have to be pretty just functionall. I had a go at it but I reckoned you can do it better than I ever could.