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Cleveland Class Light Cruiser

Cleveland Class light Cruiser
This is an approximation of a later (~1944) production ship with additional Anti-Aircraft guns. It is using Ship Camouflage Measure 21, (Navy Blue overall, Deck Blue on horizontal surfaces).
It is 66 Meters long, and requires a custom build bay, or can be spawned in using the Add-on editor.

Features:
-4 triple Battle Cannon Turrets in superfiring pairs fore and aft. The forward pair are controlled from the Director on the bridge, the aft pair from the secondary director aft of the stacks, but all can be controlled from the forward director. The triple turrets have around 120 rounds per barrel.
6 twin Battle Cannon Turrets, two on centerline superfiring over the main battery, and two on each side. The centerline guns have around 120 rounds per barrel. The others have around 110 per barrel.
18 Light Anti-Aircraft guns (Oerlikon) in six double and six single mounts, with 1000 rounds per barrel.
24 Heavy Anti-Aircraft guns (Bofurs) in four twin and four quad mounts with 240 rounds per barrel.

-2 Inline 6 5x5 Modular engines, entirely too fast on initial spawn, but maximum speed drops off over time, because Stormworks.
-2 V6 3x3 modular generators, capable of ~2070 watts each.
-Full compartmentalization
-automated bilge and vent pumps in each watertight compartment below decks, two fire mains feeding numerous hose anchors all over the ship.
-Air and surface search radar with map plot for radar contacts.

Operations:
--Bridge
-Engines are started from helm, as well as gear selection, clutch and throttle, with a Throttle indicator next to the wheel.
-Generators auto start when the ship is spawned, but either or both can be shut down from the panel to starboard of the helm. They have 3 operating modes, minimum/default (50% throttle, ~570 Watts each) High (70% throttle, 1100 watts each) and Emergency (100% throttle 2070 watts each) selectable with buttons to the right of the helm. One generator at minimum power is sufficient to power the entire ship and keep the batteries charged.
-Radar is controlled left of the Helm, and had separate radars for air and surface targets. Surface targets will show red on the screens, and air targets yellow. Each gives a different beep when detected. The Map display on the Starboard side of the bridge is by default displaying air search radar targets, but this can be changed with the button aft of the map panel
-The helm and Primary Fire Control station both use a HUD which tells you your current throttle setting, speed in knots and current heading. The horizontal look controls are connected to a small radar on a pivot, which gives you a range and relative bearing to any target you are looking at.

Weapon systems:
-All Main guns are operated from the FC director stations, (but can be operated locally), and use W-S-A-D.
-Main guns use stacked robotic pivots to get full rotation, the upper pivot is controlled by the A/D keys, the lower pivot is controlled by a composite panel to the right of the screen (top), and can be quick slewed to port and starboard quarter, or beam. From the forward controller, selecting either "beam" option turns on broadside mode, which takes control of the rear turrets. From the local controllers, the lower pivot is controlled by the left and right arrow keys.
-Angle between the fore and aft guns in broadside mode can be narrowed using the "narrow" button to the left of the screen. It angles the guns slightly inward so they converge at roughly 1000 meters on a directly abeam target.
-Aft FC director has all the functionality of the main, except it cannot control all the turrets, only the aft, so the angle control is not necessary. The Aft FC station when occupied also takes control of the aft centerline secondary gun.
-Secondary gunnery stations are located between the stacks. They have most of the functionality as the other directors, and control the two turrets on their side, as well as the two centerline secondary turrets, which will rotate to the side with the occupied controller.
-Range compensation is built in, either by Radar, Laser, or manual entry. Radar has priority, if there is radar contact it will use that range, if no contact it reverts to laser range. Selecting manual overrides both, and can be selected and adjusted from the composite panel to the right of the screen (bottom). Ranges for each are shown on the controller screen. Local gun controllers have no Manual entry,
-There are three radar assist modes from the FC directors, range only, elevation assist, and target tracking (bearing), with support for leading the target, or adjusting up/down with the composite panel to the left of the screen (top). Adjustments can be reset using hotkey 6. Radar tracking only works if the turret is pointed in the general direction of the target with the fast slew buttons, (quarter, beam) so you might need to maneuver the ship to take advantage.
-Firing is manual with the space-bar, or continuous using the keyed button to the right of the screen.
-All guns can be linked to the Primary Fire Control director on the bridge, using buttons to the left of the seat.

AAA systems
The Anti Aircraft stations are on the bridge wings, and control all guns on their side of the ship. They have radar compensation for range, (hotkey 1), a Narrow mode (AA guns converge at roughly 600 meters). With radar range mode on, and an active radar target, the light guns will not fire unless the target is inside 600 meters. The Cleveland was primarily an Anti Aircraft cruiser, so the secondary and main guns can also be linked and controlled from the AA Directors using hotkeys 2 & 3, but are somewhat limited in elevation. Hotkey 4 will use radar for elevation, which is primarily useful against surface targets. By default all guns are enabled, but can be disabled individually by a toggle button near each mount.

Notes: This is a fighting ship, to try and keep the file size and overhead down, I didn't include a lot of detail. There is no provision for passengers or rescue, very few lights, no sick bay and not much in the way of extras. It does have subgrid armor, both a traditional warship belt and the wheelhouse, and is somewhat durable against kinetic ammo, but due to the large quantity of auto cannon ammo very vulnerable to high explosive hits and torpedoes. I did try and box in the drums in an attempt to limit catastrophic chain reactions, but I don't know that it really helped. I did try something new this time, and split the fuel tank in half along the centerline. That way if you get hit, it doesn't immediately dump all your fuel into the ocean, usually only half of it. There are shutoff valves and hose connectors at each engine and generator to draw from the opposite fuel tank.

3/20/26: Reworked Main FC director to make it look better and more like the actual ship. Reworked secondary turrets to have more elevation, to match the actual 5"/38 turrets. Reworked main turrets to allow more elevation.

Contributions/Workshop items included:

MrNJersey NJ Modular Engine ECU V5 and NJ EXAMPLE LUA RADAR
https://steamcommunity.com/sharedfiles/filedetails/?id=2415184561
https://steamcommunity.com/sharedfiles/filedetails/?id=1899288562

Käsekuchen's Modular Map Radar Module and Modular Map Main Module
https://steamcommunity.com/sharedfiles/filedetails/?id=2176463808
https://steamcommunity.com/sharedfiles/filedetails/?id=2176463130

Shairo-jp's Ballistic Calculator
https://steamcommunity.com/sharedfiles/filedetails/?id=2628490430

GunGoesPewPew's Burst-Fire Sequencer
https://steamcommunity.com/sharedfiles/filedetails/?id=2638676216

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