Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Allen M. Sumner-class destroyer

This is an approximation of an Allen M. Sumner-class destroyer, She is using USN Ship Camouflage Measure 22, "Atlantic two-tone.” The Allen M. Sumner class was a group of 58 destroyers built by the United States during World War II. Another twelve ships were completed as destroyer minelayers. The class was named for Allen Melancthon Sumner, an officer in the United States Marine Corps. Often referred to as simply the Sumner, this class was distinguished from the previous Fletcher class by their twin 5-inch/38 caliber gun mounts, dual rudders, additional anti-aircraft weapons, and many other advancements. Completed in 1943–45, four Sumners were lost in the war and two were damaged so badly they were scrapped, but the surviving ships served in the US Navy into the 1970s. After being retired from the US fleet, 29 of them were sold to other navies, where they served many more years. [url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FAllen_M._Sumner-class_destroyer]https://en.wikipedia.org/wiki/Allen_M._Sumner-class_destroyer[/url] Features: -Three twin Battle Cannon Turrets (5”38), on centerline with 145 rounds for each gun forward and 135 aft. -Twelve Heavy Anti-Aircraft guns (40mm Bofurs) in two quad and two twin mounts with 240 rounds per barrel. -Eleven Light Anti-Aircraft guns (20mm Oerlikon) in one twin and nine single mounts, with 1000 rounds per barrel. -Six torpedoes in two triple launchers on centerline. -Four V8 3x3 Modular engines -Two 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 starts when the ship is spawned, but can be shut down individually from the panel to starboard of the helm. They have 3 operating modes, minimum/default (50% throttle, ~570 Watts) High (70% throttle, 1100 watts and Emergency (100% throttle 2070 watts) 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. -Search Radars are controlled left of the Helm, on at spawn and have separate radars for air and surface targets. Surface targets will show red on the screens, and air targets yellow. Very low flying air targets will show red. 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 main fire control uses 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 stbd quarter, or beam. From the forward controller, selecting either "beam" option turns on broadside mode, which takes control of the rear turrets. The main guns also have local control at each turret. 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. -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, (forward, quarter, or abeam) 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 left of the screen. -Anti-aircraft guns can be linked to the Primary Fire Control director on the bridge, using button to the left of the seat. -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 main guns can also be linked and controlled from the AA Directors using hotkeys 3. 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. -Torpedoes can be fired from a seat on each mount, or from buttons at back of the wheelhouse. 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. Due to the large quantity of auto cannon ammo very vulnerable to high explosive hits and torpedoes. Contributions/Workshop items included: MrNJersey NJ Modular Engine ECU V5 and NJ EXAMPLE LUA RADAR [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2415184561]https://steamcommunity.com/sharedfiles/filedetails/?id=2415184561[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1899288562]https://steamcommunity.com/sharedfiles/filedetails/?id=1899288562[/url] Käsekuchen's Modular Map Radar Module and Modular Map Main Module [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2176463808]https://steamcommunity.com/sharedfiles/filedetails/?id=2176463808[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2176463130]https://steamcommunity.com/sharedfiles/filedetails/?id=2176463130[/url] Shairo-jp's Ballistic Calculator [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2628490430]https://steamcommunity.com/sharedfiles/filedetails/?id=2628490430[/url] GunGoesPewPew's Burst-Fire Sequencer [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2638676216]https://steamcommunity.com/sharedfiles/filedetails/?id=2638676216[/url]