Stethacanthus-class Submarine
The Stethacanthus is appropriately named after the sea creature with the same name, because of the submarine's unusual sail structure, especially the rear part, which resembles the creature's dorsal fin (except its periscopes).A small submarine for today's standards, the Stethacanthus compensates with high speed reaching 47 miles an hour (40 knots), achieved using nuclear powered turbines driving two propellers. This makes the Stethacanthus eligible for long missions, since it has practically no service limit.The Stethacanthus is armed with 4 front torpedo tubes, each with two torpedoes inside, 2 rear torpedo tubes, each of them also with two torpedoes, a twin-barreled 100mm naval gun, a twin-barreled 12.7mm anti-aircraft chaingun. Its main armament, however, are two manually piloted long-range cruise missiles with a 500-pound High Explosive warhead with no range limit. ControlsThrottle to dive. Remember, diving deeper than around 55 ft causes your weapons to despawn.Brakes unused.Yaw unused.Trim for movementRoll for turning.Activate1 fires all torpedoes.Activate2 activates gun and cannon.VTOL and Pitch for control.Activate3 to ready up Missile#1.Activate4 to launch Missile#1. 3 second delay.Activate5 to ready up Missile #2.Activate6 to launch Missile#2. Same delay.Activate7 for dive planes. Control with pitch. Doesnt affect too much things.Activate8 for gyros. Deactivating will prevent the ship from turning.Mobile friendly, built and tested using low physics. High-end devices should handle this build without any performance problems.
Specifications
General Characteristics
- Created On Android
- Wingspan 37.7ft (11.5m)
- Length 168.8ft (51.4m)
- Height 36.3ft (11.1m)
- Empty Weight 106,635lbs (48,369kg)
- Loaded Weight 112,684lbs (51,112kg)
Performance
- Power/Weight Ratio 0.598
- Wing Loading 98.5lbs/ft2 (480.8kg/m2)
- Wing Area 1,144.3ft2 (106.3m2)
- Drag Points 36264
Parts
- Number of Parts 477
- Control Surfaces 17
- Performance Cost 2,121
P.S If the missiles are too hard to control, deactivate their engines by deactivating their activation groups (E.g deactivating act. 3 will disable the Missile#1's engine)