Dauntless-Class Attack Submarine
Special thanks to MintLynx for allowing me to borrow XML modded parts from his amazing subs, as well as sharing information on how he builds them!
History: (Fictional)
Designed in the 1960s as a counter to Soviet missile submarines, the Dauntless-Class would be the Royal Telosian Navy's first class of nuclear powered submarines. They were armed with 6 torpedo tubes in the bow, each of which was capable of launching MK 23 wire guided torpedoes. Despite being slower than their American contemporaries, and neglect from an Admiralty that emphasized surface combatants over submarines, the Dauntless class would serve with distinction throughout the Cold War.
Features:
*Realistic diving control based on the methods taught by Mint Lynx. Including realistic ballast control.
*6 Guided MK 23 guided torpedoes.
Handling instructions:
Pitch to dive
Roll to turn
VTOL for ballast control
AG1 to arm torpedoes
Yaw and trim steer the guided torpedoes
A note on controls. Going past about 20 degrees of pitch seems to do weird things. Usually it results in the sub continuing to pitch in that direction. Have not found a way to work it out yet, so, fair warning.
My first go at a working submarine!
Mostly based on US designs, though the sail is more elongated like on Soviet designs. Though about trying to model it off of British designs, (like an upcoming battlecruiser I have in the works.) But I'm not a huge fan of British SSN design styles...
Specifications
Spotlights
- MintLynx 5.0 years ago
General Characteristics
- Created On Mac
- Wingspan 37.8ft (11.5m)
- Length 323.3ft (98.5m)
- Height 59.1ft (18.0m)
- Empty Weight 21,985lbs (9,972kg)
- Loaded Weight 21,985lbs (9,972kg)
Performance
- Wing Loading 4.7lbs/ft2 (23.1kg/m2)
- Wing Area 4,651.9ft2 (432.2m2)
- Drag Points 1864
Parts
- Number of Parts 271
- Control Surfaces 38
- Performance Cost 1,560
@MarshallLewisAerospace Oh of course! Fun fact it apparently took the introduction of the Alfa class for the United States to update their torpedo arsenal. Best of luck on your Battlecruiser! I'll be sure to check it out once it's finished.
@MintLynx
No worries! The teardrop hull form is decidedly generic, so it’s easy to see how she’d be seen as derivative.
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I suspected it was intentional to have them slow. I just felt that having them be capable of higher speeds than the launching boat made some sense. (If they could be outrun by my relatively slow design, they won’t do much good against potential enemies! Which was also a real problem when the Alfa class entered service if memory serves...) I’ll try and tweak the bow to reduce collisions when I get home. Giving the torpedo a quick yaw to the side seems to help them clear the bow as well. Glad you’re impressed with the kitbash!
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I’ll take a look at those engines when I get home. They will probably work on my battlecruiser as well. (Which would allow me to ditch the jet engines under the quarterdeck...)
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Speaking of which. One thing I noticed that helped with turning on the BC was that one of the rudders forward was set with a 180° range of motion. Fixing that helped, and I’ll take a closer look at fixing all that once everything is completed.
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Thanks for the spotlight but the way! Means a lot to me!
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This does seem to help with spacing, so good to know.
@MarshallLewisAerospace
Sorry if I made assumptions then! The teardrop hull isn't a hard one to come up with, someone (oblivious to the fact it was a replica) even accused me of making a 'generic submarine' XD. Looking at it it's not all that derivative given the different conning tower and mostly different control surfaces.
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I was wondering about the torpedoes, they didn't seem like anything I built. I'm quite impressed that you managed to put them together! A couple did manage to slip out, and from my tests on them they worked quite well! Give you didn't have xml modding to fine tune them, those torps are quite the kitbash! Btw if you're wondering why the anti-sub torps were slow it's because the real things were.
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I'll put together some engines for an upload, modify them to input to throttle then upload, those should be of use!
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I took a look at the battlecruiser, and its speed is a bit limited. I noticed you used my steering method in it, which is great for submarines and ships both! You'll wanna up the size of the wings though, that could help it turn better. I look forward to seeing how it comes together!
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One more thing, try putting periods between paragraphs, it's an effective way to space them out.
@MintLynx
The Delta’s engines having a speed limit would explain quite a bit on the performance side of things. Did the engines on the Surcouf have a similar limit? If so that would explain another issue (now resolved) on a surface ship design I’ve got in the works where the engines stopped turning above a certain speed. (I’m currently using a few jet engines on that to boost speed since it’s a surface ship...)
I am fairly satisfied with the buoyancy. I found that an effective means of fine tuning it was to simply adjust the fuselage dimensions for the desired effect. I’ll keep tweaking, but I’m fairly happy with it.
The hull was actually a scratch build, but I did borrow some of the methods used like the color change and using inlets for torpedo tubes. (That might be part of the collision issue as well, stock parts on those...) The back end is more or less the Skipjack’s since I used the diving planes and engines from her. So the planes more or less match and the hull width has to be the same to blend nicely with the propeller. Though I did start with the hull segment under the cockpit/sail and worked aft, so, convergent evolution maybe? If I was more adventurous and came up with my own diving plane designs I’d probably end up with a less derivative looking design. Basically, scratch built, but a bit derivative in design.
You can also see a bit of a mistake I made for matching sizes of the prop hub and hull width. I didn’t realize my mistake until after the rudders and diving planes were in place, and when I put the engine in found it was too large a diameter. So there’s a small extension at the very aft end to narrow the hull down more.
Interesting tidbit in the torpedoes, is they’re basically a kit bash of the two types on the Skipjack. (I use a lot of parts off of her...) I felt like the guided ones were too slow, so I added the back end of the unguided one and reattached the rear control surfaces.
I think I’ve got most of those subassemblies saved, so I think that’s good. Mainly just missing if the hull is for sure a no collision one...
While far from complete, and exhibiting some glitchy behavior with the props I have since managed to correct, this is the hull form of a surface ship I am attempting. Probably my best effort to date in terms of hull form.
Not bad so far, though it does seem to be hampered in some ways by elements of the parts used. In particular how the engine you used from my delta is designed for limiting speeds below 30. I think I'll upload a few of the engines I use with the input set to throttle rather than the V<# input I've used. Something for everyone to use :)
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The buoyancy is mostly near neutral, and the pitch and rudder control work well, as does the ballast. I notice that you the fuselage blocks only had 100% buoyancy, so I'm glad you've managed with that! Although it does have some sinking when running at low speeds, so some adjustment could be good. At full speed though it works quite well!
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The torpedoes tend to get stuck on launch though, for another submarine I would suggest finding and saving a fuselage with collisions turned off for use in the bow to prevent this. You could take one of the fuselage pieces off the bow of my skipjack and save it as a subassembly. You could also save one of the main hull pieces for use, since it's scaled up and suitable for large builds.
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I sense that this isn't entirely made from scratch, which is cool by me. Although I would love to see you put a hull together entirely from scratch. That flying boat shows you do have some design sense, so I'd like to see what model you could put together with help the subassemblies my builds could offer! Lemme offer a list of useful subassemblies you should take and save if you haven't already.
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- 1 Normal hull: Has a lotta health, normal weight, and is scaled up enough to be suitable for large builds. Take one of these off the center portions of a hull from my sub. They also have no drag if I recall correctly, which makes the sub faster and less taxing on a device.
- 2 No collision hull: Found on the bow of many of my submarines, used to allow torpedo launch without issues from collisions. Otherwise has the same properties as my normal hull
- 3 Hydroplane: The wings put within the fuselage pieces modeled into stern and bow planes, these are useful for pitch and rudder control. They're in truth very long wings scaled down to a manageable size, giving them a lotta authority.
- 4 Pitch and Rudder Rotators: These are normal except for a high damperMultiplier, which helps prevent wobbling on larger builds.
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I'll upload the engines for you and anyone else to use. So far you've done a good job, if you can make the neutral buoyancy work without mod or even modded parts that's a very good sign :)
@MintLynx
My attempt at a submarine is up. Feedback would be most welcome.