Sonar Guided Torpedo Tutorial - Step by Step Guide - Stormworks

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hello everyone and welcome back to another stormworks video now in this video i'm going to show you guys how to build a radar guided torpedo yes that's correct i was having a look at some of my older creations and i found one of the first ever torpedoes that i made here in stormwix this is back from 2018 before we had radars and sonars or explosives or even just advanced engines here in game we had very very basic things like this engine was actually powering this torpedo even though it wasn't connected so we're going to recreate this however we're going to use all the new components i'm going to take you step by step and how to build your own torpedo i'm going to show you some very basic functionalities and obviously you can then improve it and add some more features to it so that's it let's go ahead and let's get started all right so now that we're in the workbench the first thing we want to start off is going to be by enabling our symmetry mode and we're going to build a very basic outline of what our actual torpedoes going to look like so let's go with the length of pretty much about that much i mean you can make it as large or as small as you want to i'm just going to go with something basic like this so the first and most important part of this creation is going to be the sonar that is what we're going to use to detect our targets now you could if you wanted to you could build possibly a uh gps guided torpedo but we're going with fully sonar guided so we'll go and pick up targets so we're going to place that here in the front the next thing we're going to do is we're going to have a warhead a warhead is going to allow our creation to actually go and explode so i mean let's go and add one just over here and just do one more block here and there we go along with that we are also going to need some type of propulsion system so how we're going to make this thing go forwards and backwards and to do that we're probably going to just use a small propeller so let's go at the end here and add a small pillar so very basic components at the moment we will also need some batteries now how many batteries you use is up to you i'm just going to go with a few let's go with one or two at the back here i want to try and keep our weight towards the back because that's where we're going to have our control surfaces or our rudders eventually once we've got that on speaking of control surfaces that's the next thing we're going to be adding on so i'm going to be using some controls fins are there because the small ones ah once again you don't have to use these you could use whichever ones you want to this is the one i'm going with at the moment we're going to go with let's do a positive facing uh towards up so one and two okay so that's going to allow me to go up and down and now we also need some to go left and right okay so i'm going to invite that put these on here make sure you got arrow facing left arrow facing left and same goes underneath here as you can see now currently it's negative going left we want to invert that and put these down here there we go we've now got eight control surfaces two four actually four for left and right and four four up and down so once we've got that there's a few more things we're going to need so now that we've got all these components on these are the very very bare minimum things that you will need we're going to start by actually getting this thing to move once we get it to move we're going to get it to actually hold its depth that we tell it to go to and the next thing we're going to do is going to connect the sonar and tell it to hopefully direct itself and hit target so let's start with getting this thing to move so as you can see we have the actual thrust here which is going to cover up our pillar now we need to add something to that to make it go forwards and backwards so i'm going to be adding firstly a gearbox and secondly we're going to add a let's do a t-piece and add two motors we're going to go with the electrical motors these should be more than enough for it to get us going add those on go to the gearbox max the gearbox out make sure it is facing towards the actual motors here make sure it's facing towards you don't have to actually take that you could remove it i just like having it gives you a little bit more speed we could even add another battery here if we wanted to okay once again just be careful on how much weight you add to this like you would think oh we got plenty of space let's add another one is warheads you could but the more weight you add the more motors you'll need which adds more weight more batteries you'll see then and then the more thin riders you'll need and so on and so on and so on do you want to have a good balance between weight and also the amount of fitness and power and things that you have once we've got all that on we need to build some logic so let's start with some very basic logic let's just get the propulsion done let's get this thing to just drive forwards so we're going to use a constant number here the constant number will tell it hey when you spawn in put a one on it and tell the motor to turn on and just go full steam ahead very very simple of course we will need to connect the electricity so i'm gonna go and do that quickly hold ctrl down by the way to select multiple things without you having to physically drag and drag and drag you can just hold ctrl and select multiple things here makes it much easier once we've got that in if we spawn this in it should just spawn in and go straight forwards with nothing else now when you spawn this in you'll notice the best one in here look at it it's going to spawn high and then drop way down load hit the dark and then bounce off to stop that what you can do is if you just go to the world view yeah you can actually see what's going on you can go down to the move and drag this all the way down so once it spawns and it actually spawns in the water which means it doesn't drop down it should just go here and then start to move across you can disable it spawn it again and let's go and have a look there it is can you see it's going towards but it's going down because we haven't got any which control at the moment so let's go and do that now of course when i click my workbench nothing's here that's because the creation is actually out of my workbench already and here is my map i need to click on it to return to my workbench there we go and then quickly click on the workbench and here it is so now we're going to create some type of depth hold system now how you want to do this is up to you i personally recommend that you do a mic controller make it nice and compact and small so for the purpose of this video i'm actually not going to be doing it i'm going to be using basic logic so i'm going to be using our basic logic that we have here in stomachs i like to do this for a few videos just to keep it very simple and very clean you guys can then of course use that same principle and put it into my controller so the first thing we're going to do is we're going to grab a pid that will allow me to create the depth hold system i'm going to disable my symmetry and i'm going to place it somewhere on my creation probably over here the next thing we're going to need is an altitude sensor this will allow me to check what our distance or height is in the water and above the water and so on so i'm just going to go and put that over there the next thing we'll need is some way to turn the prd on and off now the easiest way personally is probably just to use a constant on signal that way it's always on and it's always working so we're just going to go there and put it over there now we can actually get this all connected up so we can go over here turn the pid always on the next thing we're going to do is our altitude which is going to be our variable we then have our pid which is going out into our fin rudders here at the back and we need something to set it so what are we going to set it to well let's go and grab another constant number and maybe let's go and set it to possibly like negative 2 or negative 5. once again up to you on what your depth you want it to be you could create some really cooler systems using more sonars i'm using more logic uh to make this thing much cooler but let's just go with like a negative two for right now that'll be just below the water line but there's a set point there and in theory we can now spawn this in and see what happens not saying it's gonna work straight away we might need to tweak it now we need to go and put some settings onto our pid controller now what settings you put on is up to you you will need to play this around with these settings you can try and use my settings but once again it all depends on how much weight you have how many fin runners you have this is not a universal setting you can always use you have to do your own testing and you have to do your own tweaking let's go with a very basic setting for now let's go with something like 0.2 or 0.1 uh for integral gain i always do 0.001 so four zeros is what i pretty much always use as a standard here and then for our dampening i mean i don't want this thing to be doing dolphin dive so i'm going to put quite a high damping force on this maybe like five we can maybe increase that or decrease it as we go on so once we've got those settings on let's go and spawn it in and let's go and see what happens as you can see there it goes look it's going up it's going up oh look at that actually that's not bad it is going up and down a little bit more we can add more dampening to it but i mean that's pretty good okay it's far gone now by the way and let's bring it back in and let's have one more look at it and let's see what happens goes up to negative two goes down a little bit goes up a little bit all right i mean that's not bad we can play around with those settings once again i can't go back to the workbench i have to open my map click on my creation bring it back in and then quickly click on the workbench to get it back all right so now we've got it back and our depth hold is pretty much working it's not perfect but we could spend more time tweaking it but it is working uh the next thing we can do is our sonar now for the sonar we could in theory just connect a few things up now with sonars how they work is you have a target found you've also got a target distance we've got facing your elevation angle ffv and signal strength now we don't want to focus on most of these things some of these things we don't even care about for this tutorial the only thing we want to focus on is ffv so telling it what our field of view currently is we also want to go and tell it um we want to read what our elevation angle is so this will be the turns on it as you can see you've got these little arrows on top so if we just grab another one of these you can see there's arrows on top that tells it whether the target it found is to the left or to the right and that's what comes out of the elevation angle so there's the two pretty much the only two things we need i mean we don't need signal strength we don't need distance you could use that distance to create some better logic or some better features on this uh the toggle found don't really need it uh facing you don't really need it so the only two things once again we're focusing on is fov and our elevation angle now what we're going to do for ffv is we're just going to connect for example do we have like a one here i think we do yeah just connect the one over to it that means it's got a very wide field of view it will just max itself out to 0.125 the elevation angle in theory you could connect that directly over to your left and right which is here at the back however we probably are going to change that because that gives it to you in turns which is probably not the best thing let's just see how this reacts firstly even if it goes in the right direction and then we can obviously maybe change the sensitivity of it so let's go and spawn in let's see what happens there it goes there it goes is it turning at all not really it's not really turning it's going actually more left than anything so let's go into it now we're going to change some settings on it once again open our map bring it back to the workbench click on the workbench okay let's change some things i'm going to grab a function block and we're going to use my function blocks i always love using function blocks so we're going to grab one of those we're going to go onto it and we're going to x times six maybe four let's do six and we're going to take that elevation angle put it into my function block and then go into my pen riders or fin controls in the back so it's pretty much taking whatever that is giving it in turns and timesing about six and then sending it out to my finger on this let's see how that works now around here watch it where is it going okay it's going right oh okay hold on that's pretty good did it hit i think it hit all right i'm pretty happy with that so now let me just bring this back in the workbench quickly there we go sounds pretty good actually i mean maybe let's make it more sensitive let's bring it to like eight uh and that should work now you saw that when it hit it didn't actually explode this warhead so we probably want to add some type of impact sensor on it i mean you could use the built-in impact sensors that on these wall heads i don't want to risk it so i'm probably just going to put one over here and click on it change the settings let me make it like two or three or four that way it won't explode when you spawn it in connect it directly over to detonate and i mean spawn in it let's see what happens now so where is it let's follow it let's go home key and let's follow this thing so there it goes it's not angling itself towards the boat so let's go above the water oh look at that hitting the front so that was probably a little bit too sensitive for me so let's just bring this back here now you'll notice that went and despawned it's no longer on our map because it exploded so that's how stormworks handles destruction and obviously freeing up physics and things so we have to go back into our workbench and we're going to just have to go and do an autosave so it did work i want to reduce the sensitivity of this maybe down to like six uh let's go and test it again let's see what happens so here it goes there it goes spawned in oh it actually hits the bottom oh that's interesting auto save so make sure we do have an impact sensor you can actually increase this maybe you can increase it to like 20 if you want to or 15 that way when it spawns and it doesn't instantly just damage something so there we go cool there it goes off there it goes off there it goes off okay that's uh sensitivity is not bad i mean it's still towards the front of the ship i mean i'm not complaining it's still hitting which is the main thing i'm guessing that's where the radar signature is that i had found so i mean that's pretty good let's do another autosave so yeah i mean you guys can carry on tweaking it as i said if you want to change the sensitivity of the left and right you can go over to the function block and change it here we can make it times by four we can make it times by three it's up to you uh and then also with the pid settings for the um depth hold so if you wanted to go to let's say i set it to negative two we could have set it to negative one on it to five i mean it's once again you can play around with settings batteries once again i think two probably three is more than enough and if you wanna make it look better i definitely recommend you use a mic controller instead of all this little logic that way you can build something nice and long you could actually even make this shorter to be honest uh let's just go and make it somewhat decibel decent and make it look quite nice so what i mean quite nice i mean acceptable there we go sure and then the front we can do like maybe a red that makes it or even a yellow let's make it look like my one of my old ones i think i had yellow in the front i'm correct there we go done so after you've gone and added your blocks on and you've done some painting you might find that when you spawn this in your creation actually doesn't perform like how it used to perform that's because you've added a whole bunch of buoyancy to the creation now to get through that you could add some more weight blocks to the creation that way it would sink a little bit lower in the water as you can see i don't even know where mine went at the moment i think it didn't even hit the target so we can bring this back into the workbench maybe add a few weight blocks on there maybe change the sensitivity of my steering there's a few things you can do here i mean for the purpose of this video right now i'm just going to go and add like some weight blocks underneath it so you guys can see how much of a difference that might make just make sure that your center gravity is quite low uh and of course that you didn't add too much pointy by adding all those blocks in early on so there it goes there okay still needs a little more tweaking but you can definitely see it is working it is not however going to hit that target so we might want to change our sensitivity oh no it did there we go yeah it did last minute it went and hit the target there so guys that is a very basic torpedo using the sonar garand storm max i mean i had a lot of fun playing with this and learning how they you know how much has changed since i built this what promised three years ago uh even more now i can't even remember so yeah i mean it's been a lot of fun learning how the new ones work i mean stormwix has come a long way so hopefully this tutorial has been somewhat useful for you guys and you've been able to follow along i said just keep an eye on those key things like for example make sure you configure your pid correctly you tweak it as you need it uh once again my settings are not universal you can't use them for everything you will need to tweak your own settings whether your creation is heavier or lighter you have more fins and less fins etcetera there's a lot of things that do change how torpedoes work in stomachs that's it this is a very basic tutorial and i'd love to hear you guys comments if you would like to see maybe a more advanced one maybe i can show you guys how to create a gps guided one and then maybe once it gets close to its target it switches to sonar uh we could also do some missiles if you guys prefer we can do some big missiles here in stomachs and show you guys how to get uh radar guided missiles although we've done it sorry on that all the small ones at least but we can do some gps guided missiles for example let me know the comments below and if you have enjoyed this video smash the like button hit subscribe button until next one we will see you then you
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Channel: MrNJersey
Views: 34,637
Rating: undefined out of 5
Keywords: Stormworks, update, news, major, next, island, map, area, snow, mountain, land, friday, improvements, thumbnail, screens, monitors, radio, camera, lua, code, script, laser, distance, shark, megalodon, attack, bug, electric, battery, winch, cable, fuel, space, space engineers, seats, car, racing, pipes, rails, sonar, radar, new, audio, link, BASE, spawn, new game, game, wedges, slope, winches, connector, rope, logic, node
Id: KSZu3crh2b0
Channel Id: undefined
Length: 17min 29sec (1049 seconds)
Published: Tue Dec 14 2021
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