July 26, 2016
In Starmade, over the course of several months, the last of which, I have been entirely focused elsewhere, I have been slowly building up a replica Typhoon missile submarine. I picked this particular submarine, because it is the biggest submarine still in service. The dimensions of this leviathan give me the working space in the game of Starmade, to fulfill most of my requirements.
Since the most famous Typhoon missile submarine known to most people being the “Red October” from the movie “The Hunt for Red October”, my requirements include internal spaces that are reminiscent of the movie. I am fairly happy with a lot of the internal space.
- Starting from the back, I have built some fairly nifty, decorative, shrouded thrusters. (These are not system Thrusters that actually can move the ship in the Starmade sense, but are just decorative fans, sandwiched between protective metal grates on both sides, surrounded by an armor shell that forms the shroud.)
- In the rear compartments, there is a torpedo room with dual torpedo (missile system) 10-block weapon systems, with a “Beam” lock-on computer slaved to each one. The torpedo room contains a bunk, so that the weapon handler can remain on-station for extended periods.
- On top of the torpedo room is a false engine room, colored to look like the one in the movie (blue and green lighting). The engine room has a walkway in the center aft of the room, opposite the entrance, that leads up to the aft deck hatch.
- Adjacent to a rear wall of the engine room is a small officer’s lounge that leads out into the rear hallway with paths leading up to the engine room door and down to the rear torpedo room door.
- Around the corner is the officer’s head (bathroom), then two officer’s quarters along the hall, which runs parallel to the keel. This officer hallway leads up to the rear door of the main control room. On the other side of this hall is the captain’s quarters, and a door leading to an intersection that is in the center of the boat, sandwiched between captain’s quarters and the control room.
- The intersection off the officer hallway runs up the center of the boat to the conning tower, directly above the control room. From here, one can look out through the rough-weather bridge in the conning tower, or proceed up to the top of the conning-tower at the fair-weather bridge. I was wanting to place some retractable structures in the conning tower, but a lack of available control surface, the need for additional system blocks, and the lack of utility in retractable antennas in Starmade precluded their implementation.
- The intersection off the officer hallway also leads to a stairwell that winds down to the mess hall. The other side of the rear of the mess hall is a door leading to the kitchen, cold storage (including a morgue and a separate refrigerator that is a large storage system), as well as a small two-compartment bunk area.
- Forward of the mess hall is a pair of small bunk rooms, one on either side of a central support column that contains a walkway up to the intersection area, directly from the mess hall. Fore of these bunk rooms is a small walkway up that meets in the forward part of the walkway intersection that is fore of the control room.
- The central intersection fore of the control room has twin doors leading back to the control room, twin diving trunks on either side of the main hull, and mirrored stairwells that lead to the missile room entry doors.
- The missile room contains 20 vertical missile tubes (in Starmade, each tube is a 10-module missile system that is surrounded by standard armor to look like a relatively smooth cylinder.) Yellow lighting is placed among the missile tubes.
- Decorative control panels are posted along the lower-sides of the missile room, to be similar to the control panels found in the Hunt for Red October movie missile room scene.
- Each twin pair of side-by-side missile tubes with 20 missile modules are linked to 10 “beam” lock-on systems for lock-on capability and to a vertically-mounted missile control computer for vertical launching of twin lock-on missiles.
- Around the upper level of the missile room is a metal grille floor, with many systems along the walls, mostly antenna scanners to support “sonar pings”, as well as thruster blocks for actually contributing to the boat’s extremely limited maneuverability, and “stop” modules, which contribute to the “Stop” antigravity support system, which will allow the boat to hover above planet surfaces, in order to mimic submerged operations in the Starmade outer-space environment.
- The “stop” antigravity system has been carefully balanced with 100% antigravity, to allow the boat to remain hovering over a gravity source for any length of time without falling.
- Also, along the missile room’s upper level are a number of bunks. This was not a feature in the movie, but I figured I could simply replace the pipes and conduits that the hero must crawl through, replacing them with bunks, to give the boat a more crew-friendly appearance.
- At the front of the lower level of the missile room are twin doors leading to the forward torpedo room. This forward torpedo room contains four forward-facing 10-missile modules, with “beam” lock-on computer-linked missile systems, to simulate four different torpedo tubes. This torpedo room also contains a bunk, to allow the weapon handler to remain on-station for extended periods.
- Fore of the torpedo room is a large collection of scanner modules, to allow the boat to simulate sonar pings with scans. The scanner system has been carefully balanced to provide 100% scanner module efficiency with regard to the ship’s size and mass.
- At the top tip of the boat are a pair of small, retractable bow planes to simulate the retractable forward hydroplanes of the real Typhoon submarine. These were just recently implemented, and are what the title of this post is all about. These are the boat’s “wings”.
- In the nose of the boat, as well as 3 points along the keel, there are docking points to allow this boat to land or dock to docking areas in Starmade.
- The fore deck hatch, sandwiched between the conning tower and the missile tube hatches, having docking points at standard locations around it, to simulate the docking area for “standard” (as in Starmade) and “universal” (as in Red October) docking systems, to recreate the scene in the movie where a small submersible attaches to the deck of the Red October and allows the hero entrance to the eponymous boat.
1 Sonar Bell (Scanner System at 100% efficiency for active scanning)
Radar Jammer (the nearest facsimile to Sonar stealth in Starmade) that works for about a minute.
Bobby AI (enables AI usage in Starmade)
4 10-module lock-on “missile” systems to simulate the fore torpedo tubes in the nose
2 10-module lock-on “missile” systems to simulate the aft torpedo tubes.
10 dual-output, 30-module lock-on vertical “missile systems” to simulate the 20 ICBMs in the missile room.)
Torpedo outer-door control switch (plot point in the movie; keeping them closed prevents the hero from having to fire upon the Red October as a threat.)
100% antigravity “stop” system control, so that the boat can hover effortlessly above a planet’s surface.
There are a few more control systems to fix before releasing the boat to the Starmade community, primarily involving attaching lights to their appropriate light switch in the control room.
There is a yellow-light “radiation warning” blinker in the control room, to simulate a scene that takes place shortly after the hero boards the Red October.
The boat is double-armored, with an outer shell of mostly-black advanced armor on the outside, a middle layer, consisting mostly of batteries, and an inner shell consisting of mostly grey advanced armor.
The boat is not so tough by Starmade standards. There are no shield capacitors and the native 220 unit shield capacity has been charged up but the shield chargers removed, specifically to allow a few small-arms hits to not damage the structure.