Stormworks: Build and Rescue

Stormworks: Build and Rescue

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SBS HERMES Mk.II Transport Plane (LEGACY)
   
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6.294 MB
15 Aug, 2019 @ 10:59am
30 Oct, 2019 @ 9:53pm
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SBS HERMES Mk.II Transport Plane (LEGACY)

In 1 collection by ElfBossHogg
Stormworks - SBS (SeaBoss Systems) - Vehicle Collection
57 items
Description
SBS (SeaBoss Systems) HERMES Mk.II Medium Transport Plane (LEGACY)
KEYPAD LOCK OVERRIDE CODE: 0397

*LEGACY: No planned changes on current version. New Versions will be issued.

NEWLY ADDED: Oct 17th
- Additionally Heatsinks to prevent overheating
- 4 Multi Mode Radios (Pilot, CoPilot, Sensors, CargoBay) capable of Single Channel or Two Way Communications
- External and Internal Broadcast system that allows a Microphone from either Cockpit or Cargo Bay to Broadcast to external Megaphones or Internal Speakers.
- RADAR (using new Radar blocks) to SENSORS Station (removed duplicated Weather Display)

The second generation of the HERMES Transport Family updated with a new Flight Deck, AP with 32 Way Points Memory that can be run in SINGLE or ROUTE mode, Sensor Pod with Laser Distance and Laser Beacon Search operable from SENSOR station, Passenger Section with small galley, 2 Med Beds and 2 Jump Seats, Cargo Bay with 6 MAG connections and 4 Gripper sections on floor. Cargo Bay is larger then the original Mk.I.

Increased Diesel fuel capacity pushes the carry volume to over 20k. The HERMES has an Operational range of 500km+ in High Efficiency Mode and 100km+ in Power mode (toggle button located in centre control panel just next to the Systems Display). I suggest using Power Mode (default) for Take Off, Landings and heavy maneuvering. High Efficiency mode is for long haul cruising. With Power mode on the HERMES is Short Take off and Landing capable powered by 4 DIESEL Vanguard Engine Pods on the wings.

APU available. Controlled from either the Electrical Panel just aft of the main Passenger Section or from a overhead panel just above the Pilot's Seat.

The HERMES is fully controllable from either the Pilot's or Co-Pilot's seat with no switch buttons required. The system works by being "Additive": The control inputs from the Pilot and Co-Pilot are added to together with the final result sent to the Fly by Wire (FBW) system.

GET INTO THE AIR...
Simplified the process from the Mk.I. There are no Engine Idle Buttons or Propeller Engage buttons like on the Mk.I. Power applied through the throttle goes directly to the engines. The Engines each have logic where power setting below 15% will automatically set the Engines to Idle and disconnect the Propeller from the Drive Shaft. This prevents the Engine from stalling out while still allowing the Generators to provide electricity.

START UP...
1. Using the Keys in the Flight Deck Ceiling turn on DIESEL ENGINES 1, 2, 3 and 4.
2. Turn off the Wheel Brakes by either clicking the button in the panel between the Pilot and Co-pilot mounted just below eye level or hitting 6 from the seat.
3. Apply full Throttle
4. Don't touch the pitch controls yet...
The HERMES will start to pickup speed fast and starts to leave the ground at around 38 m/s when in POWER Mode. You can easily take off from the Creative Base in a straight run out of the hangar and clear the hills.

The HERMES has HOLD ALTITUDE and HOLD SPEED functions. When you click on the HOLD buttons (centrel lower panel on either side of the main engine throttle) the plane will automatically set the current Altitude or Speed as the value to be held (shows as H.ALT and H.SPD in the HUD). You can adjust those values up or down using the buttons on HOLD panels or when seated using KEYS 1/2 for Speed and KEYS 3/4 for Altitude. I find using HOLD very effective for Landing. When I line up with the runway I use H.ALT to modify my Altitude keeping it a couple of meters above the runway just before touch down. I then adjust H.SPD to slow my speed so that I'm in a controlled descent. Think of how a real plane works... on landing the plane is pitched up and the pilots adjust the speed to control the descent.

The AP Mode holds up to 32 way points (GPS X, GPS Y and ALTITUDE) and is editable from the panel to the left of the main pilot's seat. In SINGLE mode the plane will fly to the current way point and turn off Autopilot when the destination is reach. With ROUTE the plane will fly from WP to WP in sequence until it reaches the last set WP (will show as *LAST LEG* on the HUD). After it has reached the way point defined as *LAST LEG* it will automatically turn off AP and kick in H.ALT. In the Mk.I there was an AP option for setting speed at destination. I removed that in favour of using only H.SPD to control speed during the AP.
NOTE: For AP the requested Altitude will be reached in a "progressive" manner. The AP will progressively adjust the requested Altitude in small increments during the leg so that you will arrive at the Destination Altitude.
Even with AP on it is still possible to provide "Pushes" via the Roll and Yaw controls. This will allow you to make small course corrections without turning the AP mode off. The plane will make the necessary adjustments to put you back on course. Pushes are useful if you find that your current course will cause a collision. Additionally while AP is on you can use the H.ALT Keys (3/4) to make adjustments to the profile of the AP altitude without having to change the way point numbers.
NOTE: The AP WP Memory is now set up in such a way that you can edit way points even while the AP is running. There are two separate channels going to the memory: READ and WRITE. READ is used by the active AP system and corresponds to the Current active WP Number (shown in the NAV.AP 1x1 Monitor and on the HUDs). WRITE is tied to the NAV EDIT system and uses the WP Number defined in the AP Entry Display Panel when in EDIT mode (if CURR is on display panel click on it to toggle to EDIT mode)
NOTE: There appears to be a small glitch which occurs very randomly in the autopilot based on some data being passed from a LUA block (VDC Data) outside of the FbW Microcontroller. What appears to be happening is that when you start AP it may set the AP.ALT to zero. When this happens quickly turn the AP ON/OFF and it will recalculate the require altitude path as expected. It doesn't happen all the time. What I think may be happening is that there is a small disconnect between the timing of the LUA's block data cycling and the FbW Microcontroller where it is receiving "no data/default to zero" for a split second. It is then registering that the current altitude is zero because the VDC Altitude stream is "no data" and the AP would then start from zero Altitude as the starting point for it's progressive altitude calculations. I tried everything to massage the data on entry in to the MC but no luck. The only workaround is a quick toggle of the AP.

USED ITEMS:
3D MAP
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1799889445

ACI KEYPAD MICROCONTROLLER
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1798243537

INTERACTIVE TOUCH SCREEN NAV PLOT
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1751688707

CAMERA CONTROLS ON SCREEN
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1743646603

COMPASS BAND WITH TARGET INDICATOR
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1748507638

GLASS COCKPIT MULTI FUNCTIONAL DISPLAY
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1766529972

WIND SPEED Mk XCVII
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1662885692

Weather WIDGET
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1750290839

Aircraft HUB v0.8
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1794342428
14 Comments
ElfBossHogg  [author] 29 Jul, 2020 @ 5:07am 
I just tested it out again and there were no issues. The APU gets hot but never reaches a destruction point. There is a tiny value section in the speed setting throttle (0.01-0.1) where if it the throttle gets tapped the system will ramp up the engines but the speed setting isn't enough to disengage the propeller brakes. That's where you may see a run away engine. It's just there as a quick way to ramp up the engines but gets quickly overshot when you increase the speed throttle for takeoff. That could perhaps have been engaged but at zero the engines won't overrun and idle at 30-40'C.
Idiot With A Gun 28 Jul, 2020 @ 8:51pm 
i turned the engines on, i didnt throttle it up, it just went kaboom, i only turned the apu and engines on
Idiot With A Gun 28 Jul, 2020 @ 8:50pm 
why did it just explode?
ElfBossHogg  [author] 14 Feb, 2020 @ 5:13am 
Hi Potato. The cargo door has a separate locking mechanism from the other hatches and doors. In order to unlock it you either enter 0397 in to the keypad on the exterior of the door or click on the "SECURE CARGO RAMP" toggle in the cargo bay (yellow coloured block on port side just beneath RGB status light). By default it's locked and the lights should show red. Unlocked is green.
Potato Application 13 Feb, 2020 @ 11:03pm 
Hey, when i try to open the cargo door its stuck? I dont have the entrances sealed
ElfBossHogg  [author] 29 Sep, 2019 @ 3:12pm 
There's a large number of fuel lines stretching throughout the plane (APU in the back, fuel lines out to close to end of wings, additional lines for fuel transfers). Fuel gets held in those lines but isn't considered in the volume of the tanks. Therefore it's possible to run for a while on an "empty tank" as it's using the fuel still left in the lines. 😊
Klaus Klavier 29 Sep, 2019 @ 2:39pm 
ive tried to crash this thing but it wont somehow, all othe rplanes run out of fuel and fall from the sky. this ones tanls say empty and she keep going? even with power saver mode off I cant burn the fuel out? what trickery is this?
ElfBossHogg  [author] 28 Aug, 2019 @ 8:42pm 
The electrical connector by the loadmaster's chair is entirely optional. It's there if you want to build a pallet configuration that would use electricity. All you would need to do then is just put an electrical connector on the palette and slide it in to connect. At that point then you could draw energy from the plane and don't need to rely on a battery on the palette.
ElfBossHogg  [author] 28 Aug, 2019 @ 8:39pm 
Hi Matt. I had built a simple cargo pallete but haven't put it in yet. The way the cargo
"slides" work are that I reversed the typical gripper/slide setup so that the grippers are actually in the floor and not on the palette. What that means is that your palette doesn't have to have power and you can control the palette positions directly from controls in the cargo deck. Additionally the pallets are now only one block high... a nice low profile. :)

All the pallet is is just the partner sliding piece and some blocks. Very simple, you can make the pallet whatever you want. The brakes and gripper controls are now part of the plane. You don't need any other controls on the pallet. You control the brakes and grippers per zone (A,B,C,D) via the buttons directly on the wall.
TACOSAUCE 28 Aug, 2019 @ 7:49pm 
how does the cargo hold work with the sections marked A - D? is there a special pallete that's supposed to run along the floor tracks and connect to the electric connector by the loadmaster's chair?