Stormworks: Build and Rescue

Stormworks: Build and Rescue

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RMS Ophelic
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Vehicles: Creative
Tags: v1.5.5
File Size
Posted
Updated
22.481 MB
9 Mar, 2021 @ 7:52am
17 Jul, 2022 @ 5:34am
4 Change Notes ( view )

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RMS Ophelic

Description
UPDATE
7/17/22
  • Removal of part of the Rigging due to glitches
6/20/21
  • Lighting Optimizations
  • Fixed smoke not Emitting from Funnels
  • Deck Railings Will Pivot with Infinite Electricity off
  • Rigging will tighten with Infinite Electricity off
  • Other Minor Fixes

***Infinite electricity needs to be ON before spawning***

***Mission Spawns at Oil Rig***


History
(FICTIONAL) RMS Ophelic was the first ship of the Ophelic class ocean liners built for the Trans-Oceanic Navigation Co. She was build as means for the company to get a foot-hold in the Liverpool -New York run. complete in Early 1890 and making her maiden voyage later that same year, she would serve the Liverpool - New York run up until 1906 when she was switched to the Liverpool - Quebec City run, replaced by, larger, more modern liners, she would continue that route up until 1910 when, again, she was replaced, this time hauling freight and passengers between Liverpool and Cape town up until 1914 when WW1 broke out. Ophelic was and spent the the first year of the war transporting Canadian troops to Europe. In 1916 she was requisitioned as a hospital ship and sent to the Mediterranean. In 1917 she returned to transporting Troops and would do so for the remainder of the war. After a brief return to passenger service, she changed owners several times before being sold for scrap in 1922.

General Characteristics
Class and Type:   Ophelic class ocean liner
Tonnage:      6,500 GTR
Length:      419 ft (127.75 m)
Beam:        51.6 ft (15.75 m)
Draft:       13.9 ft (4.25 m)
Installed       9,000 indicated horsepower
power:
Propulsion:     8 coal-fired boilers
          2 triple-expansion engines
          twin screws
Speed:      19.3 knots (35.75km/h)
Capacity:     1050 passengers, 110 Crew


Features
  • 4 functioning lifeboats (2 fore and 2 aft, uncovered)
  • Controllable from both wheelhouse and aft bridge
  • Several crew cabins, chart room and wireless room
  • First class staircase going from the boat deck to D-deck
  • First class smoke room
  • First class sitting room
  • First class dining room
  • C-deck enquiry office
  • C-deck Gangway doors (2 fore and 2 aft)
  • Second class staircase going from the boat deck to D-deck
  • Second dining hall
  • D-deck crew passage (Connects first class stairs to second class stairs)
  • Aft deck house contains V1.0 Equipment
  • Functional bow anchors
  • Detailed exterior and interior
  • Smoking funnels (If infinite fuel is OFF)

Start up Procedure
Head to the bridge and turn the two keys labeled "Start Boiler Rooms", this will start the engines (this can also be done by pressing hotkey 1 on both wheelhouse and aft bridge helms). Use the throttle levers to control the engines along with reverse (again, this can be controlled by both helms)

Sinking
I recommend heading to a deep water when sinking the ship as a large amount a of lag can occur when she hits the ocean floor.
The power will flicker, dim and eventually go out, so I do recommend a night time sink just as much as a day time sink however the amount of lights can reduce in-game performance.
It is not tested what happens if both sink modes are active at the same time, it will most likely result in a very fast sink or not work at all.

DO NOT turn the sink button off after turning it on, this will cause issues

This ship features two sink modes:

Sink mode 1: Simulates a torpedo/mine strike at the starboard bow of the ship, ahead of the bridge, it will take around 30 seconds for the explosion to occur after hitting the sink button. The ship will be lifted out of the water by a violent explosion and a column of smoke will follow. The lifeboat nearest the explosion might fall overboard or be blown onto the deck (this entirely random, I think it might have to do with the timing of the explosion and how the ship is sitting on a wave) immediately after this, the ship will develop a severe list to starboard, this will increase as the sinking progresses. At the same time, the power will go out briefly and come back on, it will do this several more times through the sinking. As the water reaches the first funnel the ship will rapidly begin to sink and the list will increase even more, the power will dim, then finally go out, she will eventually slip beneath the waves. This sink takes about 10-15 minutes.

Sink Mode 2: A more traditional sink seen on alot of the other vessels on the workshop. She will go down by the head slow at first then gradually picking up speed, the stern will raise high out the water and almost go vertical before slipping beneath the waves. all the while, the power will flicker as the bow dips into the water, and will eventually go out. This sink takes about 15-20 minutes.

Any locked doors are not meant to be explored

This vessel is loosely based off of the RMS Ophir

Hospital ship version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2419660153
Troopship version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2431457695
Tugboat in photos: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2390638607
Pier used in photos: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2495759986

Please Do Not Modify or Re-Upload This Vehicle
Popular Discussions View All (1)
6
27 Sep @ 7:23am
I love the ship!
Treeman19
295 Comments
Crystallised Dragon 27 Sep @ 7:23am 
You know what you should do with this? Make a new version, one with a different way that it sinks. Add interior as well.
Crystallised Dragon 27 Sep @ 7:20am 
Oh. And btw, turning off Space DLC doesn't work.
AirStrikeOnLine  [author] 7 Sep @ 10:10am 
@Neon ChatGPT, Neither sinks properly work still, some comments say you can sink it with alot of C4 if you want to give that a try, as for the funnels they do not fall over.
Crystallised Dragon 7 Sep @ 5:26am 
Also do the funnels fall over?
Crystallised Dragon 7 Sep @ 5:03am 
Has the sink been freed of that damn Space DLC's glitches? I really want to sink this thing by ramming it into an island and then using sink 2
sentinel 22 Aug @ 10:25am 
As a project I think you should completely redo this, if of course you want to be committed to that. It would be so interesting to see the interiors and exterior redone as well as a functioning sinking. Ophelic has always been one of my favorites.
baGGs 11 May @ 10:44am 
PLS UPDATE
Arazul708 3 May @ 1:52pm 
Becasue of the stupid Space DLC
Arazul708 3 May @ 1:52pm 
For the torpedo i would say way dont you put warheads in there that they explode, becasue stormworks has this fluid problem and the ship just doesn't sink
arg2yr 24 Apr @ 4:03pm 
im poor and dont have the serch and distore