Stormworks: Build and Rescue

Stormworks: Build and Rescue

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SAR Fargo Ne (Standalone)
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File Size
Posted
Updated
8.636 MB
9 May @ 10:56am
28 Aug @ 5:26am
9 Change Notes ( view )

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SAR Fargo Ne (Standalone)

In 1 collection by Kontrastprofil
SAR Fargo Ne
7 items
Description
Preamble
This is the standalone version of the SAR Fargo Ne without any subvehicles.
The version including Tumble Be and Fargo By: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3289973626

Subvehicles can be found:
SAR Fargo By: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478648081
SAR Tumble Be: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478651984
SAR GroundFire: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478647197
SAR GroundPassenger: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478646777

There is also a design idea which is compatible but not transportable by SAR Fargo Ne:
SAR GroundCrawler: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478650835

Introduction
The Fargo Ne is a Search and Rescue ship with nuclear propulsion and a sleek and modern design. With highly automated systems she can be operated by a single person and is capable of reaching a topspeed of more than 90 knots in clear conditions.
With 3 different drive modes, active stabilization, assist systems and more the Fargo Ne will try to adjust to even extreme conditions.

Performance warning
This ship is complex. Even with a strong setup performance can be disappointing. Lots of monitors, lots of physic shapes, lots of physic bodies, lots of code and lua.
  • lower your physics in settings
  • reboot the game
  • start a fresh instance of your game without clutter in the world
  • Creative Island seems best suited, relativly small island with a large dock
Expect low framerates, especially in port or near landmass. Complexity comes at a cost, sorry about that.

Specs
Hull
Overall
Length
55.50m
55.75m
Width
10.75m
12.25m
Height
12.50m
16.00m
Depth
1.50m

Generator
30 kW
Topspeed
> 90 kn
Mass
102,000
Cost
> 1.2 M

Features
  • 5 personal quarters with fresh water showers ;)
  • recreation room
  • cantine wtih kitchen
  • salon for 4 passengers
  • hospital for 8 patients
  • equipment room
  • armory
  • 3 water cannons
  • gangway / gantry
  • radar and sonar
  • 4 active stabilization systems
  • bilge pumps - 4 compartments
  • fire supression with auto reset
  • radiation detection
  • autopilot with waypoints, hold course, assist and collision avoidance, adapting to environment
  • international rule navigation lights
  • crane - with auto return
  • new iso format
  • fuel tank - for refueling prehistoric ships
  • communication
  • video transmission by subvehicles
  • prepared for SAR Tumble Be - electric, charged by nuclear core while docked
  • prepared for SAR Fargo By - electric, charged by nuclear core while docked
  • prepared for SAR GroundFire and GroundPassenger - electric, charged by nuclear core while docked

Credits
DVD Logo Screensaver by Boo-urns
DVD Screensaver by unkl
Automatic Industrial Emergency Generator by white Noise
Artifical Horizon With Vert Speed by markers622
DIGITAL KEYPAD CONTROLLER by Moo
1x1 Monitor Double Bar Gauge by TheRealXebec
Radial gauge (ring) v2 by Firyst
Absolute wind by Vladigor
Zizo Transponder Locator by Zizo
Zizo's Radar & Sonar Map (Updated) by Zizo
Distance Calculator Beacon Locator by Being_Bright
Painting Sunset_Beach by PyroNicampt
Echo Sounder for 1x1 monitor LUA by jalopeelo
Compass Band with target indicator by sengir_vampire
*LUA* navigation map (touchcontrol) by Tajin
Weather Widget by » p i x x e l «
Interactive Touchscreen Map v2.2 by Geekness

Special thanks to the following shipbuilders, where I took a lot of inspiration, ideas and some systems ;) check them out!
KN Fusion by Coїn
ADV - Cape Cairns (Border Force) by Scraggs101
Research Vessel Kasugano Sora by Dalva and SandyKay49
LSRA1 Langoustine - Small boat by VariosSeñuelos
CYNTEK SPECTRE SC by carn1vore

Another round of thanks to Mephistopheles and friends, who helped immensly by providing feedback and tests. Thank you guys, have fun!

Final Words
This ship is quite performance heavy so consider lowering the physics
If you find any issues, errors, or anything off: please let me know!
Code Engine Room: 171717
Code Armory: 171771

Have fun!
Popular Discussions View All (1)
2
27 Sep @ 6:14pm
Questions / Bugs / Help
Kontrastprofil
21 Comments
Kontrastprofil  [author] 28 Aug @ 5:35am 
@ Nikedits_gaming and rachelcoleart energy problems and hickups should be fixed with the latest update.
@ MajkiPL thank you, still trying to improve it.
rachelcoleart 27 Aug @ 12:41pm 
for some reason the bridge monitors turned off and the ship slowed down i went into the engine room to look and then all the buttons started turning on and off could you try fix it?
rachelcoleart 26 Aug @ 9:50am 
nvm i just found it
rachelcoleart 26 Aug @ 9:39am 
where do i put the ground vehicles on it?
Nikedits_gaming 18 Aug @ 11:49am 
@ Kontrasprofil Is there a reason why the Ship swims so high in the water? The other this size vessels usually swim way deeper. Also I once made the mistake to turn off the reactor and I got to like 69% battery and it started having these hickups, I tried to start the reactor but in the engine room it showed me that there was too little battery and I even turned on the emergency generator to get more electricity but it did nothing. the only way I found to revive the ship was to turn on infinite electricity and then it came back to life. Also is it just me or do the boilers lose water and not get any back automatically or do I have to go back to the engine room once in a while to refill the boilers?
MajkiPL 17 Aug @ 4:11am 
This is sooooo good
Kontrastprofil  [author] 16 Aug @ 11:42am 
@ Nikedits_gaming Thanks man, but can't do. This ship is designed to reach a maximum possible speed under perfect conditions without getting airborne or using hydrofoil. It has a low depth to be able to get near a coast or beach. It will ride over small waves, but bigger will have an impact. There are already 5 systems working to keep it down. Switch of stabilization and LOPS and see how that is going. In the end it is due to design. If you have trouble with lift in rough conditions: Please adapt your speed. There is nothing I can do.
Nikedits_gaming 15 Aug @ 1:34pm 
Fantastic ship. If you could make the ship stay in the water and not try to jump out all the time it would be perfect.
Kontrastprofil  [author] 15 Aug @ 4:39am 
Thanks everyone.
@TLO: Leon, ich würde das Problem gerne angehen, dafür brauche ich aber mehr Input.
TLO 7 Aug @ 4:58am 
Thank you for creating such an impressive ship! I have a small suggestion for improvement. To ensure accessibility during a power outage, it would be helpful to make the bridge, engine control room, and the path between them traversable. I encountered an issue where a sudden power outage left me stuck in the stairwell. Adding an emergency power backup for three key doors would prevent this. I recommend one of the bridge doors to the outside staircase, one of the two aft deck doors, and the engine control room door.
This would make the entire ship traversable, though you may need to take detours to reach some areas since many doors would still lack power.

Thank you very much for your contribution!