Stormworks: Build and Rescue

Stormworks: Build and Rescue

Fenris 2.0
47 Comments
peepergamer4112 23 Dec, 2024 @ 3:04am 
what is the password for the rector pool door lock?
Drako 3 May, 2024 @ 9:27pm 
If you know about the MK6 Nuclear Submarine Aircraft Carrier made by ghubb and someone else, how would you suggest filling up that balast tank?? It has nearly 1 million liters of capacity and I have no idea how to try and even fix it without the devs fixing the doors.
mikehayes43  [author] 31 Mar, 2024 @ 5:52pm 
Keter Have at it. I look forward to seeing the improvements.
Keter 30 Mar, 2024 @ 6:55pm 
https://gtm.steamproxy.vip/app/573090/workshop/

Have a look-see, and you are more than welcome to use any of my changes if you would like to build on it on your seawolf or the Fenris 2.0.
Keter 30 Mar, 2024 @ 6:54pm 
I was using your Fenris 2.0 for a while as a base-line with the life support system, and added optimizations to the older design (I gutted out the airlock systems and ballast systems and changed them by using compressed air like how subs do in real life).

I'm curious how you would feel if I made it available on the workshop, given that it uses the life-support system you installed in your version, since I found it was already too optimal to invest the time into changing.
mikehayes43  [author] 28 Mar, 2024 @ 2:59pm 
@Drako, one large pump per vent pipe and exit vent. put a port with a gas relief valve at the top of the tank to let air in and out. (Even under water.) There's a lot of videos on youtube, I recommend 454SS (I'm not affiliated with them in any way except I have learned a lot from watching that channel.)
Urban 28 Mar, 2024 @ 12:06pm 
You are a godsend, and honestly just being able to fix it makes you great. It had similar reaction to yours on the leaving of the original author, but i had no clue how to fix any of the problems. Great job
Drako 28 Mar, 2024 @ 8:56am 
what's the efficient way to pump things out?
mikehayes43  [author] 28 Mar, 2024 @ 2:39am 
You have to let the gas out to let water in. Put a couple of vents with a gas relief valve and it should help.
Drako 27 Mar, 2024 @ 4:25pm 
anyone know anything about how balast tanks need to work now? i'm using an older one that's gravity fed but that clearly doesn't work now.
mikehayes43  [author] 27 Mar, 2024 @ 10:43am 
I have, the problem is even using a flooder it comes up at only 93%. If the Sub is level it does ready to fire and you can launch torpedos. The entire system is overly complicated I feel and I'm reworking the entire system. It takes time though.
wolfje 26 Mar, 2024 @ 4:30pm 
the only thing that is not really correct with the torpedo, it does not become ready and stops giving water in the tube up to 93 percent, would you like to take a look at that?
Keter 22 Mar, 2024 @ 2:33pm 
I imagine your seawolf is floating because of the cavity between the pre-existing fenris frame and the outer skin. The reason it floats back up when stopped is because the fins at the back are controlling the pitch as you thrust with the engines, and it floats back to it's natural bouyancy when you stop.

You'll Probably want to install a ballast system or expand the existing ballast system of the Fenris into that extra space.
mikehayes43  [author] 21 Mar, 2024 @ 2:55am 
I'm ok with the smaller stuff but when the controllers start looking like a diagram for the NYC subway I have trouble understanding it all. lol
JVA 20 Mar, 2024 @ 6:04pm 
keter is big brain
mikehayes43  [author] 20 Mar, 2024 @ 4:16pm 
Keter, How good are you at Depth keeping? My Seawolf II Keeps going vertical when stopped.
mikehayes43  [author] 20 Mar, 2024 @ 2:56am 
Keter you are a Genius. Fenris is Fixed and the new working version has been updated here in the workshop.
Keter 19 Mar, 2024 @ 6:23pm 
Continued: You'll find the controllers on both sides of the bottom airlock under C&C for SB and Port respectively (for opening valves and pumps to bring hot water to the boiler).

And the controller that informs the dials in the C&C room right under the table with the screen that shows reactor info (to stop the pressure alert). I changed both values in the excess of 200 for boiler pressure because as far as I can tell, maintaining the temperature at 130 is safe enough.

I hope this helps.
Keter 19 Mar, 2024 @ 6:19pm 
CONTROLLER - PORT/STARBOARD - STEAM PRODUCTION.

As far as I understand the update a few days ago changed the ordinary boiler pressure to some number around 87, when it used to be around six or something. Given that the temperature stays around 130 degrees celsius, essentially just bump up the numbers of the maximum boiler pressure - it really shouldn't explode (however I am yet to test what actually makes the boilers explode in the current version of the game).
When unedited the pumps and valves from the water around the nuclear reactor does not open because it *thinks* that the boiler is about to explode, that's what it's trying to prevent with the set thresholds in the logic.

Also to prevent the C&C dials from freaking out, change the boiler pressure threshold upwards in COMPOSITE DISPLAY - REACTOR AND OVERPRESSURE STATUS (which feeds composite data to that dial that displays boiler pressure).
mikehayes43  [author] 19 Mar, 2024 @ 8:02am 
Which microcontroller are you removing it from? I'm going through each and can't find a limiting number for pressure.
Keter 18 Mar, 2024 @ 3:55pm 
Thing is, I just removes the Boiler pressure limit from consideration as to whether to open valves/start pump to the boiler from the reactor pool. Getting rid of the pressure bottleneck in the microcontrollers that decide an output (to red valves and pump based on the boiler pressure) seems to work okay for me so far, and did produce electricity. I'll let you know if I run into any issues with my adjustments, but it seems bypassing pressure is the easiest fix.
mikehayes43  [author] 18 Mar, 2024 @ 2:02pm 
The water isn't moving that I can tell, but I can't tell if it's a setting or a glitch.
mikehayes43  [author] 18 Mar, 2024 @ 1:30pm 
The max pressure controller is set for a max of 8 with a blow off of 8.5...
Keter 18 Mar, 2024 @ 9:27am 
Don't worry, just remove the maximum boiler pressure on the microcontrollers (by raising it beyond around 87.5 iirc), the main safety factor should be the temperature in my estimation, which would be fine anyway since the system is automatically maintained at around 130 degrees.
mikehayes43  [author] 17 Mar, 2024 @ 2:02pm 
Update: Geometa has killed this along with every nuke reactor/steam system and I don't have the will power to spend weeks on ANOTHER FREAKING WORK AROUND FOR THEIR F***ING UP THE DAMN GAME. Until the undo their Rectal/Cranial Inversion I can't fix this.
mikehayes43  [author] 17 Mar, 2024 @ 1:13pm 
Looks like they broke something new. Not sure how long it will take to figure out but I'll post a new version when I get it fixed.
Brody 17 Mar, 2024 @ 10:38am 
reactor is not working
Disrupted_Zero 16 Mar, 2024 @ 12:00pm 
Seems like reactor not working
sinewystatue382 10 Mar, 2024 @ 8:54pm 
i just want to let you know that the front ballast seems to drain slower then the rear one can you fix it?
mikehayes43  [author] 9 Mar, 2024 @ 4:25pm 
@Jacks It helps if the sub is level to be able to fire the torpedo's. I'll look into it though to make sure nothing new is broken.
Nik0 9 Mar, 2024 @ 8:12am 
rep+
wolfje 7 Mar, 2024 @ 10:47am 
just respect for dowing this
jacks 5 Mar, 2024 @ 12:07pm 
Hey theres something up with the torpedoes everytime i try and flood the torpedo tubes it goes to 99% then just stops im not sure whats up but im so happy to see this thing working again. if you could look into it i would be very happy thx:steamthumbsup:
i_am_tree 5 Mar, 2024 @ 3:31am 
hey i am not good at stormworks but i was wondering if you could fix this one judging bye people in the comments they say it is easy idk but please fix it love the work
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2659623722&searchtext=submarie+carrier
idk how to make links work
turbojacz2 2 Mar, 2024 @ 2:39pm 
You are probably extremely busy, but is it possible that you could add an abort button to the missiles so you could blow them up mid-air?
mikehayes43  [author] 2 Mar, 2024 @ 1:49pm 
Thank You, I'm still trying to streamline it a bit and reduce the number of physics bodies. I'm also working on a better torpedo and maybe a decoy.
SkiD Albin 2 Mar, 2024 @ 11:17am 
Exeptionall work, was thinking about doing this myself but glad someone beat me to it.
Lazy Panzer 2 Mar, 2024 @ 12:47am 
Good Job at Fixing This
mikehayes43  [author] 1 Mar, 2024 @ 6:51am 
Make sure that the sub is mostly level. The problem is with the gasses update if there is any air still trapped inside it causes it to delay the torp being ready.
Hoyoyo 29 Feb, 2024 @ 8:49pm 
not working, torpedo takes ages to load.
darth_Bas 28 Feb, 2024 @ 1:59pm 
Just a suggestion though. The lift arm for the fuel rods have always had some buttons for automatic set up,etc. Just wondering if you'd take a look at it.
darth_Bas 28 Feb, 2024 @ 1:54pm 
We share the same favourite workshop vehicle!
mussovinny 27 Feb, 2024 @ 9:21pm 
FANTASTIC. if your not busy a towed sonar would be great. but may be a problem with fps.
mikehayes43  [author] 25 Feb, 2024 @ 2:54pm 
If anyone finds any other problems let me know. I couldn't let one of the best creations on the workshop not work.
Cmdr_Chisolm 25 Feb, 2024 @ 2:04pm 
Thanks. this is my favorite too.
happyWalton 25 Feb, 2024 @ 10:59am 
thanks for fixing this
bongokat 24 Feb, 2024 @ 10:18pm 
thanks dude, fenris is my favorite submarine and you fixed it!