Stormworks: Build and Rescue

Stormworks: Build and Rescue

"L'Aventure" Multipurpose vessel (exploration rescue and freight)
44 Comments
Naoned  [author] 29 Sep @ 12:32pm 
@Grubskydude 1- release the slider's brake by turning the key button located at the sub's back. 2- Either push from the sub front to make it slide out of the hangar, or tie a cable from the rear winch to the rope anchor located at the rear of the sub, then use the winch to get it out. 3 - Once it is out, release the sliders by using the other key button. When you want to get it back into the hangar you can use the winch inside the hanger above the door to align the sub with the slider before towing it inside. Enjoy!
Grubskydude 28 Sep @ 3:13pm 
How do you get the sub out of the hanger?
mccafferq 2 Sep @ 6:18pm 
excited to test this
Naoned  [author] 24 Aug @ 3:48am 
Hi, made an update today that should fix the main door's problem, and deplaced the crane to have a better dock coverage. More updates to come soon.
Naoned  [author] 17 Aug @ 7:02pm 
@brufo thanks for sharing experience, and nice suggestion, I'll think it over.
Naoned  [author] 17 Aug @ 7:02pm 
@QbertTheKiller, right, I must have forgotten this. Anyway this means it is not obvious enough, something that should be improved.
Naoned  [author] 17 Aug @ 7:00pm 
@Ministr Fida (sorry no Russian Keyboard), I can't say how long it has taken, it is a modification of the Volunteer, a ship I made some years ago, and that I kept updating ever since. The modification itself took some time, but far less than designing the original ship.
QbertTheKiller 15 Aug @ 8:47am 
@DRAGINZ and @Naoned as well, there are lights in the med bay, the switch is the yellow switch in the room outside, next to the ROV access door.
brufo 🦃 14 Aug @ 10:15am 
vv the only thing id say is that the anchor up/down and crane cable up and down buttons should be toggleable not hold, it gets kind of tedious holding it all the way down to 150m
brufo 🦃 14 Aug @ 10:02am 
bro i lifted a whole CONTAINER SHIP (well it was maybe half the size of this thing, but still) from the bottom of the seafloor using the crane on this thing, and then transported it all the way to the docks. all in heavy winds btw. A++ for salvage capabilities.
пиздабол 14 Aug @ 5:12am 
How long have you been doing this?
Naoned  [author] 12 Aug @ 4:07pm 
@DRAGNIZ true, I'll note it down for the next update.
DRAGNIZ 11 Aug @ 7:45pm 
no lights in medbay
Naoned  [author] 11 Aug @ 6:25pm 
@AlexSmartLeg, thanks for the suggestions. When a megalodon is detected by the system you can use the sonar display on the big monitor in front of the copilot's seat to find it, it will be corresponding to a very big blue dot (the alarm is triggered by sonar, so no risk not to see it on the monitor). Regarding the balancing of the ship, I also thought that it could be the cause for the eng2 heating faster, so I tried to rebalance the ship as well as I could, and included it in the latest update.
AlexSmartLeg 11 Aug @ 12:21pm 
Also I think one possible reason why engine 2 is overheating faster that the other engine could be because of the weight distribution.
AlexSmartLeg 11 Aug @ 12:11pm 
I think it would be helpful if it showed you where the meg. is (if it detects one) on the giant map. screen in the bridge
Flamingofox3056 11 Aug @ 12:33am 
Important Note: The back garage door works on low physics, on higher physics it jams for me, dont know why.
Flamingofox3056 10 Aug @ 10:44pm 
Honestly such a nice vehicle! you did amazing!
Naoned  [author] 10 Aug @ 7:37pm 
I updated the model, the cooling should be better now. Eng2 is still heating faster than Eng1, don't know why since they are symetrical... but at least it should take longer to overheat. I may still try to improve this in the future.
Naoned  [author] 10 Aug @ 7:09pm 
@454SS thanks for the comment, being a fan of your builds I know how much you love research stuff, and I appreciate your feedback ;-)
Naoned  [author] 10 Aug @ 7:08pm 
@The Night Menace I don't use inf power mod so didn't have the issue. But it is true that the Meg mode uses extra electric power to boost the speed so it may be linked.
454SS 10 Aug @ 6:37pm 
Very cool build! Love research vessels!
The Night Menace 10 Aug @ 6:30pm 
whenever you turn the meg warning on and dissable inf power the boat just freaks out cant tell if its just mine or
QbertTheKiller 10 Aug @ 12:59pm 
@naoned I just slapped a second fluid exchanger which slows down the heat buildup, can't wait to see a properly engineered solution though https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3546005601


Oh also, I notice the ship has keepactive on, could you let me know where the block for that is, or if its in a microcontroller? I like to have multiple ships on the map and I want to keep this one offshore without having the physics calculations running.
ccfreitasmartines 10 Aug @ 12:34pm 
caraca boa muleke teamo tamajunto
:steamthumbsup:
Naoned  [author] 10 Aug @ 5:01am 
I have begun to understand how to improve the cooling, I'll update it as a priority in the days to come.
Naoned  [author] 9 Aug @ 7:47pm 
OK, I'll try to enhance this in the next update.
QbertTheKiller 9 Aug @ 6:49pm 
https://images.steamusercontent.com/ugc/15602084165682534034/67493C576EE71DAA911F56BB2AEB9F16AE803942/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

I actually went and salvaged a spitfire. it is doable although gotta keep it slow on the ascent or the mags can lose grip.

Also I think the most critical issue right now is the cooling system for the engine. I think it needs double pumps, it's reaching over 100c after about 45min, so ill have to stop and turn it off and cool down.
Naoned  [author] 9 Aug @ 6:30pm 
@Fogest not sure I see what kind of dolphin creatures you mean. Could you share a screenshot?
Naoned  [author] 9 Aug @ 6:29pm 
@WIZZARD weird experience, never occured to me. Could it be due to the game's settings (such as physical realism level ?). Or a quick megalodon attack maybe?
Naoned  [author] 9 Aug @ 6:28pm 
@Flamingofox3056 thanks for noticing, it was because I used brackets. Now I removed them it should work.
Naoned  [author] 9 Aug @ 6:26pm 
@GregSt3 you'll find a remote controler behind the hatch on the forward bulkhead. With it you can control the fwd crane.
Naoned  [author] 9 Aug @ 6:24pm 
Thanks for the feedback, goods suggestions, I'll keep them in mind. As to the ROV, emptying the ballast helps but as you said, is not enough to lift elements from the ground. Using it backwards should work in most cases (it is the way I worked when collecting the spirfire seen in the pictures).
Linkbro 9 Aug @ 2:54pm 
this ship is almost perfect, the only things i'd change is making the manual doors into automatic doors, as it felt disappointing to get to the cargo area and see that they were all manual, completely ruining the sleek vibes of the ship, i also feel like it could do with more bilge pumps, because occasionally i have taken in water in a room, and have had to either open a door for it to drain into a room that does have a pump, or just live with that room being flooded
finally, i wish the ROV had a little more strength, i tried to use it to bring up some sunken treasure and it really struggled, unless i drove it backwards for some reason

overall though, this is the best ship i have seen on the workshop so far, lots of very nice attention to detail!
GregSt3 9 Aug @ 2:37pm 
hey man i can't figure out how to use the fwd crane, can you give me some help please?
Flamingofox3056 9 Aug @ 2:56am 
Just to let you know, your link to the Volunteer is being flagged as malicious

Otherwise fantastic ship!
WIZZARD 8 Aug @ 8:52pm 
I spawned it and the engines blew up a few minutes in out of nowhere. Also, the crane had a weird glitch where it like exploded when we started to move. And to top it all off, when we tried to escape the exploding engine & the exploding crane the boat's engine exploded after deploying. (Not being rude just some advice)
Naoned  [author] 8 Aug @ 7:12pm 
Thanks for the advice, and the screenshot. I see you use the Argo sub, which is a great creation. I'll try to have a look on your suggestions, and will update the model accordingly, but it shouldn't be occuring before end of August.
QbertTheKiller 8 Aug @ 5:51am 
I've got a few ideas. No worries on the crane, I figured it was a tradeoff because anything bigger might look tacky. I was considering making a rail system that just loads it left or right straight to or from a dock, but engineering .

I don't have alot of critical issues, you've made a great platform to modify.

My only operational issue is I'll get overheat warnings on the engine. Eng 2 runs a little hot, reaching 102c if left unchecked, but it pretty much maxes there and hasn't caused a fire yet. I remedied by reducing the AFR on eng2. i am also able to take the throttle down to 0.78 and still maintain 21kts cruising as long as it isn't too windy.

So my TLDR suggestion, the one thing,is just the engine heat. Everything else is either perfect or I can modify it myself. I've got about 50 hours on this ship since you released it. Planning a few hundred more. 760km on the odometer
Naoned  [author] 8 Aug @ 3:43am 
Many thanks for the great feedback and suggestions, highly appreciated. I'll certainly try to take them into account as far as I can. I won't have time right now, but should find some time near end of August, if you have other ideas let me know. Regarding the fwd crane I agree, I put this model because I found it really nice but it is not designed to handle an ISO container. I use a small VTOL to load containers when I need.
QbertTheKiller 6 Aug @ 10:34am 
ooh couple other things i modified that maybe you could put on the main one, lights on the forecastle entrance, which toggle using the deck lights switch. at night that deck is super dark. As well as this, I modified the position of the front projector lights, as they are aimed too low and cause extreme glare from shining on the crane. I also was having issues with that front crane, it controls really well once i learned it, but it isnt long enough to actually load an ISO or any moderately sized item from a dock to the deck. Perhaps the one on the back could be duplicated to the front, but that's far too big of an undertaking for me.

anyways sorry to blow your comments up, ive been playing with this ship all morning. i love it so much
QbertTheKiller 6 Aug @ 9:41am 
okay im nerding out right now, i love that you revamped the heating system, and the coverage is much better in the medical area. the crew quarters are crazy nice, efficient use of space having the shared bathroom in the crew area. 200 of my almost 1300 hours are just playing the game using the volunteer.

So for critisism, ive only had one operational issue with the ship. The railings for the forward hold can sometimes catch on the edge of the entrance, and cause damage. It's minor damage but it could be something to perfect over time. I also found that the remote control slot was unpowered meaning it would not recharge, so I went ahead and connected that to fwd hold Electric B, so that it will recharge. Liferaft capacity has also been great. room for 16 for a capacity of 10 which is perfect. I do actually play with crew and I adapted the volunteer, and will now do so with this, to do stormlink missions.
QbertTheKiller 6 Aug @ 9:03am 
bro your volunteer ship is my fav ship in the whole workshop you just made my week.