Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Damage Alerts 5 Fire, 5 Flood, Pwr, Linkable
   
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Vehicles: Sea
Tags: v1.1.19
File Size
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45.204 KB
8 Feb, 2021 @ 8:21am
13 Apr, 2021 @ 7:19pm
6 Change Notes ( view )

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Damage Alerts 5 Fire, 5 Flood, Pwr, Linkable

In 2 collections by Brygun
Brygun light mod set 1
38 items
BBW Microcontrollers
45 items
Description
Captain! There's @(#*$@# in engineering!
... but it's single player or your buddy is on the ship you are rescuing. How would you know?

This MC process the inputs from sensors to alert the bridge or even activate emergency equipment. Works well with a paintable indicators to light up a picture of your ship as to what is happening.

This version has test logic:
= five compartments for fire or flood
= low power
= an extra threshold test

Plus can accept fire, flood or any alarm from a second panel making it possible to chain them for larger ships

For flood detection each compartment needs a fluid sensor
For fire detection each compartment needs a temperature sensor (which are expensive)

>>>

Wiring explanation:

The concept if there are five (5) compartments watched on this micro controller. These are managed by the bottom four rows as number input for flooding, logic output for flooding, number input for fire, logic output for fire.
To detect fire the compartment needs a temperature sensor and connect this to that compartment’s Temperature Sensor input. The output is a logic that is “on” when the temperature exceeds the “fire alert on” property. 50 Celsius is the default which is well above human comfort level though a desert setting might get close to this.
If you have automatic fire systems you can use the outputs to signal those to activate. One way is a fluid nozzle feed fed by a pump that gets the control signal. The pump needs a water source of course.
The output can also go to a “paintable indicator” on the bridge. Draw on that in normal paint mode a representation of the compartment. In additive mode add color like red for fire.


To detect flooding place a fluid meter in the compartment and connect the “fluid level” (not the fluid capacity which is how big the room is) to the flooding input. The output logic is “on” when the level exceeds the “flood alert on” property. 5 liters is the default, this allows small spills or rain to not annoy the system. Think of 5 liters as being the size of a bucket a janitor might use.
The output of the flooding should go to pump to pull the water out. If a pump serves more than one compartment use “OR” logic pieces so it will “listen” to any of them. My workshop has larger “OR” parts for that purpose.
The output can also go to a “paintable indicator” on the bridge. Draw on that in normal paint mode a representation of the compartment. In additive mode add color like blue for flooding.


Note that since paintable indicators only have one logic input to show fire and flood as different colors you would need two paintable indicators per compartment. This is why the sample pictures of damage control boards have a stylized profile of the ship. If you study the picture there is only one light color per compartment.

In the remaining two rows at the top right are:

Low battery:
On the right there is a number input for batteries with logic output that goes “on” if this goes below the “level for low batteries”.
To properly use this battery logic you need to average the batteries. That is to add them up then divide by the number of batteries. In this math a full battery array is one (1 or 100%) and the low level default is one-tenth (0.1 or 10%).

Other property:
There is a number input for some other data. The small number needs to be lower than the high so it could be a negative number. The alarm will be active if the number is within the range of “other threshold high” and “other threshold low”.
One sample use might be to use the sum of your fuel tanks and report if fuel drops below the “other threshold high” at say 25% of your fuel capacity. A negative number for “other threshold low” will let this example fuel detector stay active even when you are out of fuel.


In the two rows at the top left are:

There are outputs for:
= Any fire
= Any flooding
= Any Alarm (fire, flood, battery or other)


Using the logic output from these “any” alarms is how you alert the crew, that is the players, of a problem. You can run this to an indicator light on the dashboard. You can also run the output to a pulse logic that then feeds a buzzer which will make some sort of beep noise. It is recommended to run the buzzer’s electricity through a circuit breaker so they can stop a noise.
Most builds can just have the “any flooding” to make a bridge light come on. If you wanted a different sound for fire or flood you could use different pulse logic and buzzers to make different sounds. Remember you will probably still want an any alarm sound for the low battery or other.

The logic inputs are inputs for any, fire or flood from another source. This is expected to be another damage control logic board. The “daughter” board “any” alarm logic outputs are wired into the “mother” board “other” alarm logic inputs.


>>>

A smaller MC for 3 compartments without the linking logic is at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2385703079

This can be used to feed into the links bringing the total compartments to eight (8). The any fire of the “daughter board” connects to the “other” fire of the mother board so that those fires will be alerted. The same is true of the flood and any alarm signals.

If you want up to 13 compartments it would be:
DA = Damage alert micro controller


DA5 << DA5 << DA3

The left most DA in this example is the “mother” with a series of two daughter boards.

>>>

This boat has my most expansive damage control locations:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2427887359

6 Comments
Brygun  [author] 13 Apr, 2021 @ 7:21pm 
Update:
Order match the any flood, any fire, any alarm to the input links for flood,fire, any. They would work fine if you hooked them up right. This is just making the arrangement of the logic be inline with their respective on signals.
Brygun  [author] 13 Apr, 2021 @ 6:40pm 
This boat has my most expansive damage control locations:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2427887359

Ill see about improving the text description above.
unforgiven3091 13 Apr, 2021 @ 3:10pm 
Can you make a small example creation to show how it works? also can you add descriptions to all the nodes in the logic view?
Brygun  [author] 19 Feb, 2021 @ 8:42pm 
Added another pic showing 7 water, 6 fire and other alarms. This shows the linking system works. The cold warning is independent and doesn't go through the DamCon MC so doesn't set off the master alarm. Pumps in the sample ship activate based on when their attached compartments have flooding vs on smaller ships where one pump handles the whole ship.
One of the benefits of the controller is it is also a logic check that things have been wired up and responses set, by compartment and overall.
Brygun  [author] 18 Feb, 2021 @ 3:05pm 
Fixed missing or logic on final logic for master alarm
Brygun  [author] 18 Feb, 2021 @ 10:35am 
Programming change on the extra threshold test. It will now allow within that threshold. I think that's easier to remember on new installs.
So for say low fuel is you have a capacity if 20,000 L set the threshold to trigger on 2,000 (10%) to -100,000 (minus alot). Feed into the number input the sum of your fuel tanks like from the adding MC's Ive posted