Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Play guide for the BBW Clyde
By Brygun
BBW Clyde Guide

High speed arctic adventures with the BBW Clyde. This guide provides expanded details for operators. This will cover being the pilot, engineer and other duties.

BBW Clyde workshop listing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029933844

BBW Clyde guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032975078


   
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Summary
BBW Clyde Guide

High speed arctic adventures with the BBW Clyde. This guide provides expanded details for operators. This will cover being the pilot, engineer and other duties.

Workshop listing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029933844
Spawning Clyde
Spawning Clyde

Clyde can be spawned at a medium boat dock such as North Sawyer Docks. It is unable to be spawned at the Starter Dock though it can nose or stern in during game play for cargo runs or roleplay.

When spawning it needs roughly 41,000 liters of diesel fuel. Since Stormworks has limited fuel in the docks this will need attending too.

It is recommend to include in your game this mod. It adds both storage and buying fuel at your workbenches:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879598544

This sort of fuel access was part of Stormworks and certainly in my mind a poor choice by the devs of a build-rescue game to be forced into fuel haulers. This mod doesn’t give you infinite as you still have to pay a local price. You could go fuel hauling for cheaper prices. I’d rather focus on Stormworks “as sold to me” game play.

If you don’t have enough fuel the game does give a mention of not enough fuel though it is easy to miss.

Clyde uses multiple fuel tanks. IF there is only a partial fuel spawn they fuel load may be unbalanced giving a tilt. This can be rebalanced at an engineering station.
Pilot Overview
Pilot: Overview:

Much of Clyde is operated from the pilot seat facilitating single player game play. Upon sitting in the pilot seat you will see different visual zones.

Up to the front, left and right is a broad window view to allow spotting rescues, avoiding hazards and navigation checks.

Forward and down is the main dashboard. To the left is auxiliary buttons such as lighting control, night vision goggles and an empty space for charging another goggles or flashlight.

To the right is a few controls, the fluid turret base setting and gps information. Also on the immediate right is the throttle and a 4 item instrument panel for the gears and starter.
To the pilot’s left and down is a damage board. It may be hard to see all of the board. This board highlights where water or fire has been detected.
Pilot: Main propulsion:
Pilot: Main propulsion:

Clyde has different ways of moving. The primary way is the use of the diesel engines to an azimuth style propeller. To start the engines look to the control immediate left of the seat. Bring the throttle to 0.3, meaning 30%, or higher. Examine the 4 item instrument panel. Have the alpha and beats gears off or at least only one of them on. Reverse may be on or off. Hold down the start button for a few seconds. On dashboard left is an RPS gauge that will rise up as electrical motors start to cylinders moving. As they RPS climbs above 3 the cylinders should now be getting fuel and start up.

That is unless you have the “stop engines” button active. This is a frequently used control. It is a red toggle button on top of the dashboard near the compass pointer. This is quick safety that activates the engine’s trouble signal. This will cut off the fuel and air supply quickly bringing the engine to a stop. As a rescue vessel when you arrive on the scene you do need to get out to the survivors making this button an important step. Use this when leaving the seat when Clyde is to be stopped.

If you leave the seat with the throttle up and without “stop engine” it will continue to run. This feature allows the operator on long trips to see to other tasks. This could be checking on survivors, shifting who is on the medical beds, securing cargo, re-equipping or taking a meal in the galley.

Steering is down with the A-D keys controlling the dual rudders and the main propeller rotation. W-S keys control the throttle up and down. Reverse is only activated by the switch on the gear instrument panel.

Should you fall off the Clyde, or rather if all players aren’t around, the SAFE ECU (engine control unit) will also activate the engine trouble system. Thus Clyde could only go a short distance from you should the last player fall off in a storm. This takes numerous player sensors some of which are mounted twice in a room so that the heating system can be on if NPC survivors are present. NPCs will not affect the “deadman” switch as it only links to the “player only” sensor grid.

Clyde gearing is intended for you to be able to find that sweet spot of 7 RPS on the engines. With no gears on there is the lowest load making it easy to start but rapid to overshoot the allowed RPS. The SAFE ECU will start lowering the throttle if there is too much RPS. Gear alpha adds a higher ratio to the load and gear beta even more than alpha. Having both on gives the highest gear ratio for the most efficient use of engine power. That is under normal conditions not towing anything.

Reffering to Alpha on as A+ or off as A- with Beta as B+ or B- the following is the normal operating performance of Clyde.

Main propulsion output
(A – means alpha gear off, A + on, and B is for the Beta gear)
High speed A- B+ Throttle 100% RPS 15.7 26.3 m/s 51 knots 175 km (wobbly)
Rating cruise A- B+ T 77% R 13.15 20.6 m/s 40 knots 220 km
Fast cruise A+ B+ T 100% R 9.35 19.4 m/s 37 knots 230 km
Long cruise A+ B+ T 80% R 7 14 m/s 27 knots 260 km
No smoke cruise A+ B+ T 81% R 7.5 15 m/s 29 knots 260 km

The no smoke cruise is useful on systems that start to show lower game FPS as reducing particles is easier on the computer.

Fuel range at cruising speeds ~19 – 20 m/s is enough for a trip from the starter area to the arctic and back without refueling (recommended 200 nm ability). A few brief side missions or enroute rescues are possible at the cruising speed. For most game play the range is enough for an hour or two of play with no concern. For multiplayers that is an evening of play with your friends.

Clyde has a lot of power and turning ability. So much so that she would do “donuts” and possible roll. Normally this is prevented by relating the amount of allowed propeller turn to speed. A “stunt mode” switch is present that stops this limiting. On stunt mode you can do wild turns which in rescue service risks damaging the boat, tossing people off or other problems. It can be fun to show off. Just do so in a safe space.

Pilots should also be aware of what can cause an engine trouble.
Pilot: Precision propulsion system:
Pilot: Precision propulsion system:

Clyde has another propulsion system. This is the precision electric drive. It consists of various small propellers including bow thrusters, stern (side) thrusters, forward and reverse. The pilot keys for 1-6 control them. The doctrine for the Clyde then is high speed dash close but not right to the target. Activate the stop engine which will drop you out of high speed. Finish the approach on the electrics for precise placing with impact being less likely and of less intensity. In other words: safer. You can’t rescue others if you are badly or your own boat is sinking.

The 1 key controls forward electric power. Forward is increased to get a moderate speed for sliding up to docks. It was also done to give a form of secondary movement should the single main engine be out of action. Range though will be limited to a few kilometers. Use that to get as safe as possible such as anchored at a beach or at least pointed into a storm. The 2 key provides power to the reverse motors. You can run both at the same time or quickly switch so as to more precisely control where the boat stops. The a-d rudder is still of use in forward and a little bit in reverse motion.

Buttons 3-6 are side facing thrusters. 3 is the port bow, 4 the starboard bow, 5 the port stern and 6 the starboard stern. Used in same side pairs of 3 & 5 or 4 & 6 will have the Clyde “sidestep” up to a dock or ship. A slight rotation will be noticed with usually the bow going slightly faster so ease off the bow key now and then for a more even slide. The power of the side thrusters had to be limited they generate a torque which if strong enough would roll the boat over. Feel free to experiment with increasing their power if you want to see this for yourself.

The precision system also allows rotating in spot. Using 3 & 6 or 4 & 5 will make Clyde rotate in spot. Thus a “zero turning radius”. This precision is useful getting into strange island places where there are no docks.

With practice the precision system will let you dance around a rescue, nudge up to awkward islands and maintain a useful position even in powerful storms.
It is also intended that when leaving a dock movement is begun with the precision system until facing clear waters ahead.

Be aware the electrical propulsion is a strong drain on the batteries thus only allowing a few kilometers of range. Motors also get weaker the lower the battery power is below 1. Clyde does have electrical generation on board. It normally recovers at a sufficient pace though can be increased or even run as generator only.
Pilot: When the engine doesn’t run with corrective actions:
Pilot: When the engine doesn’t run with corrective actions:

The following are reasons the engine might not run:

e* = see engineering section on what to do

= The stop engine button is active at the pilot or engineer station
(Turn them off. The two buttons do signal to each other so you only need to press one)

= The throttle is or has gone low
(Raise the throttle. Can happen for safety part of the SAFE system is to automatically lower the throttle)

= There is no player detected in, on or near the ship
(Get on board)

= The engines are too hot
(Let them cool down. Modular engine cooling isn’t as kind as one would like. Consider using the sleep function.)

= There is no fuel
(Going to need to get fuel)

= The fuel intake lines have been shut off
(e*)

= The air lines are blocked and need to be drained
(e*)

= The boat is to heavily tilted
(It takes a high angle for that which can happen in storms or if you came in wierdly onto some strange rocks. For the storm you should soon roll out. For the rocks use the anchors and winches)

= The engine RPS is to high, such as in storms when the propeller comes out of the water
(lower the throttle or add gears to balance the load)


= There is not enough battery power for the motors to start the engine
(e*)
Pilot: Dashboard and other controls
Pilot: Dashboard and other controls

On the front dash top are important controls:
= Compass pointer to know your heading
= Red button to stop engines, used when you are at a rescue scene or other time to stop the boat
= Blue button for heading hold autopilot, a simple yet effective system for long trips

Inversion recovery is located amid the port wall controls under the monitor that displays the weather data. Inversion is when the boat is floating upside down. Clyde is very resistant to tipping over. In extreme situations or deliberate efforts it is possible.
One button activates the inversion propellers while the other will toggle direction. These are the motors located on the exterior mast. Their height above the boat’s center of mass acts like a lever arm to magnify their affect. Clyde is very fast to recover with this arrangement, due in a great part to the elevated propeller mounting.

In center is the multi-function map radar is by unippu
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2962217773
See there for full controls. The main ones are R to turn on radar. B for beacon locator. + - on the left sets zoom level. The gold plus on the top jumps you to look at the way point and clicking the small center circle returns to the vehicle. To load the waypoint from the number pad press the P twice.

On the left is the sonar system Active Ping Sonar V1.1 by Amiga87
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816850764
In normal rescue play this has limited uses though is included for completeness.

On the lower left are dials for engine, fuel and power. Its good to see these quickly or review from time to time. Most of the time it is quick checks so doesn’t need to be central.

On the dashboard right lower is the Radio direction finder by H.Schlämmer
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2108417008&searchtext=radio+direction
This uses four of the roof antenna to get a bearing on a transmission. It displays on a small monitor.

On the dashboard right lower is the main radio, the VHF Marine Radio SD100X by CaptKilo
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1880723700&searchtext=radio

On the rear of the upper crew cabin is a radio relay by Brygun which takes a channel on a medium antenna and puts it out on a different channel on a large antenna. Typical use is to boost the range of a remote control handheld. You can also listen to the incoming channel making it good for monitoring 16 the emergency channel.

On the left wall is the weather station by Radioman which is no longer on the workshop. This one is reliable at outputting the true windspeed amid the ship’s motion.

Various buttons on the left wall are for situational needs typically turned on then left on for a while. This includes:
= Fire fighting turret water supplying
= Navigation lights, green on starboard etc as standard running lights
= Yellow exterior works lights, spread around the ship to light the deck during rescues or cargo shifting
= Beacon transmission for when you need rescue
and so on

On the right wall are buttons in 4 groupings are used for flares and chaff. There are white flares for giving visibility at night rescues with red and green flares for specific signaling. Chaff is fired duo style with two launched at different velocity to great a vertical column.

On the right wall is a throttle use to set the fluid turret second rotation position. Typical use is to set it to forward, port or starboard based on how you approach a ship on fire. Then the normal arrow keys are used to aim the water flow. Trying to run two horizontal rotations at once was found to be chaotic in aiming the water.

On the right is GPS X and Y data outputs from a GPS sensor for reference.

On the right in reach from the pilot seat is a welder for emergency from-seat repairs if the dashboard gets damaged.

On the left are small handhelds. One for night vision goggles and an empty for rotating charging.
Engineer: Overview
Engineer: Overview

In the engine room there are a variety controls. The function to increase Clyde’s durability in overcoming challenges, damages or difficulties. They basic groupings are:

= Onboard firefighting
Multiple fire points for sea water hoses as well fire extinguishers and fire fighter outfits.

= Repairing damage
With a welder, underwater welder or a rechargeable electric welder

= Additional engine startup
When situations prevent the pilot station from starting the engine the engineering systems may still be able to start the engine

= Fuel management
Engineering can monitoring fuel levels, balancing the fuel weight and control fuel flow in, out and between the tanks.

= Power management
Beyond monitoring the level of the main battery array there are additional batteries, generator modes and an auxilary generator.

= Additional systems
In the engine room is an air pump system for submersible situations.
Engineer: Compartments
Engineer: Compartments

BBW Clyde is divided into several compartments. Assuming the walls or doors are not damaged each will be water tight until a door is opened. It is thus doctrine to keep closing doors when you move about the ship. Given the boat’s medium overall size and the large engine room while it can keep a little above water with the engine room flooded another large flood may submerge the vessel.

The compartments are:

= Bow compartment
As the foremost part of the ship it is the most likely to be damaged in collisions. The front wall is multiple blocks deep to contain lighter impacts. In the default original upload this room was left empty for players to customize possibly being part of bow deck turret weapon system.

= Main cabin
Also known as pilot cabin or crew cabin.
The main cabin is a tall area with the pilot sitting in an elevated position above while below has habitation facilities. These include the rescue seats, medical facilities, galley, captain’s cabin, crew bunks and head (toilet).
By the upper door to the exterior deck is a set of handhelds for quick grab on the way to rescues.
Underneath the main sitting and galley is the forward storage compartment. It is shown with food supplies and various handhelds.
Near the door to the bow there is floor hatch. Under there is the bow thrusters of the precision propulsion system accessible for repair.
Near the door to engineering is the reserve batteries and a locked floor hatch. For those with the weapons DLC this will contain the majority of the handheld firearms and the explosives. The captain’s cabin would show a pistol and ammunition under the bed.
In the low height crew bunk area a floor hatch leads to additional storage for outfits and handhelds.
A roof hatch is present with the ladder on the upper stern wall allowing access to the roof. This is also to be used if Clyde is partially submerged to get inside. Such entry may be to make repairs or to get the handhelds and outfits needed (underwater welder and diving suit).

= Engine room
Also known as engineering
This houses the large and powerful modular engine. The Clyde upload used 5x5 sized parts with three (3) cylinders. On the front, bow side, of the engine is the engine control board, an electrical control panel with circuit breakers and a fuel management station. On each side of the engine is valves for control fuel flow. To the stern of the engine room is the generators on the port side, auxilary generator on the starboard, main batteries on both sides and a portable electric welder on the port side.
At the rear is the air pump which can be hooked up to the winches. The winches of the rear deck have hanging from the rose of engine room hose hookups to extend pumping air or fuel to more distant targets. The normal hose length is 40 m (iirc) while on a large winch they can reach up to 100 m. The rear wall also mounts a simple desalination system to produce fresh water for firefighting, resupplying boilers or role playing crew supplies.
A roof hatch is present at the stern climbing over the transmission gears. As well as being an escape hatch if the ship is only partially submerged it allows access to the interior and equipment within.

= Main cargo bay
Aft of the engine room is the main cargo bay. Its roof hatch is also half of the stern deck. The control is only on the stern deck port side. It may be locked to reduce the risk of accidental opening. It is sized to hold as large as 5x5x5 parcel items.
On spawn large handhelds may be here. The upload version includes a water sprayer which is useful as a high capacity, 106 liter, fire extinguisher or as a way to transfer fresh water. The other is a rescue handheld where by carrying it you have multiple items including both a fire extinguisher, defibrillator, a rope and first aid kits. If going ashore to a large scene, say a house fire on an island, consider bringing this.
Underneath is the lower cargo bay. It may store other parcels or you may custom load up handhelds and outfits. Perhaps additional diving suits or body armor depending on your planned activities.

= Propulsion room
The stern most compartment is the propulsion room. They numerous colors are coding what is what. For example yellow is for roll control fins while blue is for pitch control fins. This area is designed to give interior contact for repairing these systems. Only the propeller and its final connecting blocks would require exterior repair. Most of the precision propulsion system motors are here.
One side has a locked storage compartment. The upload version is empty inside. The intention is to outfit at your choice or perhaps role play it being a smuggling compartment.

Engineer: Fire fighting
Engineer: Fire fighting

Most compartments have fire extinguishers and fire fighting outfits distributed around the ship for quick donning should a fire break out. Other sets are positioned for rescue crew going off ship.

Fire fighting can also be done with hoses connected for sea water at different places on the ship. These can be accessed at the exterior deck and within the lower decks. When in a vertical stack using hoses at the same time on both the upper and lower hook ups will bleed pressure making both weak. When possible, and certainly in single player, use only one at a time in each vertical.

These listed as vertical stacks.

= Bow deck (port side) and bow compartment (by door to main cabin)

= Main cabin (starboard side by door to engine room) and starboard midships (by archway)

= Engine room forward (port side by stairway) and port midships (by archway)

= Engine room aft (starboard side by door to cargo) and stern deck (starboard side near end of upper superstructure)
Engineer: Repairing damage
Engineer: Repairing damage

Stormworks players will be familiar with welding and underwater welding torches. Both have a limited supply. With the addition of the welder block it is now possible to use electricity for an unlimited amount of welding.

The included electric welder starts stowed in the engine room on the port side. It is a large handheld which can be challenging to use. The design provided has two handholds on either side of the center of gravity. When only holding by one of these the welding tip will point up or down aiding alignment. In an emergency it is recommended to use the normal handhelds to get flooding under control. Then consider the use the electric to finish hull repairs and repairs of interior components.

Tools for repairs are located in most compartments and generally near the door(s). The intention is that on arrival into a situation the immediate risk of fire and then flooding can be contained.

A damage control board is part of the design. It is located in the main crew cabin on the forward port wall. It will light up to indicate which compartment has a fire or water detected. Additional lights are present for low battery power and low total fuel. This is a damage assessment tool.

For example consider a frontal impact (ram) with the several blocks deep worth of damage. If only the front compartment is showing water there is little danger of sinking so long as the door to that area is kept closed.

For damage control purposes the captain’s cabin, toilet area and crew bunks are decompartmented. This means that they have at least one small place where water can flow. This is so that once repairs are made the water there can be pumped out. This was done by swapping in a 1x1x1 wedge for one of the bottom row 1x1x1 square blocks. If not desired this block can be changed out. What you will also lose is awareness of water being in that area as the fluid sensor that detects the water will also be sealed off.

A small is placed near the bottom of doors going from the main cabin to the bow compartment and to the engine compartment. Look there to see if water is present. If visible take into account that opening the door will let water come in until closed. In the case of the engine room consider switching to using one of the different access ways. In the case of the bow flooded considered gently beaching the boat to get the bow at least partially out of the water before opening. This will limit how much water can get into the bow until it is again sealed by your repairs.

Automatic pumps are present in the cabins to automatically deflood the boat. The pumps will continue to work if the boat is underwater at depths the pumps can overcome.
Most compartments use a small pump while the main crew compartment uses a large pump making this one capable of pumping out at deeper depths. Making underwater repairs will need an underwater welder or the portable electric welder with the operator wearing a diving suit or repeat breaths with an oxygen mask.
Engineer: Fuel management
Engineer: Fuel management

In the engine room on the port side near the front is the fuel management station. Diesel fuel systems are painted green for easier identification and tracing.

The free surface affect is when liquids, such as fuel, slosh from side to side. The mass of this fluid moving creates momentum and can affect the ship’s tilt. Having a long range means having lots of fuel at start. As the long journey progress space increases giving more room for the free surface affect.

Also on long journeys in fuel will tend to be used up more on one side than the other. This is more noticeable in rough weather such as in Stormworks arctic areas. This comes from the tendency for the waves to lean you more on one side than another. Once started this imbalanced use will progress.

To limit these affects Clyde uses three (3) longitudinal tanks plus a separate tank for the auxiliary generator.

In normal use the port and starboard tanks automatically fill the center tank as space in there becomes available. This feature can be turned off if something is wrong with the fuel or center tank.

From time to time in long voyages the engineer should rebalance the fuel in the sides. This is only done manually as uneven cargo loading may benefit by leveling the boat with uneven fuel loads to counter the affects.

To increase its robustness Clyde’s engineer may control what fuel tanks the engine draws from. This set of hand valves is next to the engine on the port side and the closest to the control board. This includes a master valve and a valve for each tank.

Thus should the Clyde take damage that contaminated one of the tanks the engineer can stop the automatic transfer and limit the engine to drawing only from the clean tanks.

Fueling the tanks is done at midships with an entry hose connection on port and starboard side. Hand valves again control whether any is let in or only to certain tanks. These valves are on either side of the engine a little back from the front.

Pumping out of the fuel is done by pumps at the stern of the engine room. On the topside they are near the end of the superstructure at the port, starboard and top. The top is for the center tank. Only individual tank pulls are done in case of contamination. Should a tank be contaminated this allows the contamination to be pulled out without affecting the rest of the tanks. It does mean that after supplying fuel to another vehicle rebalancing of the fuel is recommended.

The auxiliary generator fuel tank is kept separate in case of all tanks being disrupted. If you can repair the main tanks, then pump the contamination out this is a small reserve that can be pumped into a safe tank for a limited range. Also it means that at least some electrical power can be maintained in case of failure. This could be used to power the portable electric welder. To refill the auxiliary tank from Clyde’s main tanks run a hose down from the exterior to pump in.
Engineer: Power management: Circuit Breakers
Engineer: Power management: Circuit Breakers

Beyond monitoring the level of the main battery array there are additional batteries, generator modes and an auxilary generator.

It is important to know that SW stores a small amount of energy at every indicator, dial and so forth. Thus when turning off a large grid, like the ship’s main power grid, they will continue to have power for a short time.

At the front of the engine room is an array of circuit breakers. Their uses is as follows:

= Black = Connect main batteries
On the A side is the main batteries and most, not all, of the solar panels, main generators and an exterior cable connector located on the stern of the superstructure. When off the boat will be depowered while you recharge the batteries by sunlight or “shore power”

= Dark blue = Life support grid
Life support side A gets power from the main battery circuit breaker, the reserve battery and the auxiliary generator. In general cruising only the main battery is normally on.
Life support is defined as needed to keep the crew alive and the boat safe. This will power the heaters, limited lighting and winches as these may have anchors on them keeping the boat from drifting into danger. Limited dashboard items get power such as your own rescue beacon to guide help in.
If leaving the ship for a long time, such as searching ashore for survivors, this can be left on while the main power is off.

= Orange = Main power grid
Main power requires life support to be on.
This is the majority of the electrical systems from lights, pilot dashboard and radar. If leaving the ship for a time this can be turned off while leaving life support on.


= Light blue
Located under the stair this is to be dedicated to only the physics sensor. This seems to help with a problem with the base game sometimes have switches flickering while on loading. It may help to turn off the physics sensors amid game bugs. The map-radar will no longer know the ship’s position when doing so.


Additional circuit breakers exist through out the ship:

= Reserve battery connection
Located in the main crew cabin, aft on the starboard side near the door to engineering. This has a few more batteries. Stormworks averages the power of all connected batteries. It is recommended that if needed the main batteries should be disconnected and then the reserve batteries connected. Do what you need to get power growing then disconnect the reserves.
A small number of solar panels provide ongoing power to these batteries to keep their charge up while in transit.
After heavy use to quickly recharge them once generator(s) are running connect the reserve batteries so they will receive charge. As before once they are charged disconnect them.
Should the reserve batteries be connected when a power draining incident happens they do would be drained. In general usage the reserve batteries are protected by their circuit breaker being off.

= Auxiliary generator
At the auxiliary generator there are circuit breakers. When starting the auxillary generator these should be off.

== Auxiliary generator connector to life support
Thus providing power to the heaters and anchors to keep the crew and boat safe.

== Auxiliary generator connector to engine
This provides power to the main engine cage system. The intention is to have the life support off but the engine connected. In Stormworks how strong motors on depends on the averaged powered. If the main ship is without power the averaged power would be very low. By isolating the main power and life support and only powering the engine the auxiliary generator has the best chance to start the main engine. Once started the main engine would power the main generators.


= Engine control board
The engine installed with a “cage” that includes its own control board. This has various displays for detailed engine information. It also has controls for stopping or starting the engine. This require controlling the electricity.
= Orange = Connect “A” to external power
This connects the engine to the ship’s power grids. When doing a local start this should be off to avoid the averaging affect on motor power.
= Yellow = Connect internal reserve battery
There is also a yellow circuit breaker to a small battery on the cage itself. When doing a local start this is to be on to access that battery. Though small the average power method means a single well charged battery is able to start the main engines.
Engineer: Power management: Generators
Engineer: Power management: Generators

Power is generated by the main generator, auxiliary generator and solar panels.

= Main generators
Main generators on located in the engine room on the port side toward the rear. They convert RPS from the engine shaft into electrical power. A clutch controls how much load they put on the engine shaft.
A button at the generator allows them to switch to a higher gear to boost the load taken from the shaft. In normal cruising battery power will climb without boosting the generator. After using the electric precision propulsion system or a long without running the engine an increased rate may be desired. The boost can be turned on.
The main engines can be run in generator only mode. This control is at the electrical engineer station at the front of the engine room with the circuit breakers. Caution: when this is on the main propeller gets zero shaft power and all shaft power is going to the generator. Also the generator gear boost will be moved to on. The rate of electrical power creation will be very high. The time scale for a badly drained battery is several minutes which is doable in a play session. Perhaps have a snack while waiting.

= Auxilary generator
This smaller generator uses 1x1 engine parts to be able to create electrical power. This size is one that can be started by the hand crank. It is normally disconnected so that it might be unaffected by whatever happened to main power. It also has a boost button which increases the rate of power gain for a small reduction in power per fuel.
It has two circuit breakers to connect to either the life support or the engine depending on the situation. These are described more in the circuit breaker section.
Empty handheld cases, large and small, and a cable connection are provided. These are only getting power from the auxiliary generator. This is to charge devices directly typically to help with the emergency that led to the main power being down.

= Solar panels
Solar panels are assigned to specific uses. They create a small amount of power in daylight hours.
Most are providing charge to the main battery connection thus powering the main batteries.
A few are powering the reserve battery array keeping them ready for emergency uses. One is powering the engine panel’s internal panel. Another is powering the auxiliary engine assisting in its use.
Engineer: Flickering controls on loading a game
Engineer: Flickering controls on loading a game

There is a game bug that when loading a game you may find buttons flickering on and off. As well as annoying this will affect the engine shut off button preventing use of the engine until resolved. Turn the main power off then run the precision propulsion motors forward and back. As power drains monitors and lights will dim until when close to zero the button flickering will finally stop. Then the main power can be turned back on.
It is believed this is somehow connected to they physics sensors as a test without that part didn’t have that happen. This sensor is used for the combined map-radar. If you wish there is an earlier “legacy” version of that micro controller on the workshop that doesn’t use the physics sensor.

Thought: It may be that it is the battery on the portable electric welder that is providing power back to the grid that is what is being drained.
Engineer: Additional systems
Engineer: Additional systems

In the engine room is an air pump system for submersible situations and a desalination system.

= Air pump = Light blue
Located on the aft starboard this can pump air into a hose to the over head winch connections. This can then have a hose on the normal winch hookup to reach 100 m to a submersible with a hose hookup that can receive air. Testing is needed to know how deep the air can be pumped.
This pump could also be used to pump out more water that got to the level of the intake.
A role play context is that this is would pull away heavier-than-air fumes out of the engine room. This would make the engine room safer.

= Desalination = Dark blue
Located on the aft port is a pump feeding two desalination filter tubes. Their output would be fresh water. This can be put in the large handheld water sprayer for fire fighting. In role play it provides fresh water for use by the crew in living and cleaning. For large scale disasters the output would also be providing to a large number of survivors.

= Tank gas relief = Yellow
With the pressure gases update there can be build up of gases (vapors) or lack of (vacuum) in the fuel tanks. Located on the starboard side near the forward engineering console is a set of yellow pipes. Current default is closed. To operate open the master valve and the one or more tanks. Currently there is no pump so it should just rebalance to outside atmospheric pressure. External connection is on the starboard side near the mast and smokestack.

= Cabin air intakes = Light blue
With the pressure gases update I’ve added working “snorkels” to the main cabin and engine room. It was always intended that it would have something for getting air while closed up for arctic storms. Decorative were placed on the roof for that reason and the engine room walk in was set for those too. Now it is a manual on toggle to pump in the exterior air. This would pressurize the cabins. For the main cabin it is located port of the door to the deck. For the engine room it is on starboard side near the door to the main cabin.
Cargo arrangement
Cargo arrangement

Mentioned in the compartment list was various cargo areas. Here we review those and lesser storage spaces:

= Main storage bay
Located near the stern this is a ¾ deck height allowing 5x5x5 sized parcels. A large overhead hatch can be both sealed and locked. The deck crane is capable of handling these in and out of the cargo bay.
Crew access include a ladder to the stern deck, crawl hatches forward to the engine room and crawl hatches aft to the propulsion room. There is also the hatches downward to the lower cargo bay.
The size of this bay makes it capable of storing large handhelds. From here a rescuer can lift them out to head along the deck with far less struggle than bringing them through interior doors.
Large handhelds have been included in the upload. One is a multi-device holder and the other is a mobile water unit. This water unit does expect you to have a hose to use with it.

= Lower cargo bay
Accessed by sliding hatches in the floor of the main storage bay this provides a bit more storage. Its roof being the floor of the main bay makes it easier for access main cargo bay items. This space could be used for small parcels.
In a real world or role play this would likely be used for reserve items, large spares or long term preserved foods.
Those modifying their ship could extend the fuel tanks into this area or combine this with the main bay for tall weapon systems.

= Stern deck storage compartments
On each side of the stern deck there is a large door and a sliding hatch. This makes in total four (4) stern deck storage areas. The larger ones are used for large multiple mag-all anchors and secondary anchors. The small ones are useful for outfits and handhelds.
Note that Stormworks would drop out linear 1x1x? magall designs out the sides. A weird way of handling sub components. So the small anchors of choice are the “chunky” ones included.

= Deck stores
Around the deck from stern to bow are various handhelds. Efforts are made to put hoses near where you will need hoses, cables for anchors to go on winches and so on.
For role play “life rings” are located on each side colored orange and red for visibility was chosen as so much of the arctic would be white.
Also the “HRU” units are stand ins for hydrostatic release units. A form of inflatable of life boat. The expectation is that each of these could inflate for a twelve (12) person floating lifeboat. This gives Clyde a capacity for its expected crew and several rescued persons to be on board, doubled for safety from one failing or for large rescue counts.
For more information on these in the real world consider watching:
https://www.youtube.com/watch?v=vRTMSPbxOLY&ab_channel
https://www.youtube.com/watch?v=JwmzkJYlXKA&ab_channel=Seafood%26MaritimeTraining

= Main cabin
In the main or pilot cabin is the stores meant for rescuing other ships. For quick access while going outside a ready rack with fire extinguisher, defibrillator and so on are right by the door. Below along the starboard side is stores for multiple counts and resupplying the ready stores.
Reachable from the pilot seat is a welding torch on the starboard side for quickly repairing damaged controls while on the port small items for a night vision goggle and charging.

= Captain’s cabin
The Captain’s cabin is forward of the main cabin on the port side. It has in dark blue an arctic outfit, basic small handhelds and under the bed a pistol. The pistol will only appear if you have the weapons DLC. It is meant for maintaining discipline or dealing with small wild animals.

= Forward storage compartment
Access through a sliding hatch in the floor of the main cabin. This crawl space is presented with replacement handhelds and where most of the food supply would be kept. This would allow the galley to be directly restocked. Due to the low height freezers would need to be front not top opening.

= Damage control stores
Damage control stores such as fire extinguishers are by most doors. A few also have fire fighter outfits and hoses for the fire points. Welders are provided at times such as in the propulsion room for making repairs without having to go searching.

= Armory
This is a locked hatch in the floor of the corridor leading from the main cabin to engineering. Larger handheld firearms, combat armor and explosives can be stored here.

= Bunk room stores
Under the crew bunk heads is a small storage space for more handhelds and outfits.

Operators (players) have plenty of places where they could add the outfits, handhelds or large handhelds for their type of game play.
6 Comments
Brygun  [author] 24 Feb, 2024 @ 10:50pm 
Added notes for systems relating to the pressurized gases update. Namely pressure relief for the 3 fuel tanks and crew cabin air intake pumps.
Brygun  [author] 17 Sep, 2023 @ 5:24pm 
WIP flag from guide dropped. Havent thought of anything else to add for a while.
Brygun  [author] 17 Sep, 2023 @ 5:24pm 
BBW = Brygun Brain Works

though... some have suggested it can mean other things.
erhjdfwe 14 Sep, 2023 @ 12:05pm 
BBW ;>
Cozycolinn 13 Sep, 2023 @ 5:34pm 
Very helpful documentation! Thank you
Brygun  [author] 8 Sep, 2023 @ 10:33pm 
With the growing popularity of Clyde I've decided to provide more details on how the stations work. The initial issues of piloting like starting the engines are present. I do plan to add more over the next few days as I get time to write them up.