Stormworks: Build and Rescue

Stormworks: Build and Rescue

190 ratings
Ability of Goteborg | KM FCS 4310
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File Size
Posted
Updated
7.333 MB
5 Sep, 2024 @ 1:51pm
13 Jul @ 1:13pm
14 Change Notes ( view )

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Ability of Goteborg | KM FCS 4310

In 1 collection by Kahrstrom
Kahrstrom's SAR Collection
16 items
Description
Presenting the Kahrstrom Marine FCS 4310
The North Sea is a rough and cold place. Still, many men and women choose to go out there, working to get to the black gold hidden under the ocean floor. The FCS 4310 is what gets them there - safely, quickly, comfortably and with ease. And when the need arises, she is ready to answer any call to help, with a wide arsenal of fire fighting and rescue equipment.

User's Manual
For start-up procedures and detailed information on all the systems, please refer to the user's manual here .

Features
  • Advanced multi function displays with chart plotter, radar with SART locator, CCTV, conning display and gimbal camera.
  • Waypoint system with autopilot
  • Dual digital VHF radios with channel scanning.
  • Dual variable pitch propellers with splittable throttles, controllable from forward and reverse seat
  • Advanced alarms system monitoring fires, flooding, electrics, hydraulics and engine issues.
  • Deployable Fast Rescue Boat with high sea keeping capabilities.
  • Deck crane, controlled by remote control or from reverse seat.
  • Dual FiFi monitors steerable with mouse control, in addition to a full deck mist system, keeping the vessel safe near intense fires.
  • Towing winch.
  • Active stabilization.
  • Advanced fluid control system.
  • VHF radio direction finder.
  • Deployable liferafts.

Specifications
Fuel: 2 x 47300 l.
Range: 110km @ 31 kts
Top Speed: 31 kts
Length: 43.75m
Beam: 9.25 m
Weight: 51025 kg (dry weight)
Cost: $781 264

Notes
  • Recommended physics setting is medium. Playing on low physics settings may result in vessel damage. High physics may be heavy on performance.
  • You can press spacebar to split the throttles! Press it again to go back to combined throttles - your throttles are now are position zero!
  • No engine is made to be run at max speed at all times. A good cruising speed is about 25 knots - run it faster for extended periods of time and the engines may overheat, resulting in reduced power.
  • If you stumble upon any issues or have feedback, feel free to comment down below!

Credit
ZE Modular Engine Controller by Uran_Wind
Radar by MaxFelixMC (Modified)

Do not re-upload this creation without my explicit permission, altered or not.



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129 Comments
QbertTheKiller 25 Jul @ 9:39am 
could you elaborate on the pivot propeller issue? is there a way I could remove that part or is it necessary? I'd rather just put a few ugly ones on rods sticking out the back of the ship xD
Kahrstrom  [author] 20 Jul @ 1:14am 
You could check in the microcontrollers for the lights, I might've added an option like that in there but can't really remember. It's made for performance reasons though, having all the lights enabled is very performance heavy.
SmartPuffyKid 19 Jul @ 9:54am 
Is there a way to stop the lights from automatically turning off when you leave an area?
Kahrstrom  [author] 16 Jul @ 3:33am 
Make sure you are using the latest version, I fixed issues that were introduced just a couple of days ago that sound just like yours.
WannaCry 16 Jul @ 3:07am 
There seems to be an issue with buoyancy, where the vessel is just about in the water, when turning it is at risk of flipping or it just sits tilted to the right or left when going straight. Plus you cant start the boat without alarms say low fuel, the engines won't go green with out infinite fuel enabled.
Fogest 14 Jul @ 3:58pm 
Thanks for the quick fix. I am trying it out right now and those problems seem to be addressed! A very well built ship, I appreciate the hard work you clearly put into it!
Kahrstrom  [author] 14 Jul @ 1:11pm 
Fixed the issues Fogest, thanks for letting me know. Pushed the last update in a bit of a time crunch, there were some blocks missing to cover off in the altered areas.
Fogest 12 Jul @ 6:16pm 
Also is there a physics flooder or something in the main area when you enter the ship from the regular deck entrance? I cannot even noclip into this area, and the doors are glitching out. It is acting like there is a physics flooder in this area. I am on medium physics as suggested.
Fogest 12 Jul @ 6:13pm 
Not sure if I'm doing something wrong, but when I spawn this in the fuel tanks are not being filled. Even if I try with infinite fuel on the tanks seem to be empty. Not sure if something broke in the latest update you pushed out maybe.All the fuel gauges are showing it is empty and it won't start. Also a fuel low alarm
Kahrstrom  [author] 12 Jul @ 2:44pm 
I've published an update that should make the flipping out less prone to happen, in my testing it just moves around a tiny bit when it's loaded in again rather than flipping out completely. The issue stems from having pitchable propellers placed on pivots - the game really doesn't like this for some reason. The amount of hours I've laid on this......... ugh