Stormworks: Build and Rescue

Stormworks: Build and Rescue

The Volunteer Multipurpose ship OSV DSV (updated)
90 Comments
QbertTheKiller 16 Jul @ 8:48am 
its legitimately the most functional one. every other ship has some dumb caveat, this is actually playable and makes me able to play the whole games content xD
Naoned  [author] 4 Jul @ 10:45am 
Thanks for the nice comment, I'll try to keep it in working state along with the evolutions of SW...
QbertTheKiller 4 Jul @ 9:57am 
pls dont ever let this fall out of date its my favorite ship in the entire workshop
Naoned  [author] 3 Nov, 2024 @ 7:05am 
@Galaxy the modification your requested was included in the today's update. Now the automatic fog horn is basically desactivated and can be started using the toggle button in front of the meteo screen (mostly hidden by the bar).
Naoned  [author] 24 Oct, 2024 @ 1:46pm 
The magnet track is a passive system (this is the way it comes in the game). The active system (that you can turn on and off) is the one that goes on the track, so probably it is installed on you diving cage. You can take the example of the submersible that is in the hangar, you have a key enabling to desactivate its pods. Hoping this helps.
RJFisher410 24 Oct, 2024 @ 1:23pm 
turn off*
RJFisher410 24 Oct, 2024 @ 1:22pm 
how do i turn on the magnet track things on the back deck by the hangar, i have a diving cage that wont move off of it
Naoned  [author] 16 Oct, 2024 @ 3:27pm 
Not yet. Unless you go in the MC code, which is not very difficult to change. I take the suggestion for the next update.
Galaxy 16 Oct, 2024 @ 3:03pm 
Is there a way to shut off the automatic fog horn?
Naoned  [author] 23 Apr, 2024 @ 1:55pm 
Thanks ;-D
nilsbuntschu56 23 Apr, 2024 @ 1:31pm 
really nice ship goodwork love it
Naoned  [author] 10 Jan, 2023 @ 1:49pm 
@nongboli. I use a modified version of the Boeing MH-6M Little Bird that you can find on the workshop. To fasten it to the helipad you can use the small winches that are integrated on the floor, it works fine. There is a button on the upper platform allowing to thighten then all together at the same time, and once it is done, the helicopter will not move anymore.
nongboii 10 Jan, 2023 @ 3:26am 
any plans to add a helicopter that is compatible with the ship and add connectors to the helipad and the heli to lock it in place?
Naoned  [author] 8 Aug, 2022 @ 10:34am 
@KuroNeko: this screen reads the 6 first composite chanels of the radio signal received by the antenna (frequency is set near the wheel). I installed it because I understood that there was a mission in which the coordinates were transmitted in the radio signal but to say the truth I never managed to get anything out of it...
KuroInYourWiFi 8 Aug, 2022 @ 7:51am 
Yet another question. What is the Screen next to the Autopilot doing?
Naoned  [author] 11 Jun, 2022 @ 7:44am 
Thank you very much @RandomLazer, I appreciate!
RandomLazer 10 Jun, 2022 @ 10:04pm 
hey, no request here, just wanted to let you know I love this ship so much, it seems designed from the ground up purely for function, and its modularity and capability are absolutely awesome
Naoned  [author] 1 Apr, 2022 @ 2:52pm 
Honored to learn it was the first creation you had. No plan to add weapons, I'd rather have it stay as a SAR and exploration ship.
nongboii 30 Mar, 2022 @ 5:29pm 
also, will you add weapons? it is multipurpose
nongboii 30 Mar, 2022 @ 5:27pm 
This was the very first Stormworks Workshop Creation I had 2 years ago
KuroInYourWiFi 14 Feb, 2022 @ 3:02pm 
Alright. Thanks!
Naoned  [author] 14 Feb, 2022 @ 2:38pm 
The generator starts when the battery is lower than a given value, but you have to activate it with the key button on the bridge.
KuroInYourWiFi 14 Feb, 2022 @ 2:03pm 
Uhm. They turned off after 10 Minutes when I screwed the AFR xD

And what's with the Generator? It doesn't start
Naoned  [author] 14 Feb, 2022 @ 10:08am 
The engines will keep running for a short time after you cut off the key button, because their is nothing to break their momento, however after a few second they will come to a halt, because the key button closes a valve on the fuel inlet. However putting the throttle at zero ensures the ship doesn't move anymore since the clutch is disengaged.
KuroInYourWiFi 13 Feb, 2022 @ 1:50pm 
Uhm. I cannot turn off the engines. They keep running...
Naoned  [author] 9 Feb, 2022 @ 10:23am 
68 knots! Wow! I never reached so high a speed in my own game. Perhaps the devs tweaked something in the last update, otherwise I don't know. Sometimes strange things happen with the physics in SW. In fact the meg emergency mode increases the revs of the main engines and starts two extra electric engines... when I use it on my save the speed rises up to 45 knots and then lowers progressively to 30 knots. But if you manage 68 kn you will stay safe from the fastest of these hungry and nasty megs... and the new detector helps, top ;-)
browniebear100 7 Feb, 2022 @ 11:01am 
in megladon emergency mode, i managed to get it up to 68 knots! is this an update that hasn’t been posted or something broken inside the ship?
Naoned  [author] 19 Dec, 2021 @ 2:29pm 
I am not sure whether they coded air lines. I did the 'pump air to winch' just in case but I rather pump the water in but never managed to use it. Theoritcally you couldn't pump water unless you added some air. But theoritically only.
Duke 19 Dec, 2021 @ 2:04pm 
Wait.... is it possible that since i used 'pump air to winch' that air got in the line causing it to clog? I fixed the first one by turning it off, pumping to sea and then after a few minutes turning off the sea pump and selected the fill tanks options.... they coded air in lines? insane lol
Duke 19 Dec, 2021 @ 1:42pm 
mmm Yeah just confused since when i connected the fluid port to the winch and took it down to a wreck, it wouldnt fill the tanks. I took out the ship again with the other one still at the wreck and brought it there and did the same thing and it started working, the first one isnt working but the second one is, its weird lol.
Naoned  [author] 19 Dec, 2021 @ 1:31pm 
Hi. When the winch is connected to the external fluid port (or to the ship you want to dewater), you can choose either to get it back to sea (provided it is water) or send it to one of the two cargo tanks. This choice is done by selecting the corresponding toggle button in front of the seat located in the hold (for sending the water to the tank use the dark green buttons and check on the dial that the tank is filling). Does this answer your question?
Duke 19 Dec, 2021 @ 11:48am 
Hey so i connected the fluid port to the port side winch and brought it down to dewater but i want it to go into the tanks. It appears the 'straight to sea' option works. Any suggestions?
Naoned  [author] 11 Dec, 2021 @ 7:14am 
Hi @RuztyPipe very good point indeed, I missed it when I changed the sliding system. I have adde a plug on the front of the sub and uploaded the model. When inside the hangar you can now recharge by connecting the hangar winch to the front plug with the electric cable I also added in the update. When the sub is at sea, you can charge it from the stern. First lower the rear platform, then connect the main towing winch to the upper plug with an electrical cable (to be found near the crane under a small sliding door). Hoping this will answer your question.
RuztyPipe 11 Dec, 2021 @ 4:25am 
Hi @Noaned just have a quick question. can you charge the subs battery from the ship. i found and electrical cable on deck and the sub had a electrical connector on top of it but i cant find an outlet in the hanger or the ship. Am i missing something?
Naoned  [author] 5 Oct, 2021 @ 2:41pm 
I have another explanation for not being able to lift the sub with the crane. I discovered that lowering the physics detail increase the elasticity of the cables. You should set it at least to medium to be able to lift the sub.
Naoned  [author] 26 Sep, 2021 @ 7:50am 
hI, Have you switched on the sub connector? To do so you can either use the toggle buttons on the side of the sub or the corresponding button on the consol. Once it is done, unclip the sub from the tracks using the key button at the rear of the sub and use the connector on the crane (key 3) to connect to the sub.
Sh4d0w0fd347h 25 Sep, 2021 @ 7:20pm 
hey man, i might be doing something wrong here, but it seem the crane cant even pick up the sub. anything i need to change? i just swing the crane, hit the connectors any try to pull it up, it never lifts off the deck. i made sure to release the tracks before picking. but it will not budge.
Naoned  [author] 13 Jul, 2021 @ 6:32am 
Yes, you need to "click" on the markers, this will delete them. Once all the markers are deleted the autopilot is reset. Hope this helps.
Ninjabuttons2 12 Jul, 2021 @ 1:54am 
is it possible to reset the autopilot or delete some of the markers that you place
Naoned  [author] 1 Apr, 2021 @ 12:27pm 
I have tried to reduce blocs as I could to lessen the lag effect and even added some fluid simulators to easen the calculations, but some of the lag effect is due to the functions included in the ship. I have noticed that it is more fluid when away from land. You could try to spawn it at sea using the mission editor, it might help.
brody.toenes 1 Apr, 2021 @ 10:49am 
sometimes lots of lights create tons of lag and sometimes its just laggy because of how they made it to
Naoned  [author] 1 Apr, 2021 @ 10:37am 
I am not aware of any method to reduce the lag, which would be linked to Mac ou PC. Could you explain?
brody.toenes 31 Mar, 2021 @ 7:47pm 
can you make one for a mac so its not so laggy
Naoned  [author] 15 Feb, 2021 @ 1:22pm 
Thanks for the explanation... for this example, it would be easier to add a bilge pump in the rear :-) The problem is that I have bilge pump in the forward compartment which is the most exposed to shocks and I can't keep them if I use it as ballast. However I was thinking of a side ballast that would balance the ship when you load a container (for example the medical one to increase hospital capacity). I will think about it by I'll give priority to the engines, hoping to release an update in the next few days. Feel free if you have other ideas!
MelonKami 15 Feb, 2021 @ 9:19am 
I am really excited to see what you will do with the new update :D
MelonKami 15 Feb, 2021 @ 9:18am 
Nice, well. What I'd like it for, is to change the balance of the ship, because I've noticed that there are no bilge pumps in the far rear of the ship, so I'd like to open the door, and ballast the front, so the bilge pumps in the other room would pump out the water in the hull. This is just one thing I could think off, it's mostly the fact that I like having features, and I think a ballast system is cool
Naoned  [author] 15 Feb, 2021 @ 4:13am 
In parallel, the next step will be to implement modular engines that should come with a major update scheduled tomorrow. I don't know what to expect compared to the usual engines, but I'll try to find a way to go faster without increasing too much the fuel consumption...
Naoned  [author] 15 Feb, 2021 @ 4:11am 
@MelonKami, thank you for your feedback, much appreciated. I did not install a ballast system yet because the weight of the forward part of the hull usually counterbalances the loads on the rear deck, and for the tilt, the mobile mass and propellers try to compensate it. However, I could have a look, but the question is to make sure on the localisation of the ballast. Could you describe the use cases where you would need a ballast? Depending on the place it might not be too difficult to implement.
MelonKami 15 Feb, 2021 @ 12:14am 
Thank you @Naoned, I appreciate the fact that you take our suggestions, so far it's my favorite, and most used ship. It really has anything you'd want. If anything, I'd like to have a ballast system, but I 100% understand if that is too much to ask for, I don't know how hard/easy it would be to create, but again, I understand if that would be too complicated for the build
Naoned  [author] 14 Feb, 2021 @ 1:12pm 
Thank you for the feedback. I just uploaded a modified version including this feature, the red lights switch is to be found in the corridor leading to the bridge.