Stormworks: Build and Rescue

Stormworks: Build and Rescue

VL44 DragonFly
121 Comments
Ramalis  [author] 10 Jul @ 5:05pm 
gotta use the selection tool.
Jalapeño bagel 10 Jul @ 2:59pm 
probably missing something here, but i just started this game, how do i connect the water bombing attachments to the wing of the plane?
aleriknedo05 8 Apr @ 7:52pm 
You should make a bomb bay module
Ramalis  [author] 25 Feb @ 1:36pm 
Messed with Wind Correction for the control surfaces.

removed the hack i did to prevent windmilling as the plane attempts to angle the tail surface into the wind now to mitigate it automatically.

added Yaw to the PoistionHold Stabilization.
Etyneo 30 Nov, 2024 @ 5:45pm 
I think it's potentially a bug with the controller tbh. Take the plane up in VTOL mode in high (I test in worst case, so 100%) and turn side on to the wind. Doesn't matter if you're in position hold or not.
Ramalis  [author] 30 Nov, 2024 @ 11:04am 
with out removing all the control and wing surfaces on the craft high winds are always gonna do that, there is a reason IRL you dont see stuff being air lifted unless the weather is calm.
Etyneo 30 Nov, 2024 @ 7:56am 
Thanks for the update, but, oof that pitch moment when side on to strong winds in VTOL mode...
Ramalis  [author] 29 Nov, 2024 @ 4:09pm 
wishes granted
Etyneo 27 Nov, 2024 @ 1:25am 
So you're saying it's a very hefty boi. :P
Ramalis  [author] 26 Nov, 2024 @ 8:08pm 
fun fact only custom tank fluids have gravity applied twice, the original prebuilt tanks dont do that.
Ramalis  [author] 26 Nov, 2024 @ 8:07pm 
liquids in SW have gravity doubled soooo
Etyneo 26 Nov, 2024 @ 6:11pm 
Yeah...I tried that...it wasn't enough. Wasn't able to lose altitude quickly enough for the crane to get into connection distance of the fuselage.

Was testing an ISO container for hauling liquids. The one I have can hold 37804 liters of liquids and it's empty weight is 1370.5. Rough napkin math (assuming 1kg per liter of liquid, might be different for liquids other than water) says the weight should be 39174.5 kg. Even with throttle mode set to 3 it initially struggled to pick it up off the ground (possibly SW just being SW, not certain as of yet).
Ramalis  [author] 26 Nov, 2024 @ 6:01pm 
thats a winch thing, just tap down arrow if in the air to lock the crane in.
Etyneo 26 Nov, 2024 @ 5:58pm 
The limit to the cargo weight seems to be about 40 metric tons. Even there, the cargo lift does not want to lift all the way back up, and if you do get it to secure to the fuselage, the rear landing gear are likely to collapse backward as you taxi around.
Ramalis  [author] 25 Nov, 2024 @ 3:48pm 
but good to see people still using this
Ramalis  [author] 25 Nov, 2024 @ 3:48pm 
the collective getting set to -1 is a bug, introduced after i made it so the craft could Vtol upside down.
turning on deadman override should fix it as its the dead man trying to take the craft to 10 ft.

the windvaning is do to the fact it has proper vertical stabilizers.
Etyneo 25 Nov, 2024 @ 1:48pm 
It also still windvanes like it's going out of style...
Etyneo 25 Nov, 2024 @ 1:48pm 
I've noted that even when landed and you get out of the seat, the collective seems to get set to -1. If the engines are running, even at Idle, this will push the aircraft into the ground so hard the rear landing gear like to collapse. High physics only partially mitigates this by increasing the force needed to collapse those gear.
Ramalis  [author] 9 Nov, 2024 @ 9:58am 
ajmarston 7 Nov, 2024 @ 11:42pm 
oh nice when its fully made ill sub to it as it looks similar to the vl-49
Ramalis  [author] 7 Nov, 2024 @ 2:58pm 
aaa i see
you might like what im calling the VL 777 white witch then. very similar
ajmarston 7 Nov, 2024 @ 12:41am 
like pictures of it
ajmarston 7 Nov, 2024 @ 12:41am 
well first look up the vl-49 so you know what you can do and ye a nuclear powered version will be cool
Ramalis  [author] 6 Nov, 2024 @ 3:30pm 
or a nuke powered version?
Ramalis  [author] 6 Nov, 2024 @ 3:30pm 
you mean a nuclear bomb attachment?
Ramalis  [author] 6 Nov, 2024 @ 3:29pm 
not so sure what your requesting?
ajmarston 4 Nov, 2024 @ 11:50pm 
ramalis is it ok if i request this for a aircraft?:the neclear option vl-49 if you do make it ill use it and naturally i would sub to all vl vehicles
Ramalis  [author] 28 Jan, 2024 @ 12:18pm 
@DangerNewdle

Wish granted
(Replaced Time Clock with a Collective Indicator)
DangerNewdle 22 Jan, 2024 @ 5:37pm 
The only thing that'd make this aircraft better is a collective indicator, but that's me being nitpicky. This thing is so sick!

For newer players trying to run containers with this for the first time, you'll need to enable the connectors on the top of the containers you want to haul, then once you're back in the aircraft you want to press "4" for precision mode, position yourself over the enabled containers and then use the crane to pickup. Took me a sec to figure out how all of that worked, and there IS a learning curve to it, lol.
delgate 12 Mar, 2023 @ 6:31am 
this was the first good flying vehicle i have used:steamthumbsup:
Oldru_Vallière 14 Jan, 2023 @ 7:13pm 
Any chance that the twin tail version will get an update in the future to reflect the updates made since the twin tail was uploaded?
Etyneo 23 Dec, 2022 @ 11:31am 
I did find this while looking under the aircraft: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905724789

If that's the gyro, is there a way to reset it?
Etyneo 23 Dec, 2022 @ 11:22am 
In my case, the brakes turning off at inopportune times made the craft slide, turn, etc. This generally resulted in it ending up against one of the railings on the top of the tank I'd landed on. While the image may show the aircraft not landed centered on the tank, I did land it as centered as I could manage and it drifted a bit, even with the brakes on. I'll Have to check to see if I can find where you hid the gyro, but if it's under the cab then I'll probably have trouble getting to it.
Ramalis  [author] 23 Dec, 2022 @ 6:33am 
@Etyneo, the reason the brakes turn off when the engines are above idle, are for the less then observant users in my days of adming SW servers ive watched far too many people brute force thru the brakes to leave the hanger. Its an attempt to idiot proof the craft, cause the assumption is, if the engines are past idle your planning to move anyway, and if not you just turn the brakes back on.

Ill increase the threshold rps for when the brakes turn off, probably from 3.5 rps to 7 or so.
Etyneo 22 Dec, 2022 @ 10:18pm 
Also doesn't explain why the collective/prop pitch stopped responding for me. Not entirely sure that specifically landing on top of a tank was the cause. Location/terrain type might have been irrelevant. I do still have a save with the aircraft in that situation.
Etyneo 22 Dec, 2022 @ 10:16pm 
Well, that'll probably fix the brakes turning off when getting into or out of a seat, but I doubt it'll fix the brakes turning off when one or both engines come online.
Ramalis  [author] 22 Dec, 2022 @ 9:13pm 
@etyneo, i figured out why the brakes turned off, seems all seat toggles are switched off when leaving it next update should finally fix the brakes
Etyneo 22 Dec, 2022 @ 3:31pm 
I forgot to mention that there do not appear to be any damaged or destroyed blocks visible anywhere on/in the aircraft.
Etyneo 22 Dec, 2022 @ 3:29pm 
So, After looking around and poking around what I could with the stuck aircraft (not able to teleport it/myself, etc, so no workbench) I noticed that, for some reason the collective/prop pitch seems to not be responding to input from either seat, the remote control, or even the altitude hold autopilot.

Given I can't teleport myself, the aircraft, etc, that Career save is now screwed. :(
Etyneo 22 Dec, 2022 @ 2:35pm 
I noticed that with the Remote Control update that activating Position Hold from the pilot's seat after getting out of it in flight can lead to potentially problematic inputs from the autopilot. In my case it tilted back hard and moved back towards the position I had gotten out of the seat at.

Also, I made the mistake of landing on one of the tanks on refinery island ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905312421 ) and now it won't lift back off, even if the throttle setting is in WEP.

For the love of not sliding around, STOP automatically turning the brakes off when you sit in the pilot's seat, turn the engine on, or, really any other time.
Necrophage 20 Dec, 2022 @ 11:23pm 
How do you reverse the aircraft on the ground?
Ramalis  [author] 16 Dec, 2022 @ 1:21pm 
Been sorta planning a update so you can remote control the plane, might tie a button to the remote to turn off the override...just remember to bring a remote with you.
Ramalis  [author] 16 Dec, 2022 @ 1:13pm 
But yes thats what the overide is ment for, leaving the craft hovering as you go do other things. I made it just extend the timer for the ones that forget to turn such things off and end up screwing them selfs.
Ramalis  [author] 16 Dec, 2022 @ 1:07pm 
The DeadMan override just extends the timer till the craft attempts to autoland, auto land is dumb, it just switches to vtol mode if not in it already, Deploys landing gear, and sets alt hold to 11. which will put the door right at water level in calm conditions.
Etyneo 16 Dec, 2022 @ 5:33am 
With the SAR module, is it possible to leave the aircraft hovering and holding position while you go down to collect NPCs from the water/boat/etc for missions? If so, would I need to flip that Dead Man Override?
Etyneo 16 Dec, 2022 @ 5:29am 
Would also like an explanation of the deadman override and auto land feature
Etyneo 16 Dec, 2022 @ 5:28am 
Huh...wonder why the brakes shut off if I turn off all the buses and battery switches, then.
Ramalis  [author] 15 Dec, 2022 @ 9:02pm 
The brakes are not on a bus, and if you want to turn the engines off just flipping the mags will shut them down.
Etyneo 15 Dec, 2022 @ 5:08pm 
Might be worth trying to find some way to add deployable mag-alls or something to help tie the aircraft down in strong winds in areas that do not have places to tie down with ropes.