Stormworks: Build and Rescue

Stormworks: Build and Rescue

Fluid Fortune: The Beluga Tanker by EINSCHLAG
63 Comments
Reysn  [author] 6 Aug @ 1:00pm 
Hey all! Thanks for all of your suggestions. :shakinghands: They really are inspiring. I don't have much time right now, but I want release an overhauled version some day. These are the suggestions I want to include:
- Additional Rear Anchor (@bobertothe3)
- Additional IN/OUT refueling ports/anchors on the bridges balconies (@bobertothe3)
- Additional Mag Alls on the helipad (@Jes6308)
- Fixing the instrument panels for the Radio Operator Station (@Jes6308)
- Fixing the crane flow rate instrument panels (@Jes6308)
Reysn  [author] 6 Aug @ 12:54pm 
@takamaka846 Cool, did you drive that far? Did you also fill the cargo tank with fuel?
Reysn  [author] 6 Aug @ 12:53pm 
@exz There should be a button that enables auto-stop at last waypoint right next to where you enable the autopilot (on the instrument panel). I hope you find it and I hope it works. ^^
Reysn  [author] 6 Aug @ 12:51pm 
What I don't want to include (and why):
- Rear steering propellers used for stationary turn (@bobertothe3): They are kinda linked to the main thrust props and it would require a bit of an overhaul to get that working. Definetly doable, but some people find it too maneuverable already. I think the current implementation is a good compromise. Feel free to do it though. :')
- War Variant (@Kameha): I love this idea. I am currently not that good in creating anything that shoots really. Maybe I'll try it one day. This is definetly a variant I would love to see come to live.

I hope I did not forget something. You can always look at the update notes and maybe your problem was fixed already. I'm always happy to read your comments.

As always, you are free to change/add anything you want and upload it to the workshop (details in the description). :moralefist:

Thanks again for enjoying the Beluga and for helping in making it better!
exz 6 Aug @ 11:40am 
It would be nice if the autopilot automatically cut throttle when it reached destination
Jes6308 1 Aug @ 10:14pm 
Hm, pumping in crude seems to work fine for me... ensure your valves are set properly, and that you're connected to an IN pipeline, with the respective IN pumps enabled?
takamaka846 31 Jul @ 3:44am 
It has a range of something about 250 km with max speed.
Kameha 29 Jul @ 1:03pm 
Something is wrong with the tanker's ability to pump in crude oil.
Kameha 25 Jul @ 2:10pm 
Could you possibly make a war variant, equipped with flak guns and other defense weapons? Merchant vessels were used plenty during wars and even converted to be able to defend themselves against smaller threats.. im sure itll be cool.
Jes6308 18 Jul @ 11:36am 
Also, one small suggestion - add a few more Mag-Alls on the helipad (at least 4) to improve compatibility with more helicopters with unusual form factors, including your own Bluling Helicopter.
Jes6308 10 Jul @ 2:10am 
Heya, noticed a small issue on the bridge. The panel for Cargo Tank Pressure, Crane Lock Active, and Crane Fluid Transfer Blocked in front of the Radio Operator isn't connected to anything, and the Crane Flow Rate dial on one of the adjacent panels actually displays Cargo Tank Pressure.
LynxarA 8 Jul @ 11:49am 
Am I doing something wrong? Pumping speeds from fuel vendors are very slow
bobertothe3 7 Jul @ 9:06pm 
As for the magall i think it should become a in/out fluid port for the bow and stern fuel tanks so refueling is easier.
bobertothe3 7 Jul @ 6:54pm 
alright. now i do have a couple suggestion for a possible new version (as my building skills are subpar).
1. another anchor to the rear left side so the ship doesn't shift a lot in rough waves.
2. when turning in high speed mode when throttle is 0 have the back thrusters fire as well so the ship can pivot {IE tank turning}

now for my new questions.
what does the cross-flow pipes do.
how can i fill the cargo tank/fuel tanks faster (it takes me about 30 minutes to get 1/4 filled)
Reysn  [author] 7 Jul @ 9:45am 
@bobertothe3 I am glad that it serves you this well! Thank you. :')
Good catch. The mag all has no specific purpose. It could be used to pull something small towards the ship (i.e. a small boat), but is more of a leftover from the original Beluga where it is used to help with the positioning of the crab pods if need be. There was some space left and I just put it there on the tanker as well. If you have any wishes for other equipment that could be put there, please let me know (multi purpose deck pump, more seating, more hoses or something).
bobertothe3 6 Jul @ 11:22pm 
I love this ship. it become what i mainly am using. but i have a few questions. Next to the base of the crane there is a small rectangle with a magall, what is the use (if there is any)?
Reysn  [author] 6 Jul @ 4:03am 
@Zephyr🐾Oh I am so sorry. That was a copy and paste error on my part. Thanks for pointing that out! :')
Zephyr🐾 5 Jul @ 1:49pm 
oh okay, maybe remove the thing in the description that says theres a net system? thanks :3
Reysn  [author] 5 Jul @ 3:05am 
@Zephyr🐾 There is none. My only released ship with a fishing net is the Mobula. On that one there is a flip switch on the helm that automatically extends and retracts the net. :steamthumbsup:
Zephyr🐾 5 Jul @ 2:56am 
how do i use the fishing net and retrieval system?
K Kups 2 Jul @ 1:56pm 
this is also true! lol
Reysn  [author] 2 Jul @ 1:11pm 
@K Kups It's nice that cooperation is so easy in SW. So I wouldn't count that as cheating. I use others stuff too. :crew:
K Kups 2 Jul @ 12:33pm 
right! so much to learn! to be fair im probably gonna cheat and grab a prebuilt one and either copy the design or stick it straight in there and then the only thing i have to build is any adapters to go between it and the current system.
Reysn  [author] 2 Jul @ 11:58am 
@K Kups Alright, I will try smaller props. Might even look better!

Would love to see a nuclear version. I've not build a reactor yet. So much to learn in this game. ^^
K Kups 2 Jul @ 10:11am 
if i ever get good enough with this stuff again i might swap her out to be nuclear and upload that tho it will take me a while.
K Kups 2 Jul @ 9:58am 
yay!! i LOVE the rudders! they are perfect! i did some experimentation on my own and i think i have a solution to everything else for you. so.. behind the main prop you have 4 more props 2 facing inward and 2 more facing backwards. the 2 inward facing props are too big. try replacing them with the small ones and see how it feels to you. i tried it and for me i would just remove them entirely to get the heavy feel but if you just replace them with the smaller props it completely removes the jarring movement and its still powerful enough that the ship is smooth and agile even in extreme weather. im not good enough with this stuff to upload my own but i do make alterations and save copies for myself. but yeah try that out with the props and see how you feel about it.
Reysn  [author] 2 Jul @ 8:41am 
I hope the ship feels less twitchy and dangerous now, while still being absolutely dangerous and hopefully fun to drive. If you come up with any improvements, you can always re-upload like mentioned in the description. :')

(I experimented with different solutions, but something like a toggle to completely change the driving behaviour was too much work and I think that this compromise works well, but let me hear your opinion)
Reysn  [author] 2 Jul @ 8:39am 
Here is what I came up with:
- Updated steering and throttle sensitivity to smooth out the movement of the ship
- Updated autopilot PID to turn more gently (this increases the turning circle)
- Updated Target RPS panel labeling on the bridge

The last one is to make it easier to understand how to set the target RPS.

Those changes should make it easier to operate the ship a bit more gently while still maintaining the power and a good level of responsiveness (it was definitely my target to make the ship feel agile, so it continues to feel more maneuverable than it should be). If you want to, you can always reduce the clutch of the engines. A value of 0.5 can makes it feel more like a CVT. The clutch levers are in the front of each engine. This will reduce the max speed though.
Reysn  [author] 2 Jul @ 7:03am 
@K Kups To deplo the RIB, just get into the helm and press the release hotkey. The RIB will drop and you can drive away while the crane lowers to water level for pickup automatically.

I like the idea of having a heavier driving behaviour on a toggle. I'll try that.
K Kups 1 Jul @ 3:55pm 
in all honesty it feels like a big heavy ship that's trying to handle like a RIB. i have also noticed that the little props do overcompensate a lot both in the back and front and rear. honestly if i didn't need them for strafing id probably just delete them entirely. they engage a lot when they probably shouldn't even when just going straight. im not sure how you would tune that but if i could have the ability to just turn all of those off completely id be thrilled. i very much like the feel of a heavy ship and that kinda removes that for me even with the keeper turned off they still engage. not everyone likes big heavy ships tho so keeping them but being able to turn them and associated systems entirely off would probably be ideal for me and still allow people to have their rib tanker. currently heading up to the top of the map with a load of oil and i have to say even with this stuff its the best tanker ive ever had the pleasure of captaining! looking forward to any updates!
K Kups 1 Jul @ 3:27pm 
also... is there a trick to using the rib on the back? got it extended out but couldn't get it to lower down to the water.
Reysn  [author] 1 Jul @ 1:01pm 
@Agent_Squid That could totally be the reason! I'll retest once everything is done.
Agent_Squid 1 Jul @ 12:25pm 
This would probably help the issue I was having, as the autopilot kept going overcompensating a turn
Reysn  [author] 1 Jul @ 11:38am 
@K Kups Good ideas. I think about something and hopefully will have the time to implement it. :steamthumbsup:
Reysn  [author] 1 Jul @ 11:37am 
@Agent_Squid Feel free. I'm always happy if it works at all. :hellionfunny:
K Kups 30 Jun @ 10:28am 
if we could set the degree of the turn and just leave it rather than having to go hard in either direction that would be fantastic too tho recognizing that both requests could be a considerable amount of work.
K Kups 30 Jun @ 9:50am 
this thing is AWESOME!!! i have only one request tho.... can we get the rudders changed so that they gradually turn instead of instantly? kinda jarring just suddenly the ship is yanked sideways like Poseidon is angry with us and is pulling on the anchor.
Agent_Squid 20 Jun @ 3:09pm 
Autopilot needs some pid tuning
wedontknowanymore 13 May @ 8:55pm 
thanks
Reysn  [author] 13 May @ 11:25am 
@wedontknowanymore It can handle full 60 units of pressure, but for fluid transfer it uses small pumps exclusively, which means it is not able to pressurize itself this much when pumping in.
wedontknowanymore 12 May @ 9:16pm 
How much cargo tank pressure can it handle?
Reysn  [author] 10 May @ 5:07pm 
@diggerd101 It's litres. I'll add that to the description, thanks! :')
diggerd101 10 May @ 2:02pm 
is the storage in liters or cubes for the cargo capacity
Reysn  [author] 8 May @ 1:39am 
@Bob The Builder You can find it on the desk in the captain's cabin. :')
Bobbyed Bop 7 May @ 6:28pm 
Whats the armory code
Reysn  [author] 7 May @ 11:19am 
@Spacezoid Glad you figured it out.

For anyone else wondering, you can read all about the autopilot here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277846721

You can add multiple waypoints either directly on the map or by opening the coordinate input window, clicking on the coordinates, then entering the coordinates through the keypad. Then there are two buttons (left: add it as waypoint | right: jump to location). I hope this helps. Amazing autopilot/map, but this is the one thing that could be improved on as it is a bit tedious. But that's alright. :')
Spacezoid 7 May @ 10:39am 
nvm it's not just coordinates
Spacezoid 7 May @ 10:36am 
... how do i turn on autopilot? i put in coordinates, and autopilot, but autopilot won't toggle!
Reysn  [author] 7 May @ 12:12am 
@PAflyerengine If the hull is damaged enough to leak, it will flood. To slow the flooding, you could close the manual "Fresh Air" valve on the bridge.

If you repair the hull damages, the bilge pumps can refloat the ship. The auxiliary generator has some reserve air to run for a while even if the vessel is submerged already.
PAflyerengine 6 May @ 5:05pm 
Can it sink?