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Yukon is capable of driving on its side!
Its a feature I figured out way back on the Magic School Boat. Its part of dealing with arctic hurricanes. If your on the side one of the two engines will still get air. You still have thrust. Thus you still keep speed for the roll system to bring you back up.
If you do go to far over the inversion motors, above and to the left of the pilot when the ship is upright, can roll you half way to be able to restart at least one engine. Then you start moving forward and roll back up.
Sometimes after dipping a smoke stack in the water it appears to lose 25% or so power. Probably from water blocking air flow. If you slow down to level the boat and possibly shut down the engines the blockage clears. When you restart you can get back full power.
If you have a lot of different cargo pieces to handle consider backing up using the electric motor system. Lowering the ramp gives you a wide space to handle things. The ramp can also be set to the height that works best for where you are going whether it be dock or shore.
The port to stbd tanks need balance from time to time. This is done manually in case one of the tanks was damaged and fills with sea water instead of diesel. Over time the ship will be leaning one side or another more often those drain fuel unevenly between them. The split of the tanks is to avoid excess free surface affects.
A sign of a large imbalance is the ship having an unusually list or roll to one side.
To make the adjustment go to the lower middle cabin with the pumps. The controls and gauges are on the aft wall. Pump from one side to another until they are roughly even.
>>
Upper Areas:
= Bow deck
With common anchor systems, fluid turret and a handheld hose fed by large pump
= Bridge aka Pilot house
With majority of controls for pilot player, electrical switchboard, damage control board, medical bed easily observed, immediate handhelds, seating
= Utility room
With many seats, room for cargo and can be adjusted to hold other controls like ROV control stations
= Stern Deck
With connectors, mag alls to secure cargo, marked storage is 11x30, winches, arch, ramps, crane; hose connection with large pump for fires on deck or on nearby ships making this a good second player position
>>
Lower Areas:
= Head
With toilet and shower areas, serves as collision bulkhead against forward damage
= Galley & Workshop
Decorated for role play for food prep, small table, workshops with numerous welder; Has a hose fire point for fighting fires below decks
= Pump room
Pumps located here to accessible for repair and even less likely to be damage, laundry, general storage
= Bunks
On stbd side of pump room two sleeping beds with matching small handhelds
= Engine room
Engines, generator, batteries; Has a fire point for fighting fires below decks
>>
Well the large winches, arch and ramp.
Once hooked to the arch winch the arch when swung out is past the fully loaded ramp, on purpose). Winched the item to the arch winch. Rotated the arch in which lifts the item in the arc up and over the ramp. Close the ramp. Item is now safely over the deck. Extend rope and secure with ropes to the various deck anchor points.
Initally used the dorsal winch but since the game magically has ropes go through the hull the object ended up being suspended "sea anchor" style under the hull. Wasn't really a problem for motion. Upon realizing the arch method above put on a diving suit, hooked rope to the arch winch and swam down to hook up the rope. Let the out the midship dorsal winch to have slack for brining it to the arch winch.
For instance the medical bed being in easy view of the single player's helm position let you check on patients and rotate them around. "Bleeding" state is possible in the game with rescues slowly losing health. Rotating who is on the bed can keep them in good health without consuming first aid kits. 9 rescues can be in the immediate bed and seats by the helm which covers almost all rescue scenarios.
Going below is for:
= Roleplaying
I sometimes on voyages turn the autopilot on and go down to the galley to RP making a meal while getting food in real life.
= Sleeping
The bunks are down below. 2 bunks for 2 person multiplayer or in real life perhaps hot bunking a 4 man crew.
= Balancing the fuel load
Over time things will pull more fuel from one side over the other or the cargo load may be affecting balance. By shifting fuel between port and starboard you can adjust the Yukon's list.
= Access stores
Such as more rope, replacing first aid kits or the fire arms.
= Repairs
All all of the hull and systems can be repaired from inside he ship. In play only a few blocks couldn't be reached and those were buffered on the inside so water wasn't getting in. The buffer was decorations like the microwave.
Ship has 4 movement modes.
Going fast, 11.3 m/s and up, has almost none of the boat in the water. Take a look in external view or with the camera when going gas and look what is in the water. What stabilisation is possible is limited to wobbly. For safety helm turning is limited for board turns.
Below that speed the boat goes for pitch 0 adding in the stability of the S/T shapes of the hull. This is on top of the active stabilisation. This is the intended long range cruising at a speed of 20-22 knots. As fuel is used up the mass moved goes down and the speed can go up so you may need to tap the throttle below the recommend 81%.
On close approach the play style is to drop speed a short distance away, shut down the main engine with the one button then proceed on electrical drives (keys 1-6) for precision, safety and rotation as needed.
The fourth movement mode is kedging, as in pulling by the anchors especially the large 6 mag all anchor.
A reminder that inversion recovery is expected to have both the inversion motors and the main engine(s) running.
The roll of the inversion motors is to rotate the onto roughly one side. Direction can be toggled.
Even on electric starters by mashing the start button there is some power to the main propeller. Once on its side the Yukon air intakes, part of the 2 smokestacks, should have one getting air which will go from electric start to motor start given 50% power. With the forward motion the roll stabilizing system should then complete the inversion recovery.
In some cases of rolls in storms when already moving forward the inversion system might actually complete a barrel roll. If its in the wrong direction though it would pause you then roll up on the side.