Stormworks: Build and Rescue

Stormworks: Build and Rescue

Warface Aug 21, 2021 @ 2:52pm
Enable JUST the hospital boat and refueling plane
Hi there! Is there any way to enable just the hospital boat and refueling plane without enabling the other AI vehicles? There is noticeable lag when I enable the AI addons for me and my friends in our coop campaign and the boat hospital is a nice addition.
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luchaticat Aug 21, 2021 @ 4:45pm 
nope
Ra-Ra-Rasputin Aug 21, 2021 @ 5:09pm 
I'd hope for that option too, but i doubt such is the case. The AI vehicles are quite awfully optimized.
a55mu11e7 Aug 21, 2021 @ 10:12pm 
Heh, Not even just poorly optimized...

I've hit a plane with my boat before while on autopilot. Thought I put my compass sensor in wrong because I was below decks when I hit it.

I'm always sailing around and seeing lights under the water.

atm there are 34 vehicles loaded on our coop server, never really see any of them. When I do they're usually crashed into the water or blowing out our eardrums with turbine ignitions at the dock.
Zarkov Aug 22, 2021 @ 4:26am 
It's strange that effort spent on implementing major features is allowed to instead become detrimental to the game, when workarounds are seemingly trivial. Example:

AI aircraft has no horizontal velocity and is at or below sea level -> immediate despawn.

There seems to be a relaxed attitude towards problems that harshly and unnecessarily impacts the perceived quality of the game.
Ra-Ra-Rasputin Aug 22, 2021 @ 4:44am 
It is a very bizarre mix of very good ideas and great design mixed with incredibly bad ideas and very poor design.

The tech here, builder, physics, et.c. is fantastic. The original missions were varied and great. The actual mechanics that go into making a functioning vehicle are par none.

Then... we have extremely poorly implemented LUA "modding" with zero (or equivalent) documentation, poorly made missions that repeat themselves and awfully implemented AI vessels that have their physics on full tilt despite being nowhere near the player slowing down the game.
Solorvox Aug 22, 2021 @ 5:12am 
Originally posted by Ra-Ra-Rasputin:
The tech here, builder, physics, et.c. is fantastic.

This is a joke right? You mean physics where lift is non-existent force and only thrust is used for fixed wing aircraft? That large/huge ships will "fly" out of the water in moderate winds due to over excessive drag and then continue to "fly" through the air from propeller forces until you stop the engines. The broken fluid simulation in pipes that prevents you from transferring and selling fuel in large quantities to the sale pylons.

However, I do agree with you on the last points about LUA and poor docs. And the dev's attitude is what puts off many of us. Look at flaffponly dramas.

And yeah, I've seen AI helos that just have ignited their jet engines but already 15m in the air. Long before the engines could even reach the proper RPS to do so. So yeah, they ignore the already poor in-game physics. Just more lipstick on a pig.
Ra-Ra-Rasputin Aug 22, 2021 @ 5:17am 
Lift exists, although it is nowhere near as strong as it should be. Air resist motion less than water so going at speed in water absolutely will push you out of it. It's also somewhat amusing that your first 2 points contradict each other. The boats flying (unintentionally) is an issue that came in only after lift as a mechanic was not so well implemented in 1.0.

You can transfer fluid just fine unless you very poorly design your system. I've never once had an issue with it, nor read people having issues with it (other than the previously broken arctic refinery).

The foundation is all there. It just feels like Michelangelo's David being painted over with cheap latex paint.
Solorvox Aug 22, 2021 @ 5:38am 
The boat will continue to fly in the air driven only by the propeller. Even with little to no wind at times. Stopping throttle will allow it to return the water. Heck, this is on front page: https://steamcommunity.com/app/573090/discussions/0/3043857610269730066/

As for pipes and fluids, I've reported it many times. Posted bug reports that were closed a duplicate of a non-related 2018 bug that was still open in 2020. I've also asked about it on discord which that also got ignored by devs.

I built a several different tanker designs with 300-800K litter holds. They all stop working after about 10-30 minutes when trying to sell pumping out. (non arctic bases) Everything from single high speed pumps direct to pylon to five in series, parallel or similar. I've tried adding pumps to both ends and checked flow rates. Pipes and pumps show pressure using detail tool-tips but pylons just stop working. And like everything else, not enough in-game information give as to what the problem could be.

I don't agree that the foundation is even there. Yeah, the concept and building with micro-controllers was a great start. And I really wanted to play a game like this badly. They just went wrong with everything else.
Ra-Ra-Rasputin Aug 22, 2021 @ 5:43am 
Launches, yes. Props don't provide any thrust outside of water. I've spun one at 29000 RPS in one of my testbeds and there isn't even a torque push like there is with collective 0 heli props spun at obscene speeds (>4000 RPS).

Your pipes aren't the issue. The refinery has a maximum capacity of around ~50k crude, which while it consumes constantly at a trickle rate, it can't accept more. This value was visible before 1.0, but hidden since then because... reasons?
Solorvox Aug 22, 2021 @ 5:54am 
https://i.imgur.com/odisXTp.png Note the size of this and that this was full of 860,000 L of diesel going to sell. It ended up doing a bow to stern flip. That was at moderate winds during that screenshot. Using 8 Large engines and large prop with top speed of 14 knts. No way in the real world could ever happen.

Anyway, this is off-top but just had to reply about the great physics comment.
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Date Posted: Aug 21, 2021 @ 2:52pm
Posts: 10