Stormworks: Build and Rescue

Stormworks: Build and Rescue

Jet Engine dies during flight.
Ok so pretty new to storm works but Ive built a few things now after a few days.
Got into building my own helicopter not a bar bones one but something like a Sea hawk/MH53. Anyway Jet Engine is being used I did not put the exhaust on it I left it off.
Ive got a push start for the engine. 3 Large fuel tanks all set to Jet Fuel.

Ive got everything hooked up for sure. The engine starts I fire up the rotors raise the Cyclic pitch and went to take off after working many hours on it for my first mission using it and got not even a few hundred meters out and BOOM... It boomed like I had lowered the throttle then started winding down and my bird fell like a rock into the sea. I frantically searched for the engine start button again but it was too late water rushed and I was back at the work bench.

So what happened? How can stop the engine from dying in flight?

I followed NJerseys tutorial I have the engines throttle hooked into the PID I have the everything hooked up like its supposed to be and the engines limited to 150 like he said to set it to. My throttle was max setting I was off the collective and tilting for the speed in the direction I wanted to go and Boom!! No warning something was wrong just instant No more engines on. Kaput...

Njersey advises not to fly with the engine on constantly so after it spools and I have power to the rotors I shut it off and let the rotors continue. I tested this out on the ground for several mins to be sure the engine was ready to go. But it seems like theres an issue and I dont think its the pilot.
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Сообщения 3145 из 49
Автор сообщения: Rovalis
Don't jet engines operate better at higher RPS? More efficiency and higher output, right? As far as I understand, jet engines are largely sub-optimal for low RPS operation and only become more efficient than diesel at high RPS where yes, the fuel consumption is large, but the output is much larger compared to diesel.

I have a little SAR boat running on 2 jet engines and 2 fluid jets that will cruise 145kts. I haven't tuned it perfectly so they do eventually break but they last over 5 minutes at that speed and could probably go for 20-30 minutes in-game off 4 large fluid tanks.

Am I incorrect?

You are not incorrect - if we're talking about the real world. Stormworks however has very little to do with the real world. I have a jet heli that can cruise for hours. It runs at about 5 rps, if I remember correctly.
Автор сообщения: pontfogel
Understandable. Trying to learn how to build helicopters the way you did is a bit like saying "I don't know any maths but I'm going to teach myself so I'm starting with algebra".

Here's a link to the first (working) helicopter I ever built in Stormworks. Take a look at it if you feel like it. It is diesel powered, has a rudimentary altitude hold function and a rotor governor function. It also looks like crap but works pretty well.
I like colour coding so most logic blocks are grouped by colour which makes it easier to see what's what.

https://steamcommunity.com/sharedfiles/filedetails/?id=2388851620

Thanks again I will certainly have a look. Ive tried to stear clear of workshop and focus on my own creations the ones I did get I just got out of Curiosity mainly I considered a 4 wheeler but decided to see if any one had done it and found a magnificent four runner but couldnt make sense at all of what was going on.

Logic is where I lose. Ive broken into it a bit and used some figured it out on my own on how to make my boats engine stop when Im not on it by cutting the fuel using an a toggle hooked to the on/off valve and a player Sensor. It worked and then well it didnt work and my boat ran away on me when it shouldnt have. I hooked up a NOT to a the player sensor and have made some example tests trying out various things so im learning as I go.

I decided to ditch that mission and sleep till the next one. Well it was about picking up some scientists or something and I thought OK ill speed over to my other base using the zodiac and load the default helicopter that I added some various stuff to...

So I figured Ill pick em up in the little diesel chopper and go back to the zodiacs base then put them in my jet chopper and fly to the mainland.... Well I got there with the diesel and the 5th man wouldnt go in the chopper and while trying to get him sorted the wind literally blew my chopper off the hill and flipped it upside down. I have terrible luck on these missions. A day late and a dollar short.

Im still interested in what on earth is causing my systems to die even with full battery though. Didnt play today will tommorow. Ill have a look at a few things Thank you again anyhow.

The Helicopter is acutally my 3rd or 4th build. I built my rescue boat first then I built a larger boat which Im 22k in debt on because I was spawning it with fuel paying the costs and had no idea it was charging me while I was spawning it to test.

I have a Chenoweth Dune Buggy I made after Arma2 Chenoweth that has a buddy fuel system and Fire fighting tank and hose. Ive done some work to the default heli I tried to add Harnesses on the sides of the default heli but apparently Winches Do not operate right with the harnesses so you can lower them from the inside of the chopper but can not attach a button to the blocks that the winches hang from to raise you and the NPCs back up at the same time. I gave up on that and started building this Jet Heli because the default is just too small and runs out of fuel way too fast.
Отредактировано Eagle; 9 фев. 2021 г. в 20:23
Something you can try is to play in custom mode while learning how to build stuff. That's what I did (although it was called "creative" back then, which made more sense). It's easier to experiment with different builds if you don't have to worry about fuel and money while building. The logic parts and systems can seem a bit overwhelming at first but it seems to me the learning curve for them is less of a curve and more of a sheer cliff. You don't get any of it and suddenly you get it all.
I wouldn't recommend you download my helicopter to actually use it for missions. Just look at it and try it out to get some ideas for how logic parts and connections can be set up and then make your own build and your own improvements.

I'll take another look at your helicopter and see if I can tell why your systems die.

Edit: Your problem lies in your electric setup. In my opinion, you have too many breakers making the electric connections too complicated. Here's an idea for how you could do it instead. I didn't hook everything back up as that makes it hard to see what's going on but I connected enough parts to start the engine and verify that the generators will charge the batteries. I also recommend that you do not draw connections using the breaker as a central point for every other part. I prefer to draw my connections from part to part (within a given system), making it appear less cluttered. This is of course a personal preference on my part, though.
I renamed the breakers I used to show what I used them for.

And speaking of batteries: There were/are too many. :) I'd suggest one medium battery is more than enough for this heli. Batteries are very, very heavy which means they increase fuel consumption by a lot compared to other, lighter parts.

https://steamcommunity.com/sharedfiles/filedetails/?id=2390653623
Отредактировано pontfogel; 10 фев. 2021 г. в 7:53
Автор сообщения: pontfogel
Something you can try is to play in custom mode while learning how to build stuff. That's what I did (although it was called "creative" back then, which made more sense). It's easier to experiment with different builds if you don't have to worry about fuel and money while building. The logic parts and systems can seem a bit overwhelming at first but it seems to me the learning curve for them is less of a curve and more of a sheer cliff. You don't get any of it and suddenly you get it all.
I wouldn't recommend you download my helicopter to actually use it for missions. Just look at it and try it out to get some ideas for how logic parts and connections can be set up and then make your own build and your own improvements.

I'll take another look at your helicopter and see if I can tell why your systems die.

Edit: Your problem lies in your electric setup. In my opinion, you have too many breakers making the electric connections too complicated. Here's an idea for how you could do it instead. I didn't hook everything back up as that makes it hard to see what's going on but I connected enough parts to start the engine and verify that the generators will charge the batteries. I also recommend that you do not draw connections using the breaker as a central point for every other part. I prefer to draw my connections from part to part (within a given system), making it appear less cluttered. This is of course a personal preference on my part, though.
I renamed the breakers I used to show what I used them for.

And speaking of batteries: There were/are too many. :) I'd suggest one medium battery is more than enough for this heli. Batteries are very, very heavy which means they increase fuel consumption by a lot compared to other, lighter parts.

https://steamcommunity.com/sharedfiles/filedetails/?id=2390653623


I actually opted just now to try out Custom. I have been confused because I saw people had an options panel to turn on and off megladons and change the weather and time of day on the fly I had no such options. I also see now the other career mode you must start with limited parts Im playing in survival Career style. I just started Custom. I was also afraid that it might only allow me to play one mode and if I started another it might overwrite my current progress I see now that is not the case.

So I just got to the workbench and saw I dont have to pay to build in this mode. Now I can spawn things Im having issues with and find fixes for them without spending loads of money anymore.

I downloaded your heli Ill also look at your example. The reason I use all breakers is this, I know that when the engine is off the battery drains. If the engine is off the generators dont generate. If for some reason I have to walk away from the helicopter for an extended period I dont want all my batteries to die. Also the reason I hooked everything up to breakers is because while it looks nice to simply run the electric to every other component I feared that it was in series circuit so if one Dial took a hit it would kill all others because the flow is interrupted.

I had noticed or so I thought that hooking things up sometimes if the electric wasnt linked to the item it was related to exampled door toggle isnt hooked up to door and only to battery I thought it wouldnt run/work right. Im still feeling out how the game works with circuitry. I like using breakers so that I can power on only the systems I want on because some use a lot more power. I also use breakers because I kept having issues with not enough power and it would only power half the circuit. I could hook up 10 dials and some pumps and they would half work but the pumps werent and the toggles were dead.

So I opted to keep my equipment on its own battery to prevent battery drain and strain if not using the systems. I opted to keep the displays on a breaker separate from the Searchlight which uses alot of electricity I was basically trying to have redundancy.

Something I have learned is having backup plans for back up plans is ideal for this game.
In my boat I have a main breaker for most systems but I have an electric motor with its own battery that I have hooked to an Emergency breaker so that I can toggle the breaker on and have full battery power to use the electric motor when I run out of fuel as a Back up motor and have just enough power so that if Im dead in the water empty from getting lost while out searching which has happened twice... I run out of fuel and Im dead in the water.

So I have the electric motor that I can power on to the nearest passing by large boat hook a rope to kill my engine and piggy back on that vessel till I can make it near to a home base. I got sick of getting lost and running out of fuel but I noted that other boats come around and travel so I opted to have a backup system. My Emergency flares are also on the emergency breaker So someone wont accidentally be a jerk and fire off my emergency flares buttons. Then I have a flares on the bottom of my boat that are on the main battery so that if I capsize I can fire the flares from the main battery in the event I cant reach the emergency breaker I can fire off flares on my position from the bottom of my boat. Mainly for multiplayer the flares system.

So that is why I am using breakers VS one breaker for all of it. Redundancy of power and power lost in the systems as well as to prevent battery drain from things not in use that will draw amperage even when the engine is not running and the generator isnt.

OFC IT SHOULD BE NOTED THAT I HAD ALL THESE BATTERIES BECAUSE THE ONES I HAD WERE DRAINING... DUE TO LACK OF A GENERATOR.... Which has been a game changer. Therefore I can now lose some batteries if need be. I just like having redundancy and breakers dividing up the heavey use equipment so there is no heavy drain on my engines battery when not in use or drain on it while operating heavy use items like large pumps and Winches. I like having those on their own breaker till ready to use.
Отредактировано Eagle; 10 фев. 2021 г. в 9:15
I like both to keep various systems separate and to have redundancy myself, so I get what you're saying. But with the high fuel consumption in this game you always have to consider if the extra weight is worth the cost. Instead of installing a backup electric motor (which is heavy) with extra batteries (which are heavy) you could, for example, install a small(ish) emergency fuel tank. Put enough fuel in it to get you home from a pre-determined distance so you know what you've got when you have to switch to it. An even cheaper option would be to install an alarm that sounds/flashes once you've used a certain amount of fuel.

And speaking of fuel tanks - custom built tanks are generally preferable to the pre-made tanks.

Something else to keep in mind: If you get the gearing for your jet/rotor right so that the jet operates at fuel efficient rps, don't forget to gear up your generators. Generators need lots of rps to produce any significant amount of power.
You can hook up a dial to your generator to see how much power it's outputting and another to see how fast it's spinning.
Автор сообщения: pontfogel
Something you can try is to play in custom mode while learning how to build stuff. That's what I did (although it was called "creative" back then, which made more sense). It's easier to experiment with different builds if you don't have to worry about fuel and money while building. The logic parts and systems can seem a bit overwhelming at first but it seems to me the learning curve for them is less of a curve and more of a sheer cliff. You don't get any of it and suddenly you get it all.
I wouldn't recommend you download my helicopter to actually use it for missions. Just look at it and try it out to get some ideas for how logic parts and connections can be set up and then make your own build and your own improvements.

I'll take another look at your helicopter and see if I can tell why your systems die.

Edit: Your problem lies in your electric setup. In my opinion, you have too many breakers making the electric connections too complicated. Here's an idea for how you could do it instead. I didn't hook everything back up as that makes it hard to see what's going on but I connected enough parts to start the engine and verify that the generators will charge the batteries. I also recommend that you do not draw connections using the breaker as a central point for every other part. I prefer to draw my connections from part to part (within a given system), making it appear less cluttered. This is of course a personal preference on my part, though.
I renamed the breakers I used to show what I used them for.

And speaking of batteries: There were/are too many. :) I'd suggest one medium battery is more than enough for this heli. Batteries are very, very heavy which means they increase fuel consumption by a lot compared to other, lighter parts.

https://steamcommunity.com/sharedfiles/filedetails/?id=2390653623



I checked out your heli very very stable.

I checked out the internals I never thought about shutting off the AIR I forgot Air is classed as Fluid under components in this game. I may try that shut off valve on my engines Air pipe in my rescue boat vs the fuel cutoff or use a combo of both as a runaway boat switch to kill the engine. Obviously fuel is still in the pipes after the valve however if you kill both Air and Fuel there is no combustion and thus no ignition. Clever.

I had some questions. So Im guessing the Clamps are to prevent over RPS and engine Fires? Im guessing the Memory Boxes are for altitude setting and clearing for altitude hold? I see you have your panels set up to tilt however I say no switch for those to tilt and the control lever to tilt them is in the ceiling. Im also assuming your multiplier Function has something to do with heading due to the 360 but what I didnt understand why would you hook that up to an inverter since that flips outputs?

But the one that Ive not seen yet and Im curious of is the Generator hooked directly into a gearbox. Can you explain that one? To be quite honest though Im having difficulty understand how you would go about hooking up everything and setting pids and why you would use the PIDs and how. Going to look into the Example of my Heli you put up now.
Автор сообщения: pontfogel
I like both to keep various systems separate and to have redundancy myself, so I get what you're saying. But with the high fuel consumption in this game you always have to consider if the extra weight is worth the cost. Instead of installing a backup electric motor (which is heavy) with extra batteries (which are heavy) you could, for example, install a small(ish) emergency fuel tank. Put enough fuel in it to get you home from a pre-determined distance so you know what you've got when you have to switch to it. An even cheaper option would be to install an alarm that sounds/flashes once you've used a certain amount of fuel.

And speaking of fuel tanks - custom built tanks are generally preferable to the pre-made tanks.

Something else to keep in mind: If you get the gearing for your jet/rotor right so that the jet operates at fuel efficient rps, don't forget to gear up your generators. Generators need lots of rps to produce any significant amount of power.
You can hook up a dial to your generator to see how much power it's outputting and another to see how fast it's spinning.


So here is what actually is on my boat the extra fuel tank you are talking about... Sometimes I actually use. I have a large fuel tank in the back of my boat not attached to the main lines I put in for giving fuel to someone out of gas in Multiplayer to give them enough fuel to get home I also have been dipping into it as an emergency store when my boats main tanks are empty... So its funny we are discussing this boat... It was this thread and things Ive been told here that made me go back in and have a look at my boats systems... Well...

My boat had 5 being USED HOOKED UP TANKS... I however was only showing 1785 on full. After having the fuel issues or so I thought... with the heli I decided to look at my boats fuel. Low and behold... When i was fueling up my boat my fuel numbers were dropping rapidly so I went into the hull and checked the lines. I had a fuel leak on a large tank with an open line leading who even knows where I thought I had accidentally deleted something but couldnt seem to figure out what it was I fixed the line anyhow and now show 2000+ fuel in my boat kinda eliminating the needs for dipping into my buddy tank.

So when my buddy tank was empty is when I would engage the electric motor it is a small electric motor hooked into my main power lines just before both props power split so the motor powers both props from a medium battery. Yes it did add weight... But I figured it worth it to have an option for no fuel. The issue was that the places I was going with 1700 fuel were finding me bingo fuel if I got off course and missed an island due to fog I didnt have enough to get back on unless I granny geared it with 7knots.

My boat does a top speed of 25 knots now that I have toyed with the gearboxes. Im guessing if I did delete that extra medium battery and buddy fuel tank it would go faster because it would be lighter. But I would no emergency store to give anyone fuel in mulitplayer. Ofc after actually trying out multiplayer... I dont see ever having to worry about others because I havent seen any servers that actually play missions and I doubt now that I will need any reserve tank for helping anyone else.
Автор сообщения: Eaglezero6205
I checked out your heli very very stable.

I checked out the internals I never thought about shutting off the AIR I forgot Air is classed as Fluid under components in this game. I may try that shut off valve on my engines Air pipe in my rescue boat vs the fuel cutoff or use a combo of both as a runaway boat switch to kill the engine. Obviously fuel is still in the pipes after the valve however if you kill both Air and Fuel there is no combustion and thus no ignition. Clever.

I had some questions. So Im guessing the Clamps are to prevent over RPS and engine Fires? Im guessing the Memory Boxes are for altitude setting and clearing for altitude hold? I see you have your panels set up to tilt however I say no switch for those to tilt and the control lever to tilt them is in the ceiling. Im also assuming your multiplier Function has something to do with heading due to the 360 but what I didnt understand why would you hook that up to an inverter since that flips outputs?

But the one that Ive not seen yet and Im curious of is the Generator hooked directly into a gearbox. Can you explain that one? To be quite honest though Im having difficulty understand how you would go about hooking up everything and setting pids and why you would use the PIDs and how. Going to look into the Example of my Heli you put up now.
I used to shut off fuel to kill engines but noticed that a small engine can run for a long time on the fuel left after the valve (even if the valve is placed right on the engine fuel intake) so I switched to air valves as air runs out much faster. Doesn't work for jets though.

Clamps are generally placed to prevent excessive output/input values. It can improve stability but some of them might be redundant. It was one of the first vehicles I built, after all. :)

Yes, memory blocks are for setting the value for the PID to compare the variable to.

The panels tilt automatically. The have a fixed number input connected to the small rotor.

Oh yeah, the heading hold. It's really, really complicated to make something output degrees rather than turns in Stormworks.
The blocks needed (and their input values) goes like this: Compass -> Invert -> Function (x*360) -> Function (add 360) -> Modulo (360)
It can probably be done in a different way but I don't really do maths and that's how Deltars the dev suggested it could be done.

About generator/gearbox: The generator needs lots of rps to produce useful power. But I may not want it to spin at rotor rps since that would produce excessive power and excessive load on the engine. Thus engine output goes to one gearbox for the rotors (since I want main and tail rotor to spin at the same speed) and to one gearbox for the generators. The rotors also need a clutch (not necessary for a helicopter/plane but something you'll defenitely want for a boat/land vehicle) but the generators don't in this case.

The PIDs on this helicopter are used for, if I remember correctly, altitude hold, engine rps (governor) and heading hold.

The example of your helicopter I uploaded was mostly just for suggesting a different approach to electrics. I could of course build an altitude hold for you, but where's the fun in that? :)
Отредактировано pontfogel; 13 фев. 2021 г. в 7:43
Автор сообщения: pontfogel
Автор сообщения: Eaglezero6205
I checked out your heli very very stable.

I checked out the internals I never thought about shutting off the AIR I forgot Air is classed as Fluid under components in this game. I may try that shut off valve on my engines Air pipe in my rescue boat vs the fuel cutoff or use a combo of both as a runaway boat switch to kill the engine. Obviously fuel is still in the pipes after the valve however if you kill both Air and Fuel there is no combustion and thus no ignition. Clever.

I had some questions. So Im guessing the Clamps are to prevent over RPS and engine Fires? Im guessing the Memory Boxes are for altitude setting and clearing for altitude hold? I see you have your panels set up to tilt however I say no switch for those to tilt and the control lever to tilt them is in the ceiling. Im also assuming your multiplier Function has something to do with heading due to the 360 but what I didnt understand why would you hook that up to an inverter since that flips outputs?

But the one that Ive not seen yet and Im curious of is the Generator hooked directly into a gearbox. Can you explain that one? To be quite honest though Im having difficulty understand how you would go about hooking up everything and setting pids and why you would use the PIDs and how. Going to look into the Example of my Heli you put up now.
I used to shut off fuel to kill engines but noticed that a small engine can run for a long time on the fuel left after the valve (even if the valve is placed right on the engine fuel intake) so I switched to air valves as air runs out much faster. Doesn't work for jets though.

Clamps are generally placed to prevent excessive output/input values. It can improve stability but some of them might be redundant. It was one of the first vehicles I built, after all. :)

Yes, memory blocks are for setting the value for the PID to compare the variable to.

The panels tilt automatically. The have a fixed number input connected to the small rotor.

Oh yeah, the heading hold. It's really, really complicated to make something output degrees rather than turns in Stormworks.
The blocks needed (and their input values) goes like this: Compass -> Invert -> Function (x*360) -> Function (add 360) -> Modulo (360)
It can probably be done in a different way but I don't really do maths and that's how Deltars the dev suggested it could be done.

About generator/gearbox: The generator needs lots of rps to produce useful power. But I may not want it to spin at rotor rps since that would produce excessive power and excessive load on the engine. Thus engine output goes to one gearbox for the rotors (since I want main and tail rotor to spin at the same speed) and to one gearbox for the generators. The rotors also need a clutch (not necessary for a helicopter/plane but something you'll defenitely want for a boat/land vehicle) but the generators don't in this case.

The PIDs on this helicopter are used for, if I remember correctly, altitude hold, engine rps (governor) and heading hold.

The example of your helicopter I uploaded was mostly just for suggesting a different approach to electrics. I could of course build an altitude hold for you, but where's the fun in that? :)


Thanks for the explanation.

So about altitude hold I tried that. MULTIPLE TIMES MULTIPLE VIDEOS
NEVER WORKED. What I ended up doing was going to the work shop and looking for altitutde hold found a Default helicopter with Altitude hold built in and used it.

But get this... The Autohover no longer functions when I try to use it.
The example I got also though I tried to make it a work helicopter took the entire co pilot area which lost me a seat in the heli which caused me to be a seat short for the transportation mission.

SO while Altitude hold is a cool thing to have in a helicopter since you cant make the rescue slings go up with you in one and the AI in the other... theres no point in altitude hold really. Not to mention size of the helicopter and fuel costs to keep it in the air I dont see much of a place for Altitude hold in Single player.

If there was a way to make it so you could lower the harnesses on the helicopter and bring them both back up from inside the harness so that you could play single player and go down leave your heli on autohover and altitude hold and rescue into the harness the AI and then you jump into the other harness and go up and then have it so you can get out of the harness and pull the AI in and seat him/her then Altitude hold would be worth it for single player.

But I tried this no buttons attached to any blocks on the harnesses dropped by winches work. So there isnt a way for me to raise my self back up with the rescued AI from inside the harness. That I can see. I did search the issue and from what I heard

There is no way it used to work with an electric cable in previous versions or something but doesnt now. Beyond doing sea rescues Altitude hold is useless UNLESS its raising a vehicle... But then you have to land... hope the ropes are long enough, hope the helicopter is strong enough and hope the vehicle has some rope points...

Ive tried this twice and the vehicle never has any rope points some boats dont even have rope points.. In fact last night doing a rescue mission in order to keep my boat from capsizing I had to literally drive my boats nose onto the back of this other boat and rescue all six people before It broke away or flipped... That was one tough mission The sea was nuts. But I did it after about 5 tries by ramming my boat onto the back of their lower deck maybe that is how youre supposed to do it.

The game lacks rope points... Especially in docks. I can never trust my boat wont flip when I dock if the seas are rough. Im working on getting this sorted.

I havent been able to work on the helicopter in a day or two because im in career mode and went in debt so unless I play custom mode I cant fix anything. When I started a custom game though I ran into issues with a corrupted boat... Something with the doors Ive sorted the issue apparently doors when placed have some sort of collision issue with existing items however if you removed the offending item first place the doors back down and then put those items back it works... you just cant simply remove the door and it will fix it though... The door somehow corrupts the offending object so it must be deleted also before the door can be put back in place.

Edit: I did check out the example of the electric you put up.
Отредактировано Eagle; 13 фев. 2021 г. в 13:33
Автор сообщения: Eaglezero6205
Thanks for the explanation.

So about altitude hold I tried that. MULTIPLE TIMES MULTIPLE VIDEOS
NEVER WORKED. What I ended up doing was going to the work shop and looking for altitutde hold found a Default helicopter with Altitude hold built in and used it.

But get this... The Autohover no longer functions when I try to use it.
The example I got also though I tried to make it a work helicopter took the entire co pilot area which lost me a seat in the heli which caused me to be a seat short for the transportation mission.

SO while Altitude hold is a cool thing to have in a helicopter since you cant make the rescue slings go up with you in one and the AI in the other... theres no point in altitude hold really. Not to mention size of the helicopter and fuel costs to keep it in the air I dont see much of a place for Altitude hold in Single player.

If there was a way to make it so you could lower the harnesses on the helicopter and bring them both back up from inside the harness so that you could play single player and go down leave your heli on autohover and altitude hold and rescue into the harness the AI and then you jump into the other harness and go up and then have it so you can get out of the harness and pull the AI in and seat him/her then Altitude hold would be worth it for single player.

But I tried this no buttons attached to any blocks on the harnesses dropped by winches work. So there isnt a way for me to raise my self back up with the rescued AI from inside the harness. That I can see. I did search the issue and from what I heard

There is no way it used to work with an electric cable in previous versions or something but doesnt now. Beyond doing sea rescues Altitude hold is useless UNLESS its raising a vehicle... But then you have to land... hope the ropes are long enough, hope the helicopter is strong enough and hope the vehicle has some rope points...

Ive tried this twice and the vehicle never has any rope points some boats dont even have rope points.. In fact last night doing a rescue mission in order to keep my boat from capsizing I had to literally drive my boats nose onto the back of this other boat and rescue all six people before It broke away or flipped... That was one tough mission The sea was nuts. But I did it after about 5 tries by ramming my boat onto the back of their lower deck maybe that is how youre supposed to do it.

The game lacks rope points... Especially in docks. I can never trust my boat wont flip when I dock if the seas are rough. Im working on getting this sorted.

I havent been able to work on the helicopter in a day or two because im in career mode and went in debt so unless I play custom mode I cant fix anything. When I started a custom game though I ran into issues with a corrupted boat... Something with the doors Ive sorted the issue apparently doors when placed have some sort of collision issue with existing items however if you removed the offending item first place the doors back down and then put those items back it works... you just cant simply remove the door and it will fix it though... The door somehow corrupts the offending object so it must be deleted also before the door can be put back in place.

Edit: I did check out the example of the electric you put up.

You only need an altitude hold function if you need/want to maintain a fixed altitude. I find it relaxing to cruise without having to worry about my helicopter/plane suddenly crashing into a wind turbine or a mountain, but to each their own. :)

I never got to try it out but I believe you can control the winches/harnesses with a radio now. So you can in fact let your chopper hover a few feet above the water while you jump in to save someone and then place both yourself and the casualty in a harness and use radio control to get both of you back onboard.

Also, I would never ever land on a AI boat. Altitude hold is the way to go there as well.

A way to moor your boat at the dock has been requested since... well, since forever, really.

I didn't understand anything of what you said about the door. :)

As for career/custom game I'd suggest you do most of your building and experimentation in custom. If your career game goes bad just start a new one.
Im out of debt. Working my larger actual ship VS boat. Its taken a few days got it working streamline. So I can swing back around to working on the helicopter. Its not a massive ship by any means but its nice. I have 10k fuel in the tanks my first ship and first actual walkable entry Engine room and lower deck. I tried to land a heli on it NOT MINE lol its too big but a smaller one. I think it could handle a heli but a very small one. The default one might be too wide. Anyhow Ive learned alot Im going to rewire the helicopter.

I rewired my ship today. I also rewired my main Boat and upgraded the engineto a medium engine from a small and it first results were bad but I got it worked out and weighted right and ditched the small props from a single large one and I went from getting 25 knts max red lining ,to 44 knots. That allowed me to do more rescue missions faster with it and found some cash crates along the way that netted me the 60+k I needed to get out of debt.

Now that Im out of debt and working the smaller boat to get the larger boat free to net even more cash Ill be able to build a pretty nice helicopter or airplane some time soon. I dont own a runway yet but that is the next buy goal for islands. I can do alot with one airfield. I think my buddy is going to get the game so I can really have a lot of fun then.
Speaking of POWER LOSS. Question about the Medium Engine.

When I start my ships engine it kills all my power including the pumps that are on the same breaker.

Another thing to be made aware of when dealing with turbines is that unlike diesel fuel, when you return your creation you do not get the money back.
Meaning you pay through the nose for the fuel, and if you despawn it without even firing up the engine, that money is lost.

So when I had my ultra efficient turbine vessel, it looks really funky with a tiny fuel tank, but that is to reduce costs and will still give you several hours of operation.
However it does come with a big fuel tank that you can fill up if required.
Автор сообщения: CMDR Sweeper
Another thing to be made aware of when dealing with turbines is that unlike diesel fuel, when you return your creation you do not get the money back.
Meaning you pay through the nose for the fuel, and if you despawn it without even firing up the engine, that money is lost.

So when I had my ultra efficient turbine vessel, it looks really funky with a tiny fuel tank, but that is to reduce costs and will still give you several hours of operation.
However it does come with a big fuel tank that you can fill up if required.

If diesel is refunded then how did I end up with 76k in debt building my ship?
See that never made sense to me. I didnt even sail it. I wasnt using my helicopter anymore
and went to using my small patrol boat again my first boat. Yet for whatever reason I was in debt on almost all of my creations. It went from -22k to -76k how? Even dang Zodiac boat was negative 1000k

I dont know how this games economy works but its frustrating because everyting has different numbers every boat has different cash availability and some how you go into debt even when you dont use them. Makes NO SENSE AT ALL.

It shows your cash flow is say 22k when you view the map yet when you go into the workbench and load a boat it shows -76k WHY HOW?

Why not just have a single pile of cash and know how much everything is costing with fuel cost displayed and ask if you want to spend that much money before you spawn it?

Im not sure why but it shows I have different available money for each of my boats.
Also if you reverse the pump you and unfuel your boat you should get that money back till you fuel your boat using it. Instead of reversing the pump emptying your boat and paying for all that fuel you just simply want to unload.
Отредактировано Eagle; 15 фев. 2021 г. в 13:43
Автор сообщения: pontfogel
Автор сообщения: Eaglezero6205
Thanks for the explanation.

So about altitude hold I tried that. MULTIPLE TIMES MULTIPLE VIDEOS
NEVER WORKED. What I ended up doing was going to the work shop and looking for altitutde hold found a Default helicopter with Altitude hold built in and used it.

But get this... The Autohover no longer functions when I try to use it.
The example I got also though I tried to make it a work helicopter took the entire co pilot area which lost me a seat in the heli which caused me to be a seat short for the transportation mission.

SO while Altitude hold is a cool thing to have in a helicopter since you cant make the rescue slings go up with you in one and the AI in the other... theres no point in altitude hold really. Not to mention size of the helicopter and fuel costs to keep it in the air I dont see much of a place for Altitude hold in Single player.

If there was a way to make it so you could lower the harnesses on the helicopter and bring them both back up from inside the harness so that you could play single player and go down leave your heli on autohover and altitude hold and rescue into the harness the AI and then you jump into the other harness and go up and then have it so you can get out of the harness and pull the AI in and seat him/her then Altitude hold would be worth it for single player.

But I tried this no buttons attached to any blocks on the harnesses dropped by winches work. So there isnt a way for me to raise my self back up with the rescued AI from inside the harness. That I can see. I did search the issue and from what I heard

There is no way it used to work with an electric cable in previous versions or something but doesnt now. Beyond doing sea rescues Altitude hold is useless UNLESS its raising a vehicle... But then you have to land... hope the ropes are long enough, hope the helicopter is strong enough and hope the vehicle has some rope points...

Ive tried this twice and the vehicle never has any rope points some boats dont even have rope points.. In fact last night doing a rescue mission in order to keep my boat from capsizing I had to literally drive my boats nose onto the back of this other boat and rescue all six people before It broke away or flipped... That was one tough mission The sea was nuts. But I did it after about 5 tries by ramming my boat onto the back of their lower deck maybe that is how youre supposed to do it.

The game lacks rope points... Especially in docks. I can never trust my boat wont flip when I dock if the seas are rough. Im working on getting this sorted.

I havent been able to work on the helicopter in a day or two because im in career mode and went in debt so unless I play custom mode I cant fix anything. When I started a custom game though I ran into issues with a corrupted boat... Something with the doors Ive sorted the issue apparently doors when placed have some sort of collision issue with existing items however if you removed the offending item first place the doors back down and then put those items back it works... you just cant simply remove the door and it will fix it though... The door somehow corrupts the offending object so it must be deleted also before the door can be put back in place.

Edit: I did check out the example of the electric you put up.

You only need an altitude hold function if you need/want to maintain a fixed altitude. I find it relaxing to cruise without having to worry about my helicopter/plane suddenly crashing into a wind turbine or a mountain, but to each their own. :)

I never got to try it out but I believe you can control the winches/harnesses with a radio now. So you can in fact let your chopper hover a few feet above the water while you jump in to save someone and then place both yourself and the casualty in a harness and use radio control to get both of you back onboard.

Also, I would never ever land on a AI boat. Altitude hold is the way to go there as well.

A way to moor your boat at the dock has been requested since... well, since forever, really.

I didn't understand anything of what you said about the door. :)

As for career/custom game I'd suggest you do most of your building and experimentation in custom. If your career game goes bad just start a new one.

Doing some work just now on the Heli.

I took a long look at your electrical Example. I was considering doing it
but Im afraid of doing that because if the main breaker for all systems is behind the pilot and I have a passenger in a MUltiplayer game who wants to be a smart guy... He can look up and flip my main while im flying. Which would be bad. I could use one of the ones I already have up by the pilot though. Also Ive added a Gear box and removed a Generator now only have one. Still hooking up stuff dont know what that will do

I set the gear ratio for the generators Gearbox and the Helicopters gear box to the same one as your heli I tried to set up RPS governing but since I had an existing PID the moment I tried to replicate yours I broke the PID output on my current PID since I guess numerical Switchboxes cant go to two pids? IDK. I dont think I really need to have that but I am trying to make it classier than before. Im not really ready to fine tune this considering I havent quite got it how I want it to work. So I think governing the RPS might be an after thought. I do have a torque meter after the gen and gearbox as well as the clutch though to see what my RPS is.

Stuff is kinda confusing time consuming and frustrating. The Logic stuff while I grasp the concepts I dont quite fully understand how to use them and why you put the numbers in that you do for the things that they have for you to set. Im not a math guy and even if I were I dont understand how the equations apply to these logic pieces to change game mechanics. I have a disability my cognitive abilities were affected badly I had a stroke a few years ago so Its really hard for me to understand all this stuff. I am trying to though.

If youve got any links to explain all this Ill have a look at them but a bare bones surface look into this stuff and watching people do it I struggle with the understanding of it. I get how it works I just dont understand how it works. So beyond copying what others are doing Im not really understanding it and that really limits what I can do. Everything I've done thus far Ive watched hours worth of videos to learn to do. Im not special I just have a hard time with things anymore.
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