Stormworks: Build and Rescue

Stormworks: Build and Rescue

NotNice Mar 13, 2020 @ 10:05am
Help with active stabilizer.
I made an active stabilizer for my ship and it is functional,but faulty.

The stabilizer does its job in reacting to tilt and moving along the tracks in the opposite direction,but its too slow to realize it has to center itself,the ship would have already leaned to its side and by the time it realized it has to move the other way and now it has to go all the way to the other side of the track.

The ship does not capsize from this but it enters a mode of constant side to side wobble while stationary.

This has to do with the microcontroller PIDs probably but I don't understand what they are so I'll just post the settings so people can tell me if there is anything wrong with the config:

PID P - 50

PID I - 0.1

PID D - 1000
Originally posted by Ra-Ra-Rasputin:
What a nice ship! Generally speaking the space was quite limited, and i think your rudder is very good at counter-rotation already, so i snuck the balance device within the only spare space i could find without affecting the rest of your boat; the engine bay.

Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=2021917850

I also snuck in some draggy flaps toward the bottom of the hull. They resist rolling, though in a ship of this weight class, their effectiveness is somewhat limited. If you want the rudder to roll less, you'll probably need some sort of twin rudder setup instead of a centralized one.
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Showing 1-10 of 10 comments
Ra-Ra-Rasputin Mar 13, 2020 @ 10:35am 
Heyo there, did i make an active stabilizer on your ship before? I really, really should keep track.

I'd personally say on ships a PID-based active stabilizer is perhaps not the greatest. Because waves can throw off the balance quite a bit, you probably want something that can even overreact, because there is quite a bit of weight at play. A little bit of back and forth sway from overreactive stabilization is a good thing in ships if you ask me.

As far as PID settings, it's very much a case-by-case basis that completely depends on what the stabilizer is. You can even do stabilizers featuring nothing but a set of pumps and custom tanks.
NotNice Mar 13, 2020 @ 11:52am 
I will just upload the ship for you so you can look at it for yourself,how the stabilizer is made,how the weight blocks and the trackbase is and see if you can find a way to balance the ship without adding too much weight(Because my idea of making the stabilizer was to make a better way to keep the ship balanced other than a ton of weight blocks that slow it down and make the hull ride too deep.

I will not be posting it to the workshop however because its an edited version of GBDanny's SS Beechwood.

The Stabilizer is located under the engines below the engine room.

https://easyupload.io/85u57t
Last edited by NotNice; Mar 13, 2020 @ 11:59am
Ra-Ra-Rasputin Mar 13, 2020 @ 12:16pm 
Hmmm, could you slide it up into workshop? :lunar2020thinkingtiger: Because i'm definitely too lazy to to upload it elsewhere than workshop
NotNice Mar 13, 2020 @ 12:38pm 
Well if you want to post it to the workshop that`s on you,but even if its heavily edited in the end its still someone else's creation.
Ra-Ra-Rasputin Mar 13, 2020 @ 12:45pm 
More asking if you could put it to the workshop, the reason mostly being so i can organize my stuff better, but eh.

I'll give it a go after i wake up.
Last edited by Ra-Ra-Rasputin; Mar 13, 2020 @ 6:21pm
NotNice Mar 13, 2020 @ 6:40pm 
I've also discovered that if I set the last PID to 10000 the stabilizer becomes much more effective at balancing the ship in port,but the same issue remains,when I make a sharp turn while moving the ship lists a little causing the stabilizer to go all the way to the opposite end and then its brain just dies and it stays there in place,and as soon as the ship stops it capsizes because the stabilizer isn't reacting anymore and fails to center itself.
Ra-Ra-Rasputin Mar 14, 2020 @ 2:50am 
Generally speaking if your PID value is ever over 10, you're doing something silly.
The author of this thread has indicated that this post answers the original topic.
Ra-Ra-Rasputin Mar 14, 2020 @ 3:57am 
What a nice ship! Generally speaking the space was quite limited, and i think your rudder is very good at counter-rotation already, so i snuck the balance device within the only spare space i could find without affecting the rest of your boat; the engine bay.

Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=2021917850

I also snuck in some draggy flaps toward the bottom of the hull. They resist rolling, though in a ship of this weight class, their effectiveness is somewhat limited. If you want the rudder to roll less, you'll probably need some sort of twin rudder setup instead of a centralized one.
NotNice Mar 14, 2020 @ 7:04am 
Great work man,your stabilizer works great,it reacts quick and it doesn't suffer brain damage when the ship turns sharply.The large batteries were a bit overkill,I replaced them with weight blocks that weight less and still balance the ship.And I`m also not sure if the fuel pump you've added for the engines is necessary,they get fuel just fine without one.

I've one last thing to ask since I see you know microcontrollers - The platform you see on the rear of the ship was meant for a purpose(front one is a dummy) - it was supposed to have a helm for maneuvering and reversing in ports with the auxiliary engine,but I don't know how to make the rudders use more than one helm,once I try to connect them to another one they lose connection with the first.I've placed a helm on the back where it should be,if you have time see if there's a way to connect the two main rudders to it,don't connect the emergency rudder behind the prop,thats just backup for when the Megalodon breaks the main rudders,its usually off until activated.

Here's a new link for the ship with the latest upgrades and all things connected properly https://easyupload.io/t7ug78
Last edited by NotNice; Mar 14, 2020 @ 7:06am
Ra-Ra-Rasputin Mar 14, 2020 @ 7:46am 
Oh, i forgot the fuel pump there. I actually used it for a system of simulated flooding where i filled the oil compartments on the side of your ship to intentionally screw with its balance, i just hooked it off the fuel line because it was quick and easy. I mostly use large batteries in those because they're not only the heaviest thing in the game, but they also serve a functional purpose :)

Well, the easiest possible way to do that is simply use an add (maths) block, since the other helm is just putting out 0 at all times, unless someone's sitting in it and toying with the controls. Routing both helms through an add block won't cause any issues at all (unless you have trim in there).

Otherwise you can use numerical switchboxes to allow only one of the helms to be active at one time.
Last edited by Ra-Ra-Rasputin; Mar 14, 2020 @ 7:47am
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Date Posted: Mar 13, 2020 @ 10:05am
Posts: 10