Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Anderson Island Ferry
   
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Tags: v1.2.30
File Size
Posted
Updated
16.732 MB
17 Feb, 2020 @ 12:59am
3 Oct, 2021 @ 12:51am
24 Change Notes ( view )

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Anderson Island Ferry

Description
This ferry is modeled from one of a local Puget Sound ferries; not a Washington State ferry, but a county ferry. It is still a work in progress, but is a working double ended ferry with synchronized throttles for both engines and working rudders at both ends like an actual ferry. The dimensions and speed are as close as possible to the real ferry, but this item is a close approximation.

- How to start the engines and get systems up: go to the engine room access door on the car deck and close all breakers in the engine watch station. Turning the fuel pumps to the "off" position will kill the engines. Remember that Megalodon attacks will open the breakers and require closing again. Included are auto bilge pumps if you leave any doors open in heavy seas, but she is pretty seaworthy in rough weather.

- When loading the car deck, keep cars/trucks centered and inboard, and equal port/starboard as much as possible. The only issue is with securing cars from rolling/sliding in weather. This is still a work in progress. Included are some loose safety cones to kick around on deck to place in front of vehicles, but they can also be washed overboard.

- The rescue boat can be launched using the crane by slewing inboard and dropping the hook to boat level. Release the boat hold down on the ferry boat panel to lift away. On the boat, hotkey 1 starts the engine, 2 is more throttle, 3 is less throttle, 5 will disconnect the lift cable, and 6 is the boat light. There is also a man overboard flare button on the ferry boat panel to help with the rescue.

- In the pilothouse, there is a LIDAR display and map display, along with some engine indications. Steering is A/D, throttle is synced with the opposite engine. The Nav lights are close to accurate when operating from one end to the other. The autopilot requires waypoints to be set, then requires the Auto helm to be turned on. If both Auto helms are turned on, then end no. 1 will be the primary until turrned off. I split the electrical load for the pilothouse from the other circuits and requires the operator to close the relay switch alongside the light switch when entering the pilothouse. This switch makes the nav displays and LIDAR operate closer to a true vessel would. I added a video switch for the map display to also display a low light camera display for docking.

I also added fire hose locations in the engine room and on the car deck with hoses nearby. In the engine room, there are now two lockers for repair tools and diving gear to repair damage. The emergency anchor cable on deck is short right now (20 meters) but will be improved later.

Have fun and ask questions or leave comments if you like.

-Throttle sync courtesy of MrNJersey: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1680380012

-3D Map courtesy of Buunuu: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1799889445

-Elevator courtesy of Macsleggemek: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1742705256

-Gearbox controller courtesy of El Farto: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1897329075

-LIDAR courtesy of Geekness: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1753070592

-Ship stability moving ballast courtesy of MrNJersey video on Youtube: https://www.youtube.com/watch?v=SUr4yN18BxU

-Diesel Engine monitor courtesy of Networkshark: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1875822095

-Wanted to also mention initial "V" hull shape idea came from "Passenger Ferry" by Runaway Airplane: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1889968331&searchtext=ferry

-Autopilot at each end courtesy of Tajin: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1584578096&searchtext=fully+autopilot

Thanks, it was fun to build.

Thanks to MrNJersey and EndoSkull for the video reviews, I appreciate it.
59 Comments
Rasseru 9 Oct, 2021 @ 11:02am 
@Mojobosn Could you kindly update to the newest equipment? They added hoses, tie downs and cables that is very useful.
emmacatbeancat84 3 Oct, 2021 @ 2:42pm 
ferry
Mojobosn  [author] 19 Jul, 2020 @ 10:39pm 
I sure can; I need time on the weekends to work on them and dig up some blueprints. The Hiyu was on the Bainbridge run and retired a couple of years back. I'm trying to sit and get a good mission for the Anderson Island ferry. Thanks for the patience (we finally have some good weather here and am busy for the summer).
The Specialist 15 Jul, 2020 @ 11:01am 
Nice! Can you also do some WSF?
Mojobosn  [author] 13 Jul, 2020 @ 8:06pm 
I'll make a mission with an updated ferry and docks this weekend if I'm not at work. I'm also working on the MV Hiyu and will post it soon.
The Specialist 6 Jul, 2020 @ 11:48am 
Can you also make a mission that has ferry ramps on every island, so you can do a ferry service?
The Specialist 6 Jul, 2020 @ 11:36am 
Thanks.
Mojobosn  [author] 6 Jul, 2020 @ 11:05am 
Yeah, try it again. The upper part of the ramp should match the drive-on end to the creative island, and the end to the ferry once lowered and magnets turned on should have a semi-smooth transition to the deck. Try lowering the ramp until it pushes down on the bow slightly and with the mag-alls engaged should hold the ferry level when vehicles are driven on. Load equally left and right and once the magnets are disengaged the ferry should float level.
The Specialist 3 Jul, 2020 @ 1:40pm 
Have you fixed it yet?
The Specialist 30 Jun, 2020 @ 2:00pm 
The current ramp sits very high. Hard to manage having it touch the deck.