how can i apply this to a fire apparatus. I'm struggling to maintain high pressure/flow rate. I tried pumping air into the tank to maintain positive pressure but nothing seems to work
I would take a look at this video for more help but TL:DR is that when you make a pipe flow, the gas and liquid both need a place to go or they get stuck it filter ports and clog up the system. make sure the gas has a place to go as well as liquid. even if its just venting gas to atmosphere. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-D9e75DZGE7w.htmlsi=J_bvKYUx24xwr8eo
@@archadeseng.corpsgaming I tried that. I had gas exit port and a gas entrance port in the tank. And the fluid was being pumped out to a hose anchor then out through a hose. I tried minicing your method the best I could for a single tank setup with no luck. I'll check out this other video when I get off work. I appreciate the quick and helpful response! If this doesn't work would you mind talking on discord and seeing if we can't figure this out there?
what ive taken to doing is pumping every individual instance of line into 1 or 2 of the spacey tanks. set to air, with nothing in them initially. (this is to pull out gas with gas filters) this is so i can remove the forbidden liquid called gas(becuase it acts nothing like a gas and blocks up everything like a liquid). and then ultimately i could rehash the lines back into the diseal tanks. though how well do you think air pumping custom fluid tanks is? also how do you go about cooling your custom engines? do you just run them stupid low and call that profit? have you given up on them entirely aside from creative mode like me?
I was doing similar things untill i realized that fluid flows fast with gases in the line, however when it came to this I figured the gas was blocking the port and thus needed a place to go. if you use a Liquid filter you need a gas filter to send gas somewhere else. so ended up not blocking port. Most cooling fails ive seen is adding too much water like a cooling tank. i can run off of a single radiator based on engine and if i want to run harder try adding more equipment to enhance. but case by case.
@@archadeseng.corpsgaming intresting. though how do you add too much water to a system? it always feels like radiators need 3 large tanks of freshwater befor they display they have water in them. ive also tried super-cooling the water with like, a large line of coolers ya know? but the more i look around at cooling. the more i feel like all cooling is tied to the global temperature regions, and becuase of that its insanely hard to lower water temp unless your in or near the artic.
@@endeyfire typically by just adding a tank of water to a system, like a small fluid tank. my guess is it over fills to pipes a limits the room to empty ports to a pipe data wise thus slows movement in entire system. lowering content of tank helps sometimes. stacking radiators in a series can go bad too as the previous radiators will heat up ones down line which will reheat the eng coolant to a higher temp. dont underestimate the liquid - air coolers as a booster to cooling line. like manifold > radiator > liquid air exchanger > manifold. Something similar to this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-E9wTXw6uQDw.htmlsi=c9leRzDVpYYnSx8v&t=785
@@archadeseng.corpsgaming now i feel like it would be good to know how much fluid stuff holds lol. i do wish there were a few more tools to help figure out cooling cuase now im just confused. and it feels like your explaining your muscle memory to me.
could you do one on what the quickest way to depressurize a tank? i can build up a huge pressure in my tanker to speed pumping out fuel but then there is a long wait to depressurize. this slows refilling the tanker. i have tried numerous pumps and tried just straight air filters. i've also tried using doors but that lets fuel out as well.
I don't think they will ever add them, has been there forever. That's actually how GOM cargo additions works. Same is in the missions they have locations for trains already.
wow this is so much better now lol with icons, modular building ... you know finished xD and a jetpack... lol i think i would have just completed skipped this if this was current. i mostly come here to find out if its worth the trouble or not, i assume it gives more xeno/technium but how much more? i already have way more than i need but i want to build this for completion
Yeah at the time it was very worth it. I don't remember the values off top of head but it really put out a lot of material vs input. And most were trying to max out the 4 belt inputs of science buildings, so this was a big help.
As of right now you cant the Pipes are more preset and unset just refers to any product going in and out as apart of recipe. like if you look at boilers it says water and steam on its ports.
That's pretty cool. I haven't actually tried unloading yet, so I wasn't sure. Fishing nets work pretty awesome, once you figure out the tricks (created a video if you're interested)
if you put the net anchors on winches, the net will billow out as you extend the net. as it is, you're keeping the net from expanding to full size. this limits the likelyhood of snagging fish due to the small surface area.
yeah i thought that was basically happening but to be fair i was experimenting with it just after the update dropped so didnt have a lot of time to experiments XD
I’m thinking about overhauling the rig big pumps on electric motors to pump out quicker and I’m makeing a new boat for the rig adding a modular motor for jet fuel pumps I want to see if I can hook up a pump to the pump jack to get more oil faster and extend the tanks all of them
My own Refinery, I just use one electric pumps to move and big thing is pressure really makes a difference and you can only brute force so much with Pumps. Pressure loops are a big tool and using multiple pipe networks. That's the fun of the is getting to Alter creation like this to our purposes.
I read the "ignore static vehicles" part as, scenery vehicles in tiles that are not loaded in (so probably beyond the view range of the player) will no longer create returns on radar. I imagine this is pretty edge-case, though...
ooo i like that idea if thats the case, but that could be good and bad. it means like structure bench or fuel gantries won't return but also mission stuff sat like a grounded boat. now if you getting that far with search is crazy but its still good to keep in mind.
@@archadeseng.corpsgaming if it were _me_, I'd allow returns from mission vehicles but not from scenery stuff. But I only just got into radar in Stormworks so this is all supposition.
even though I did try radar in video what you dont see is the 30-40 mins I tried with sonar, sonar may pick up fish but definitely not each fish. thatas the real annoying part. id say a sonar setting specifically noticing people.
Well, now it seems like developers will finally create another HUGE division between players in the game . I hope to not get asleep while trying the "news"... not even while watching a streaming about that! 😅😆😁😁 Cheers! Weeeeeeeeeeeeeeeee!!! \o/
@archadeseng.corpsgaming it works like a charm man. I love all the slider adjustments you added too. I actually managed to build a single rotor helicopter that I have the rotor tilt forward a few degrees. I'd say about 12° and it'll do 112knots with no pusher thrust ,thanks to your work
Bro this is so good. love your experiments! Could you do an update video in regards to getting the best transfer rates going from and to buy and sell stations? I have set up a oil liner with tanks that can transfer initially 500 l/s and obviously degrades over time but when I take it to a sell station, I get like 10 l/s. in both situations im filling the drain tanks with air but for some reason I have not been able to get good rates at the buy and sell stations. Would love your thoughts! Thanks again :)
Is the save you Doing the transfer on created before the Compressed Gases Update? if so the gantries will get gas lock from gas build up in the transfer. if newer you should maybe try a gas return just before port sending back to tank to help maintain pressure.
Thanks for making such an intuitive video on RCS thrusters. Ik im late to it all but I am making a maintenance craft to move and construct a space station!
Hello! i would like to share a simple solution to this problem that works 99.99% of the time! 1 -> put a clutch before the tail rotor 2 -> put a gearbox to pointed to the engine after the clutch and before the tail rotor. 3 -> Set the gearbox Ratio off to 3:1 4 -> make a simple chip using an angular sensor: 4.1 -> you chip needs one numerical input and one output 4.2 -> Multiply the input by 4 4.3 -> place a constant number set to 1 4.4 -> subtract the constant number (A) by the multiply by 4 (b) 4.5 -> Link the subtract output to the chip numerical output. 5 -> connect the angular sensor to the chip 6 -> connect the clutch to the chip output 7 -> make a control bypass to set the chip output or clutch to 1 when it's actively being used. [Optional]if you don't know how to make a control bypass: 1 -> Make a new numerical input for the chip 2 -> Make an equal gate and connect it to the input (You can connect it to a number 0 if you want to) 3 -> connect the equal to a numerical switch box 4 -> numerical switch box on goes to Subtract gate (from before) 5 -> numerical switch box off foes to a constant number set to 1 6 -> numerical switch box output goes to the output that connects to the clutch 7 -> Connect whatever numerical input you are using to control the tail motor yaw to the new numerical input. Why this works: this works if you have you tail rotor linked to the main rotor (after all the gearboxes) by multiplying the same RPS the main rotor receives by 3 you will 99.99% of the time give the tail rotor too much power, however this power wont go to waste since you are using the clutch to simply cut it off any unnecessary power. Sometimes it's not perfect but it's mostly perfect and 99% more fuel efficient than forcing the helicopter to correct itself all the time. I discovered this method while playing on my single player.
Hmm interesting I did try a Clutch method and it really didn't go well, the Smaller helo i tested didnt make enough torque. and the bigger one made too much and spun in circles real fast. Glad to have another method to the list!
I did some experimenting, i've gotten as high as 500k swats using 2 small/ 2 large pistons running 8 large gens, my train generates 150k waaaay too much overkill and only run it at 1% or about 3500swatts. The trick is to feed the small pistons plenty of large emotors to keep the small and large pistons running at 10rps. Runs most excellent.
yeah this really shine giving High rps/low torques sources that extra oomph it needs to generate the rps. one guy i showed this to was gonna working into a ocean liner probably.
I do apreciate the effort you do in your research and showing to people that putting a radiator nex to a hot enfiroment ins't effective at cooling. But then to lean heavily on exploit using is dissapointing at best.
Are you referring to cooling the steam? then yeah fair enough it is a strong exploit but I did say it was such. And For me only the train uses it. Tbh After the recent changes I don't think i need that effect so much now but the train was a build of fun, not accuracy. My main goal was definitely the radiator awareness so I could have covered more cooling method. However I Build based on goals and not above using some exploits. however I could have presented more Cooling options not involving such a strong exploit.
does it run with Infinate fuel while is on and does the it change rps as you change input value? infinate fuel helps makes sure the engine is built right . if it still stalls there maybe some thing miss placed on eng. is there a load on eng as you start say an engaged clutch to drive train that makes it too hard to start?
And it is running at 3.88 rps not just starter constantly turning it. If so, is it hooked up to anything on a drive train. What type of mod eng with how many cylinders? Its getting to point itd be faster to upload to WS and let me diagnose
The fractile distillation ports have either changed or you might have been assuming when you made this. They change what they draw out based on their relative elevation within the container. If you have a 3 high port container, technically I think they should be divided between the 3 fluids. Either way, I'm like 67% sure that the taller the container is, the higher you'll need to set the ports for diesel and jet fuel relative.
I did go back and double check if there were any changes to a more dynamic style and, its still a fixed height from the surface closest to ground in the tank that determines what a distillation port draws. so if stacked on top of each other, distillation ports 1&2 draw oil, 3-10 will draw diesel, 11+ will draw jet. At beginning i was describing what i *thought* how the process worked based on dev description and well after communicating with a few other players in know we figured the system out. however i went in direction of large volume distilling vs the minimum distilling tank method my colleagues took.
There's other ways you could go about doing sliders for RGB that have you doing less instant math. Namely doing a divide function in the microcontroller taking each value and dividing them by 255 and then you can change your throttle sticks to 0-255. Same thing with the HSV. Take the Hue value and divide it by 360 and then set that stick from 0-360. That's at least what I'd do because I graduated with an art degree and I don't look at RGB in percentiles or fractions. It's "this number R, that number G, and other number B." Also fun tip for just about anyone trying to make a vibrant creation via colors, the most noticeable colors are the ones found the least in nature. From what I've seen, it's usually magenta, which is all red, all blue, no green. You can spot a magenta creation in a forest, in the desert, on the ocean for the most part, and in the arctic. It's only during sunset, sunrise, and night when it's a bit more difficult to see it. It kind of makes me wonder why IRL rescue vehicles aren't all eye-cancerous magenta.
I mean at that point, why try to clean the oil out at all? Why not just have ports sucking in oil/water going straight to pumps going straight to fluid nozzles? It's not like they actually will flood your ship, so you could essentially create like a canoe capable of oil cleaning. Why wouldn't you want the oil? Because you might be excessive like me and be playing with all the DLC active so you get dumb weapons AI running themselves aground and literally causing oil spills themselves. I think the reason why the distillation ports were swapping to diesel has to do with how they function. They distill fluids based on their elevation within the container they're in. The moment you opened up your cargo lift, I think the extra space the bottom fits into suddenly added "more depth" to what was considered to be the hold, so the ports then updated from all oil to the higher ones being at, relative to the height of the area, diesel elevation. It seems weird that it doesn't update back to the smaller space.
Not enough explosions in the video. Obvious Michael Bay didn't direct it. 1 out of 10, Transformers: The Oil Spill of Cybertron is dead in the water. 🤣 I am glad someone has made some kind of tutorial on this. I kind of tried it out and really didn't find out much. Gonna take some of this and hopefully make something functional.
The fastest, yet most impractical, way of transferring liquids faster than how you're doing is to do it through those connecting hatches. If you make a kind of side tank that can swing out (I know the limitations on the rig build areas) that has a magnetic door hatch and you have one on the tanker, you connect them, open them up, there is technically nothing faster than a literal open hole like that. HOWEVER!!! It's probably one of the most impractical ways of doing things because the only way to get stuff around is by gravity dumping from one sealed container to a lower sealed container. Like in reality, that's what you use to scuttle ships fast (you use either doors or hatches) but you need the sealing connector ones to insure that you're not just dumping it all out into the desert floor. I don't know how pressure effects it in that case because the game will act like the liquid is flooding out of one hatch and the other one will act as if it's being flooded. Does pressure really play into that volume? I'm sure it does but then again, you'd be able to relief pressure fast with a hatch on top. Do I know if this actually works with oil and diesel? No, not a clue. I only am speculating because I know it works with water and I figure if it works with fluid A, it should work with fluids B, C, D, and E.
I personally chock the docking doors as the same as custom door tank opening Ive done. My thoughts are this anything that is considered a "door" has a max flow rate base on size and pressure on Both sides. Ive built a Nuclear Rod Cartridge system using the docking doors. once the they are connected i'm very certain game considers the cart just another volume on the craft. No radiation is released untill i break the connectors without proper doors closed. On my storage tanks for my refinery i did find that if the "Door" for the drain tank is too small it cant flow and flow gets stunted. the Pumps Pulling the fluid from the tank were pulling faster than the door can let it in. fluid systems hate 0 atm just as much as 60 atm.
It seems kind of dumb, but I always make it a point to put manual relief systems on my bigger creations. Like in the case where tank 8 stalled due to 60 atm, I'd have a port with a gas valve with a directional flow valve to a manual hand valve out to a filter any other port just so I could keep it going. I know it's not practical for this test setup, but for a large ship, you do what you've got to. This is really good stuff though. Probably one of the worst things in the game is oil tanking because it fills up all fine and dandy and then it takes an eternity to sell it all. I'm going to have to try the smaller tank trick on my builds from now on because it's painful to buy 80,000 l of crude oil and then have to reset 79,000 of it because it's not selling fast enough and a tsunami went and threw my tanker onto the refinery dock so now it's got a whole lot more issues. This is more of it's a painful time commitment than in game finances. I want a working system before I commit in career or classic.
Does this compound? Like would you get better results going from a small to a medium to a large or is only from small to a bigger piston? I'm wondering also how much insane speed you could theoretically set up. Use compound steam turbines to this piston setup to a 1x1 flywheel into a 3x3 fly wheel into a 5x5 fly wheel into like six 3:1 speed gear boxes all on a cargo ship....It'll be Yeetstocraties the Mistake. "I threw it into gear and the next thing I knew I was in orbit." - Last received radio transmission from the helmsman of the Yeetstocraties. -
Well it best serves underpowered torque system. it gets limited by the fact that pistons cap at 10 RPS and it doesnt add more torque than the last piston in the series. TBH i haven't tried Paralell. none of my creations go to that need. However i have tossed my turbine boat with this as it allowed the turbine get up to speeds and really have fun.
I feel like I'm being mean saying this, but it kind of feels like a duh fact. There's absolutely nothing wrong with this video or your research into this. I just feel like I've overestimated the Stormworks community if they haven't solved that having the thing that cools your system baking in the same hot air that system is putting off doesn't actually cool it no matter what. I'm usually putting heat sinks on the outside of my creations and am trying to cut off the cooling devices from the fireboxes. It's not much of a difference when it comes to working out on the industrial island where everything is hot, but it's better than putting a useless radiator in the same hotbox as the entire engine or firebox. Does using liquid (fresh water) in the steam condenser as coolant change the performance much? There's always a bit of a debate of air cooled systems vs water cooled and the efficiency of both. I've traditionally put on a small tank of water onto my coolant lines, but I don't know if that's helping regulate the temperature or slowing down the flow. When it comes to systems with multiplicities on them, I've found that at any point you combine the resource is when the game will skew them toward one side or the other. I'm taking a few of your tips (since you're one of the few content creators putting out research test and show videos since MrNJersey left) on some of my trains and ships, but I tend to like to run multiple boilers. Any time I've used a single firebox to run multiple boilers, one will always heat up faster (meaning it's some how getting more "coolant" than the other. I don't know how the game calculates that and it's annoying.) It got even more annoying trying to do two large fireboxes firing 4 boilers and some how 1 would still get hotter faster than the other 3 and 1 would heat up slowest.
A lot of what I share is results of me banging my head against the SWorks wall. XD now as far as the weird split... thats based off when you placed the boiler. if placed in mirror mode then the mirrored one will receive less. that just how the game processes the xml file for creations.
I just use a valve on the firebox air intake to regulate the temp to about 180. This way I not only have less trouble with ambient heating, but it also uses less fuel.
fantastic video! I found this very helpful. more of the sw community need to know about this channel for sure! what's your reasoning for using turbines rather than pistons? I'm never sure how to figure out which option will be better
these setups were built before pistons were in the game, and i consider turbines smoother than pistons. pistons can be smooth but the performance is hit harder by steam interruption.
thank you for all your how-to videos! I have been playing for a while now and it is always good to have these that show the whole process and also explain what you are doing and thinking. I have no idea how you are not one of the top stormworks youtubers and always look forward to your videos.