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Badi_Dea

(collaboration) Lets make an oil refinery! Anyone know anything about the petroleum industry?

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On 12/3/2016 at 6:55 AM, Badi_Dea said:
On 12/2/2016 at 7:08 PM, teknon said:

Great! Big progress! You're air fin cooler model is accurate and I like it! And I also like how you put the cabin at the top of the structure. Most cokers have this but ours was put on the grade cause its more safe. 

@teknonCool! thanks! - That cabin up at the top is present on the reference (https://www.google.com/maps/@29.9991399,-90.4006855,342a,20y,42.75h,36.06t/data=!3m1!1e3?hl=en)
It did seem a little crazy dangerous to have it all the way up there lol

@Badi_Dea Oh boy, if you could just experience this. LOL! Operating on top is great but the risks are very much high!

On 12/3/2016 at 6:55 AM, Badi_Dea said:
On 12/2/2016 at 7:08 PM, teknon said:

The 1st image, you can edit the skirt using the yellow outline then remove the red hatch. I suggest to remove the blue hatch especially the horizontal vessel cause I don't know how to make it more realistic. Lol. The 6 cylinders can be shortened to project from the structure only. Maybe remove the lower half portion. 

https://www.dropbox.com/s/qpahqkhyp5lhzdq/1.png?dl=0

Good advice on the fractionator skirts - are those usually bolted to the ground for stability, or do they have other ways of preventing them from blowing over?

I'd like to keep the horizontal tanks, they're pretty prominent in the reference.

I'll alter those 6 cylinders, would anything noticeable go underneath them, or just more piping and plating?

The skirts are held down by large bolts. Maybe the size of my arm and the length of my leg or my height. Haha! Given your work, I think the details aren't much needed. Here's a photo for reference.

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSurZJU4ZWXsEs-lAv7Zqy-XWUYddKWfeGVRz8nCpiTRGrkEXCO

The 6 cylinders can be retained. I guess you can work on removing the lower portion. It should start from the structure and not from the ground level. This is on the assumption that these are just chimneys. But i really don't understand why they have these on their coker. :P

Man, when I saw your renders, I've shown them to my colleagues and they were amazed at your work! The details are amazing! The water tank is just fine because it's really that dirty. Nobody's gonna swim on it. The piping looks great! :thumb:

There's just this piping coming from/going to the fractionator (the tower beside the 6 chimneys) and connects to the 2 coker drums. Erh, I suggest you run them all the way down to the pipe rack or the structure because we don't layout our piping that way. ;) The platforms, handrails, and ladders are awesome! With a little engineering background, maybe you can be a mechanical designer someday!

 

On 12/11/2016 at 4:53 PM, Badi_Dea said:

Oh! and I need reference for the top part of the coker if anyone can find something, the mechanism that lowers the drills into the drums would be super helpful!

For this part, there are 2 major vendors for the decoking system Flowserve (this is ours) and Ruhrpumpen. Below are links to their catalogue and it shows you the equipment on the derrick. There's an electric or pneumatic driven winch on the base of the derrick which connects to the wire rope and pulley system. At the end of the rope are the rotary joints, the drill stem, and the cutting tool (its just a high tech nozzle the directs very high pressure water to the coke on the drum). The water is being pumped up to top and connects to the rotary joints via high pressure flexible hoses.

www.ruhrpumpen.com/files/Brochures/Pump_Decoking.pdf

https://www.flowserve.com/sites/default/files/2016-07/ps-90-6-e.pdf

Hope this helps.

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This is looking incredible! Absolutely can't wait to see the other components when they're done - Heavy industry is definitely one of those asset categories that doesn't get enough love. Huge thanks to everyone working on these!

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    Thanks much :thumb:

    I hope to see it put to good use on YouTube, you and your cohorts are very skilled designers and commentators.

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    @Badi_Dea Looks amazing, really good. the textures look amazing. seems like I'm gonna have to put some more work on the project so i'm gonna work on the desalter desalter-desalting-13-638.jpg?cb=1425603 

    Ill post some progress report as I seem fit. 

    I also think that we should make a Colab collection of all different parts before some get lost In the great asset stream on the workshop.

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    Cool! looking forward to seeing it built.

    I have a list on the OP of stuff I know about, but if anyone wants to maintain a collection, go right ahead.

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    @teknon while googling for good images of desalters I noticed they were often used in pairs, so this is also what Im going to make. Question: Are they pared in series for a higher efficiency or paralel for capacity? I reckoned the first, salt in your oil isn't really preferred. So I made a pipe run schematic, I hope it's any good.7F0LpVl.jpg

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    I love your stuff!

    Could describe in detail how you did the whole snapping system? I was fascinated by how the oil pipeline snaps to each other.

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    That is correct, more info here:

    I would recommend not using Network Extension roads in your own assets. I have had far too many complaints about them not working.

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    I couldn't agree more! I know that you've already seen this, but others might not have:

    This feature would be so nice to have, but it would be a massive undertaking to make it easy enough to use for the average player. I'd love to use it, but I'd hate to support it; if @boformer does carry on with development we need to find a way to buy that man a tasty beverage. ;)
     

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    12 hours ago, Tim The Terrible said:

    I wish there was a way we could add our own snapping points, like in SimCity 

    The snapping with the roads works well yeah?

    Why not make a mod which adds a similar network to the NExt concrete road but completely invisible, but which still has that snapping.

    I assume that would be really simple and would work as well as the NExt road the pipeline uses now.

    Are there any drawbacks to having the road on there?


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    3 hours ago, Ronyx69 said:

    Are there any drawbacks to having the road on there?

    The drawback is needing NExT. I only load NExT when I'm planning to play longer than 2 hours, since it adds 5 minutes to my loading time. But other than that you shouldn't force people to use a big mod like that only for a building.


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Precisely, I didn't realize that people live without NEXT.

    I used a road hidden under the coker also, but I used a stock dirt road and modeled a plate above the road so it's hidden. No mod dependencies. No one complains.

    That said, I'd still kill for a mod that adds modular buildings. I would really like to make a fire station that has garage style sub buildings to add more trucks, and maybe a big radio mast sub building that serves as a natural disaster firewatch tower to make sure your suburb's trees don't go alight. Sure you could do this with sub buildings currently, but adding them as you need them would make it much more budget friendly for those that still play with the economy turned on.

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    Thanks for all your work. Im building a refinery port city now as a result. Any port facilities in the future? All good if not, ill figure out how to improvise

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    I'm In the finishing stages of the desalter It will be up soon! (maybe next week I have some tests upcoming)

    caf05f01b24687a68eaff36bc6b8cc51.jpg

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    looks excellent, can't wait to see it alongside the other assets!

    Whats with the red smudge though?

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    If anyone of you guys is looking for some help detailing there models of refinery units, I work at the Shell Refinery site of Pernis in the Netherlands so I can give some advice. I do not have the skills of detailing and making models, but I want to help with the total project.

    The Shell refinery in Pernis is really big with lots of different units. Two Crude Destillation units (Atmospheric Distillation), four High Vacuum destillation units, one Catalist Cracking Unit, one Hydrocracker unit, one Hydro Conversion Cracker, one Thermal Gasoil cracker and lots of different smaller supporting units consisting of Sourwater Strippers, Sulphur Recovery Units, Hydro treaters and more. I personally work at the High Vacuum Units and the Catalist Cracking Unit.


      Edited by MichelB  

    More information about Shell Refinery Pernis
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    @MichelB very interesting never seen the pernis up close, its nice to see someone who actually works at an refinery to reply here. I hope you can supply us in the future with some reference photos  of some of the machinery there and maybe help with some of the tubing runs.

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    @Badi_Dea thanks for putting all the assets here! Sorry been away for long but I'm really glad you guys were able to bring in additional assets!

    @Jerenable your desalter looks cool actually! some do two sets maybe its more economical and it can be sort of a spare equipment.

    @MichelB hey, glad to see another guy working in the oil industry! please do help us build more assets!

    To everyone who's into modeling, I've got here some 3D models which I wish we could build. I've got no capabilities on building assets but I can help you with it. I'm thinking units should be made from modular stuff. If you want to make whole units, I'm game with it too!

    screengrab

    1 - White - maybe some different sized vertical or horizontal vessels?

    2 - Yellow - a bank or bay of shell and tube type heat exchanger. They can be stacked up to 3 levels high or spread throughout if you have a huge area

    3 - Pink - some tall and slender towers

    4 - Blue - a structure with different types of equipment on it. Much like @Jerenable's distillation tower asset.

    I'm trying to look for models of machineries used in refineries and I'll post it here when I find some.

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    @whiteshark365 That came out really nicely!

    @MichelB Nice to have you with us! always nice to have additional expertise

    @teknon Glad to hear from you again! thanks for the picture, I've been wanting to expand the piping set to include some more decorative pieces before starting on the next RICO module, I think that your suggestions would fit the bill perfectly.

    I'm in the process of moving, so I haven't had a lot of time for making things - but I'll be jumping back in very soon!

    Thanks again everyone!

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    On 8.1.2017 at 6:56 PM, whiteshark365 said:

    Here are a few pics of my refinery after is has been detailed as promised. Wish I could have incorporated @Jerenable desalter more, but I already had everything laid out and mostly detailed when he released it.

    I8PwFU.jpg

    tGNqi0.jpg

    QoaU1p.jpg

    z26tBV.jpg
     

    nice work whiteshark365

    can any me said what for buliding it is pls see drag (red arrows)

     

    I8PwFU7.jpg

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