
Part of the ship structure
In SGS3, heavy objects are not “special scripted props.”
They are fully integrated into the ship’s physical structure:

Removing a massive engine block is not just pressing a button.
You first need to prepare the structure around it.
That means:
If the element is still attached somewhere, the system will tell you.
If the object is unsupported, physics can take over.
And sometimes… that may not end well.


Walkie-talkie and marking system
Heavy elements are handled through the walkie-talkie system introduced in the previous devlog.
Using the walkie-talkie, you can:
Marked objects are visible:
The system is designed to make large-scale dismantling readable without removing player control.



Liftable elements
Heavy elements in SGS3 are classified as “liftable.”
These are usually:
Liftable elements can:
Those objects may also require specific transport equipment after extraction – more on that in the next devlogs.



The crane is part of the workflow - not a minigame
In many situations, dismantling the ship efficiently means planning how and when to remove heavy components.
Sometimes doing it too late may destabilize the structure.
As a player you will operate the crane manually to extract liftable objects and transport them directly onto trucks for further processing.
However, as your operations grow larger, you will also be able to hire a worker to handle crane operations for you.

Summary
Heavy machinery in SGS3 is built around the same philosophy as the rest of the game:
The crane is not just visual background equipment.
It becomes part of the dismantling process itself.
Every large object you remove changes the ship:
Your feedback really helps us shape the game, so feel free to share your thoughts 👇

More details soon,
Ship Graveyard Simulator 3 Team