Ship Simulator

English forum => Ship Simulator Extremes => General discussions => Topic started by: Captain Cadet on September 30, 2011, 17:37:44

Title: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on September 30, 2011, 17:37:44
Hi all, as there are many new cadets joining the forum having difficulty here i'm hoping to explain how to drive a ship in a professional manner.
Although i have put my best effort into this topic you must not Use any of this information as navigational use. although it contains information that do with real life me or VSTEP will not be responsible if any indecent has happened due to this -
chapters (these are here just to help you navigate in such a large topic, you can learn them in any order)
Chapter 1 - Speed and navigation
Chapter 2 - You and others
Chapter 1: Speed and Navigation
1. speed:
it important to maintain a good speed AT ALL TIMES. You Should travel at a fast enough speed you are getting to your location without much force effect (to come at a later date... as i need to sort it out if it correct). but also not to fast that you cant do emergency stops or turns. so ideally before you become very serious with the game why don't you take different types of boats in the Atlantic during calm weather.  if you do the sea cats and get them to reach 40 Knots and try to stop it you notice it takes a long time to stop. so try to aim for some sensible speed that you can stop at in an emergency or make everybody sea sick  :doh:. You should maintain a appropriate speed at all times, so if your in a harbour doing tight in manoeuvres Maintain a s top speed of no more than  4 knts. When out at sea make sure that you only go up-to your service speed, So don't punch the throttles, as that will make the engineer's cry. Instead keep the throttles at around 80-90% for a large vessel, and around 95% for a small vessel. Because your not using full power, you have some power to manoeuvre when in a emergency. Also, because your maintaining a slower speed, your stopping distance is reduced.
When in a emergency situation when stopping is necessary, throw all engines into flank astern, and if possible, steer hard to port/stbd, this turning movement will help slow your vessel down even more.
to go at a steady speed remember
Also Go at a safe speed. Also dont give your load too much stress. If on a Sea Cat you are more likely to make people ill and this isnt a great thing for the cleaners. On a large cargo ship, by going fast you can also stress the ship. Ships can snap because of this
Thin -tide (don't worry in ship sim)
Matches -Maneuverability ( how much can you move)
Break - background light (can you see the flashing buoys at night?)
When -weather (will it effect anything)
Dropped - depth of you and the sea.

Quote
Lights at sea. I will add more if necessary.

Masthead light  = white light showing an unbroken light over an arc of horizon of 225 degrees.
Sidelights = Red or green lights showing an unbroken light over an arc of horizon of 112,5 degrees from right ahead to abaft the beam.
Stern light = white light showing an unbroken light over an arc of horizon of 135 degrees.
Towing light = yellow light with the same characteristics as the stern light.
All round light = Red, green, white or yellow light showing an unbroken light over an arc of horizon of 360 degrees.


Power driven vessel with a length under 50 metres. 2nd mast headlight is additional.


Power driven vessel with a length over 50 metres. 2nd mast headlight is mandatory.


Pilot vessel. Easy to remember; white hat, red nose. Back in the days the pilot often arrived on board in
his uniform (white hat) and drunk (red nose).


Sailing vessel (under sail, when they use their engine it becomes a power driven vessel). Red-green light is recommanded, but not mandatory. Mast headlight is not required.


Vessel with restricted manoevrability due draft, for example a VLCC or a bulk carrier.


Vessel with restricted manoevrabilty due the nature of their job, for example a tugboat with a tow or a dredger.


Vessel not under command. Often showen when a vessel cant alter course because of waves / swell. The not under command (NOC) lights can also be showen when a vessel has lost her propulsion or steering gear. When a vessel is aground the NOC lights should be showen in combination with the anchor lights.


Tugboat with a tow longer than 200 metres. Tow is measured from the stern of the tug to the stern of the towed vessel or object. 2nd mast headlight should be showen if the tugboat is longer than 50 metres. The tugboat can also show the 'restricted manoevrability' lights, red-white-red. The yellow light above the stern light is showen, so overtaking vessels can see she's towing. This to prevent from vessel sailing over the tow wire.


Tugboat with a tow under 200 metres. 2nd mast headlight should be showen if the tugboat is longer than 50 metres. The tugboat can also show the 'restricted manoevrability' lights, red-white-red.


Fishing vessel, purse seiner, with a length of the gear under 150 metres. When the gear is longer than 150 metres, a white all round light should be placed.


Fishing vessel, trawler. If the vessel is longer than 50 metres, a headlight should be showen.


Hovercraft. Normal navigation lights of a power driven vessel and an extra yellow flashing light (120 flashes per minute)


Vessel carrying dangerous cargo or involved in bunker operations.



Report to moderator     Logged
It's the crew that makes the difference.

   
Re: Collision regulations
« Reply #1 on: 04 September 2010, 18:52:15 »
Maneuvering Signals• Sailing vessel.
• Fishing vessel (engaged in fishing, so not when she’s sailing from and towards the fishing grounds!)
• Vessel with restricted maneuverability.
• Vessel not under command.
For example; this means that a Vermaas should give way to a fishing vessel, but a fishing vessel gives way to the Sherpa towing a rig with restricted maneuverability or a laden Latitude sailing in a narrow fairway.

Rule 19 - Conduct of vessels in restricted visibility – Every vessel shall proceed with a safe speed (rule 6). A vessel which detects by radar alone the presence of another vessel shall determine if a close-quarters situation is developing and/or risk of collision exists. If so, she shall take avoiding action in the early stages. This means that rule 15 – crossing situation isn’t applicable here, during restricted visibility both vessels shall take actions to avoid collision.

IALA buoyage system.

At sea are 2 types of buoyage systems known, IALA A and IALA B. IALA B is used in America, Japan and the Philippines, IALA A is used in the rest of the world.



The only difference between IALA A and IALA B are the lateral buoys. At IALA A you have the red buoys on your portside, at IALA B you have the red buoys on your starboard side when you are following the buoy direction. The buoy direction is from sea towards the harbor,  at sea the buoy direction is shown by a symbol in the chart.


Chart symbol that indicates the direction of the buoys

There are 5 types of navigation buoys:

• Lateral buoys. Red or green, they indicate the border of the fairway and indicates the direction

    

•Cardinal buoys. Yellow and black, they indicate the safe side of the danger (e.g a wreck or a sandbank). Looks pretty hard to remember, but actually it's pretty easy if you look at the top marks. The north buoy and south buoy point towards the north and south (obvious), the top mark of a  West Carinal has the shape of a wineglass. When you know the other 3 the 4th, the east buoy, is easy.  



• Isolated danger. Black and red, they indicate the position of isolated danger, contrary to cardinal buoys which indicate a direction away from the danger.



• Safe water. Red and white, indicates safe water. Also known as a mid fairway buoy.



• Special buoys. Yellow, indicates pipelines, special areas etc. etc.

all info Copyright 2010 ballast
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Cores made good.
cores made good is when you plan out your rout before going at sea. you may be asking how, why dont you use these charts:
http://www.facebook.com/media/set/?set=a.10150246692288661.331713.189789543660
what you should do is say your going from harbor A and a point and with a pen sill make the course that you can follow. take in the weather, your ships draft's (how deep the ship is), weather any variables. also you should look at the weather (not a problem in ship sim) so you can calculate how long it take you to get there safely (see section Speed)
During the driving in ship sim all other vessels are AI (Artificial intelligent, in a way they do what they want) and athought they try not to hit you they do, so keep an eye out for them as that may be the ship that sinks you.
while out you should look out for:
Ships
Rocks
bouys -
swimmers.
in fact almost everything.
you MUST KEEP AN EYE OUT AT ALL TIME. YOU AND YOUR CREW (bit hard in ship sim)

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Chapter 2: You and Others

here im going to speak about you and others at sea. Some of this you will need muilty player to do.

1. Keeping in contact
it is important to keep in contact with everyone at sea. any Microsoft Flight/simulator gamers will know that you have to speak to the ground all the time. its completely different with ships. you have to keep in contact with other ships and the coast guard. in real life to do this you need to be on a set channel what everyone uses ( i think its channel 16). in ship sim single player you don't need to but in multiplayer you need to  Speak to everyone to know what there doing. in an environment there is usually an channel to do small talk on
this can all be done in the chat. You need to know if anybody is will be going in your way and you need to correct it. also smaller boats should give way to bigger boats as its a genital rule. although its not that important you may as well know about it. For more advance PC's and a group of friends playing shipsim, i recommend that you use a service like Skype running in the background so you can hear what your friends are doing.
If you are having issues with other Users on Multi player, please contact Mad_Fred
not me
Thanks
-----------------------
Glossary:
Port: Left
Starboard: Right
SS : Ship simulator
SSE : Ship Simulator  Extremes
Knots = technical Term for nautical miles per hour.  I will get to this again.

If you find any problem can you post it here please :)  
Ver: 2.3 - most Recent of 9 February 2014
whats new in this issue:
Spellings improve
details added
 
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on September 30, 2011, 21:24:51
Not bad, although you might want to spell check a few things  :doh:
Also, I'd ask ballast if its OK with him to repost what he's said, just to be on the safe side  :police:

If you don't mind, I'd like to extend the speed section below :
You should maintain a appropriate speed at all times, so if your in a harbour doing tight in manoeuvres Maintain a s top speed of no more than 3knts. When out at sea make sure that you only go up-to your service speed, So don't punch the throttles, as that will make the engineer's cry. Instead keep the throttles at around 80-90% for a large vessel, and around 95% for a small vessel. Because your not using full power, you have some room to manoeuvre when in a emergency. Also, because your maintaining a slower speed, your stopping distance is reduced.
When in a emergency situation when stopping is necessary, throw all engines into flank astern, and if possible, steer hard to port/stbd, this turning movement will help slow your vessel down even more.

Also take note that the bow/stern thrusters only work when going at slow speeds/stopped. THEY WILL NOT WORK AT HIGH SPEEDS!
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ralphy on September 30, 2011, 21:26:31
I don't understand this  ???

It's just a quotation of Ballast's topic in the muiltplayer section is it not?
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ballast on September 30, 2011, 21:27:49
Not bad, although you might want to spell check a few things  :doh:

I bet that he will do that after supper  :thumbs:

this is not completed but as this will take a long time and suppers ready i have to go
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ballast on September 30, 2011, 21:28:58
I don't understand this  ???

It's just a quotation of Ballast's topic in the muiltplayer section is it not?

No, this is to explane how to drive a ship in a professional manner.


Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on September 30, 2011, 21:33:04
No, this is to explane how to drive a ship in a professional manner.

Ballast = route of all  :evil:
:doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on October 01, 2011, 16:08:22
sorry
i fogot i had sea cadets  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on October 01, 2011, 16:52:53
been re edit
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on October 01, 2011, 17:41:33
Now the speed section doesn't make sense  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ballast on October 01, 2011, 17:45:08
It doesn't make sense at all. Why only keep a sharp look out for boys, and not for girls?  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: The Ferry Man on October 01, 2011, 19:01:12
It doesn't make sense at all. Why only keep a sharp look out for boys, and not for girls?  :doh:

Well if it was you on bridge and it was looking for Scary Woman Cascadadadadada-whatever...  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on October 01, 2011, 19:12:28
am i too young
----or-----
is the joke rubish
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ballast on October 01, 2011, 19:18:53
It's an inside joke  ;)
Title: Re: Captain Cadets Guide to Ship Sim
Post by: vin_sun on October 01, 2011, 19:32:47
It doesn't make sense at all. Why only keep a sharp look out for boys, and not for girls?  :doh:

 :lol: 'Cos at sea we only see only 'buoys' and never girls ..... but quite some gulls !  ;D
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Ballast on October 01, 2011, 19:35:02
The girls I've seen at sea are actually quite similar to a buoy  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on October 01, 2011, 20:50:42
Its a shame theres no ROFL smiley (hint hint mad_fred :doh: )
Also, ins't all this getting off-topic?
Title: Re: Captain Cadets Guide to Ship Sim
Post by: The Ferry Man on October 01, 2011, 20:52:59
Well half the initial post was copied from another post completley...  :doh:

Useful though it is
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Stuart2007 on October 02, 2011, 10:42:36
Old Sealink ferries were fitted with some really good safety equipment to help the Captains on the Dover Calais run. They had hull mounted steel plates fitted along the keel and up the lower half of the bow.

They gave out an audiable crunching sound to indicate that they were in the vicinity of Goodwin Sands, Bleriot Plage or thet they had rammed a TT coming the other way. It was foolproof and allowed the bridge crew to sleep on the way across.

Much easier than your list, capt cad. Only one warning to listen out for.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on October 02, 2011, 11:55:59
Although by the time you notice the cruching sound its way, way, way to late to anything... There might be time to press the muster alarm, but that would be about it  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Stuart2007 on October 05, 2011, 10:19:37
It depends on how fast asleep the bridge crew were at the time.

(shall I leave it there before an ex Sealink Captain comes along with no sense of humour and gets very upset)
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on October 24, 2011, 21:07:54
has anybody got any more ideas
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on March 03, 2012, 20:35:09
UPDATE:
now inclueds chapters and a new topic
more comming soon!
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Stuart2007 on April 08, 2012, 01:18:25
Yes, I have an idea, thanks.

Any specific ideas you are looking for, cc, or just if anyone has any ideas? ;)
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on April 18, 2012, 15:38:22
Any
If you can pm me the ideas thanks
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Stuart2007 on April 18, 2012, 18:45:34
OK I have an idea that the large hadron collider will find the evidence to support the theory by Prof. Higgs that the bosun does in fact exist, although it is going to prove to be at a MeV higher than previously thought.

I also have an idea that it will rain tomorrow.

Well, you DID ask for ideas...
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on April 18, 2012, 20:56:59
How about "Avoid those big pointy things Known as rocks" and "Don't follow Captain schettino"? Also, a section on how to read charts might be a good Idea,
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Stuart2007 on April 19, 2012, 16:32:52
Don't follow schettino???

No, if a ship sinks and he is onboard you DO want to follow him... straight to the lifeboats.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danny on April 19, 2012, 17:44:08
No, if a ship sinks and he is onboard you DO want to follow him... straight to the lifeboats.
:doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on April 24, 2012, 16:08:26
i meant ship related  :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on May 14, 2012, 22:11:09
I got some stuff to add in
Give me a chance as I have exams  :thumbdown:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on July 25, 2012, 22:09:03
if you used this guide could you please click on the poll what you think as i have time now so i mitght as well do it now
Title: Re: Captain Cadets Guide to Ship Sim
Post by: danhill on July 30, 2012, 17:45:43
Quote
When in a emergency situation when stopping is necessary, throw all engines into flank astern, and if possible, steer hard to port/stbd, this turning movement will help slow your vessel down even more.

I would like to point out, that if your in a fixed propeller vessel, this information is bad advice. Especially if you need to turn to avoid hitting something.

By throwing your engines into reverse, you severely reduce the flow rate across the rudder, thus severely reducing your ability to turn. Reducing power, and going full port / starboard would be a much better option IMO.

This information is not correct for water jet powered vessels such as the sea cat though, throwing your engines into reverse and then turning hard will still allow you to turn very sharply. This is because water jet powered vessels make use of thrust vectoring.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Subwolf on July 30, 2012, 23:16:08
I would like to point out, that if your in a fixed propeller vessel, this information is bad advice. Especially if you need to turn to avoid hitting something.

By throwing your engines into reverse, you severely reduce the flow rate across the rudder, thus severely reducing your ability to turn. Reducing power, and going full port / starboard would be a much better option IMO.

That's correct danhill. Titanic also did this mistake, they went full astern and made the rudder ineffective, and they couldn't turn hard enough. It's actually strange that the officers didn't know that, instinct and panic probably ruled.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: saltydog on July 31, 2012, 02:06:03
I wonder what Schettino's best course of action would have been when he realized he was getting too close..
Engines stop, hard to starboard. Then after a while hard to port to avoid slamming the stern into the rocks..?
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Rbsanford on July 31, 2012, 02:32:55
Judging by the reason he was getting too close in the first place: he would go to the nearest open window and wave to the people on the beach.

After all, he is more concerned about showing off his ride than actually docking. :doh:
Title: Re: Captain Cadets Guide to Ship Sim
Post by: saltydog on July 31, 2012, 02:44:17
Maybe he waved to people on the beach, but only for them to send a rescue boat for him to "accidently fall into"  ::)
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on August 06, 2012, 13:23:49
I would like to point out, that if your in a fixed propeller vessel, this information is bad advice. Especially if you need to turn to avoid hitting something.

By throwing your engines into reverse, you severely reduce the flow rate across the rudder, thus severely reducing your ability to turn. Reducing power, and going full port / starboard would be a much better option IMO.

This information is not correct for water jet powered vessels such as the sea cat though, throwing your engines into reverse and then turning hard will still allow you to turn very sharply. This is because water jet powered vessels make use of thrust vectoring.
Thank you
I'll update it when I'm on my laptop
Currently on an iPad on a train
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on September 13, 2012, 17:47:18
Website under construction with a PDF file to read it from
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on April 29, 2013, 17:59:15
Updated:
Glossary and more info to keeping in contact
sorry for a while for updates and so little - busy with exams.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on June 18, 2013, 10:20:19
Does anybody want me to cover anything on here?
Title: Re: Captain Cadets Guide to Ship Sim
Post by: sydmichel on June 18, 2013, 12:26:35
Does anybody want me to cover anything on here?
The rules of the road would be nice.  but, as the AI vessels dont seem to abide by them and cut you up at nearly every opertunity there woud be little point.
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on June 24, 2013, 13:02:31
The rules of the road would be nice.  but, as the AI vessels dont seem to abide by them and cut you up at nearly every opertunity there woud be little point.
I dont understand the way they work so I decided to leave them out. I tried to aim the rules of the road at multiplayer. Athough i will look into the AI bit  ;)
Title: Re: Captain Cadets Guide to Ship Sim
Post by: Captain Cadet on February 09, 2014, 19:11:52
Hi guys, I have some time on my hands now and I'm looking at improving this topic.
I just done some updating to the topic and was looking at more info. Does anyone have some more ideas or info they would like me to discuss?  :thumbs:
Thanks Guys
 :2thumbs: