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 41 
 on: August 19, 2024, 19:50:15 
Started by Viscount13 - Last post by Viscount13
Hello Luc,

Thanks a lot for your reply! I will install the files you provided and see if that fixes my problems. If not, I will record more precise data for you. I'm not sure if I can find any real world data for you to work with but should my problems persist I will see what I can dig up.

Regards,
Pontus

 42 
 on: August 15, 2024, 13:35:15 
Started by Viscount13 - Last post by LucAtC
Hello Viscount13,

Sorry for being late, I had a quick look at the behaviour of White Marlin, i.e. Catamaran Ferry, ran some tests without finding the same as you have written two weeks ago.
At 695RPM, she runs at 24 kn or so and at first sight the speed curve seems normal to me, albeit without precise checks, as I would have done in a spreadsheet. Nor can I confirm the glacial yaw speed, as at 17 kn and 15° both rudders, I found a rather short radius of gyration, much less than 2 lengths. So, I think your dynamics files could have been corrupted/obsolete, or something like that, that is why I didn't look further down the investigation.
The White Marlin dynamics remained unchanged since 16/06/2013, RedJet4 since 2011, you can find these in the attachments.
These replacement act files should come into the following default folder
\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\Dynamics
while the bdg files destinations are, respectively:
for the White Marlin : \Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\Ships\CatamaranFerry
for the RedJet4 :
\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\Ships\RedJet4

Eventually, if you disagree with the parameters, because you have real data or manoeuvring specifications, I would really appreciate if you published here the values/data, I thank you for that in advance.

Regards,
Luc

 43 
 on: July 28, 2024, 13:29:21 
Started by Viscount13 - Last post by Viscount13
Hello! The ship White Marlin is behaving strangely in some circumstances.

The main problem is that it turns at a glacial pace when going faster than 12 knots or so. If the engines are at anything other than full ahead the rate of turn is incredibly slow. This is strange as it has water jet propulsion which should make it highly maneuverable at all speeds and at nearly all engine settings.

And speaking of speeds: Just below 700 rpm or so the ship will do approximately 12 knots or so. Just above 700 rpm it will take off like a rocket. This problem is also shared by the Red Jet craft. It seems like either the power curve or the water resistance are wrong.

And finally when cutting engine power the ship takes forever to slow down. It behaves like it's gliding on ice.

I've seen that one of the developers have been very active here and have kindly provided patches and fixes over the years. I don't know if they're still around but I would be very happy indeed if these problems could be fixed or, if fixes for this already exists, if someone could point me in the right direction.

Regards,
Pontus

 44 
 on: March 23, 2024, 14:50:08 
Started by ACR - Last post by ACR
Maybe i explained my question wrong :

If i have the wave slider in a atlantic ocean scenario set at half - what wave height is this ? And what wave height at 1/4 etc ?

 45 
 on: March 19, 2024, 21:02:25 
Started by ACR - Last post by stormforce
Hi, each map has a combination of 'inland', 'costal' and 'off-shore' water areas. The wave-height setting is relative to these areas.

i.e. you cannot have much more than a ripple in 'inland' waters regardless of the wave-height setting.

To get good waves max out the wave-height and choose a map with large 'off-shore' water areas.

Marseille is a good example, the further out you get from the port the higher the waves are.

Hope this helps your understanding of how SSE treats waves.

 46 
 on: March 18, 2024, 20:57:17 
Started by ACR - Last post by WillisP20092
Hey ACR,

So do you mean the description of the wave height? It only shows the pre-defined conditions, you cannot have double the height of waves if you double click. Hope this helps.

Willis

 47 
 on: March 13, 2024, 22:05:42 
Started by ACR - Last post by ACR
Hello !

I just reinstalled sse and have fun with it ! Long time since release but the game still has some bite in it but Not sure if the forum is still active

One question : is there any reference to the wave height vs the actual slider position in enviroment settings ?

It seems to be non linear , so pushing the slider twice the way does not reflect in double wave height .

I can only read 'light breeze' 'stormy' etc at all and guess.

Thanks !

 48 
 on: February 15, 2024, 12:49:05 
Started by WillisP20092 - Last post by WillisP20092
Here is a video to get a better glimpse.

It crashes after that. You can see the blue loading symbol around the cursor

 49 
 on: February 15, 2024, 01:23:35 
Started by WillisP20092 - Last post by WillisP20092
Hi Luc,

Yes SSE is working normally so far.  I am trying to troubleshoot ShipSim 08. I'll keep working on this and hopefully find a solution.

Willis

 50 
 on: February 14, 2024, 14:53:18 
Started by WillisP20092 - Last post by LucAtC
Hello Willis,

Did you reinstall SSEx, I see that you launched an MP session in Sydney ?
Except for some bad file error, the only reason to prevent an environment to be launched is that it doesn't match the server environment data. Wrong build number, missing file?
Here are the folders containing environment related data:

The graphical environment representation
X:\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Content\Environments

The environment SSEx configuration
X:\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Environments

Launchers:
X:\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Game\Environments

Common environment objects
X:\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\EnvironmentObjects

eventually, some specific environment act files, containing added data like bouncing limits
X:\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\Dynamics

Regards,
Luc

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