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 71 
 on: July 14, 2023, 20:22:24 
Started by geosub1978 - Last post by LucAtC
Hello geosub1978,

Sorry, I am not enough acquainted with the mission editor to give you a valid answer. I can think that it would work with a player ship, but I never tried it, or at least so long ago that I have forgotten the result of the test.
I remember tests about the elasticity of the mooring and towing ropes, but not of anchor chains in SSE, well in Nautis.
My guess is that because static ships are just that, static elements, lacking any dynamics, it wouldn't work for them. AI ships do follow rules repeatedly, but I think that it will not always be yours.
Sorry for such an undecided response,

Regards,
Luc

 72 
 on: July 13, 2023, 06:26:55 
Started by geosub1978 - Last post by geosub1978
Hello to all!

I am trying to add some yawing on a STATIC or AI ship in order to resemble the sweeveling of an anchored ship. I tryed it through the PROPERTIES of the MISSION Editor where there are two fields to set YAW but got no apparent effect. Do I miss something? Is it possible afterall in any way?

Thank you!

George

 73 
 on: July 12, 2023, 12:32:14 
Started by geosub1978 - Last post by geosub1978
Hello! I just sent you a PM but I am not sure if it was sent because I can't see it in the sent box... The time to rotate an azipod by 180deg is as high as "15" "fifteen" seconds until it reaches its final position! The hand stick itself rotates acording to the force applied by the user freely.

 I will check the mission editor and revert!

 If you adjust the time is it possible to set max a 225 rpm range for up to 14 kts and bow to 1600rpm then?

Best Regards

George

 74 
 on: July 11, 2023, 15:16:27 
Started by geosub1978 - Last post by LucAtC
No, I don't think so, unless AI ships could be forced to follow a small diameter circular path but I am not at all proficient in the mission editor peculiarities.
Are you sure that anchored ships wouldn't pivot when slow ahead with some rudder ?
Also, some ships had a hidden stern thruster that I didn't erase, existing, powered but without controls, except keyboard ones. I used the thruster to check pure yawing, but it is long ago, and have forgotten if it was deleted or not.
Would mooring to a moving, pivoting ship not be even or more interesting, I think that was a goal in some missions ? You could also be do that in freeroam, after having created an environment that contains the ships with which you want to try your skills.
And stopped player ships don't move faster than an anchored one, I think.

I still think that I have made her azimuth thrusters pivoting too fast, that 6 to 8 seconds for 180° would be closer to the specifications than 4 s.  Who knows?

Regards,
Luc

 75 
 on: July 11, 2023, 10:57:29 
Started by geosub1978 - Last post by geosub1978
Ahh! I plan shifting into Nautis when I will be able to buy an adequate pc machine!!!

Toisa's azi is 2200kw each and 735kw each bowthruster.

By the way...is it possible to add anchoring sweeveling to a non-player ship (eg stationary or AI) or any other kind of drift? This is for berthings on anchored ships.

Yes, I agree with uflolev that.sometimes reality is easier  but itis always the sense of danger that always makes you nervous haha!!!

 76 
 on: July 10, 2023, 20:49:35 
Started by geosub1978 - Last post by ufolev
Hi Luc and George.,
3 years before to step on the bridge of the ASD tug I had
several ASD tug manuals, ship simulator extremes , many YouTube ASD tug videos and
the book of the captain Jeff Slesinger "ASD Tug: Thrust and Azimuth Learning to drive a Z drive"
With this "experience " on age 53 I made a
transition from a tug company with conventional tugs only to other with ASD tugs
And driving the real asd tug was easier than driving a ASD tug on simulator

Best regards
Stefan

 77 
 on: July 10, 2023, 10:26:05 
Started by geosub1978 - Last post by LucAtC
Hello geosub1978,

Sorry to disappoint you, there are sadly no wind effects, and no tidal streams, no currents. It was disregarded, to our great diappointment as we, moderators, knew that at least wind effects would have been easily inserted, while it was thought out and developed at the same time as for Nautis, for which we were beta testers too.
Ze boss was eventually right about that, it would have been too tempting for some to use SSE as a replacement for Nautis at this time. I doubted it, because simulators without knowledgeable instructors are meaningless, all the quality comes from their expertise.
If you see abandoned player ships moving slowly, it is due to residual sea effects, as small waves cannot be suppressed even in harbours, to avoid zero values in possible denominators. The preset minimum value should perhaps have been smaller than the final choice. But then, who abandons an unmoored ship?

Regards,
Luc

 78 
 on: July 09, 2023, 20:25:24 
Started by geosub1978 - Last post by geosub1978
Yes, of course! Actualy this was the core of my question. I guess the wind effect is applied with same accuracy as well? Haven't tried it yet.

Thanks LucAtc!

 79 
 on: July 09, 2023, 16:43:38 
Started by geosub1978 - Last post by LucAtC
Hello geosub1978,

Perhaps looks the following like some too basic, generic answer, but it is exactly like that, without going deeper into details ?
The ship is represented by a 3D rigid body, (dimensions, mass, mass moments of inertia, center of mass), almost independently from her graphical representation.
The movements are defined, computed by the physics engine, taking inertia and "external" forces into account, in position and orientation relative to the body.
Gravity and buoyancy are the main external forces, taking the sea, waves into account, and are computed by the PhysX engine.
The water resistances opposing the ship movements are computed according to hydromechanical laws, resulting in opposing forces and moments. They are computed and applied by specific processes. The inertia, i.e. displacement and moments of inertia are modified by so called added masses.
Other forces are created by appendages, rudders and thrusters, taking orientation and speed vectors into account, applied to their position relative to the hull.
So, the same settings of the thrust vector for a port or starboard pod have different resultant forces and moments on the body.
Does this correctly answer your question?

Regards,
Luc

 80 
 on: July 09, 2023, 13:04:15 
Started by geosub1978 - Last post by geosub1978
May I ask something?

I wonder if the effect of each azipod is modeled side depended. I mean... by  turning the port pod to "30 outside" does this have the same effect with the right pod turned "30 inside" or is it combined with the additional dynamics based on the side in relation to the longitutional axis?

Thank you

George

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