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 91 
 on: July 15, 2023, 07:19:54 
Started by geosub1978 - Last post by geosub1978
Ok! It seems that multiplayer is the solution.

 92 
 on: July 15, 2023, 06:14:09 
Started by geosub1978 - Last post by geosub1978
Goodmorning!

I have just sent you the file Luc! I will check the model tomorrow! Yes, the 180 rotation should be 15sec as response time indeed. However, the handling time of the controlers should be independed from the 15sec time and easily moved. This is how I finaly noticed it in reality.

Many regards

George

 93 
 on: July 14, 2023, 23:13:19 
Started by geosub1978 - Last post by LucAtC
Hello geosub1978,

Attached, the version with the steering time set at 15 s for 180°, or 2 RPM, this time rather slow for handling, manoeuvring and normal for steering. The azimuth thrusters have kept the same 35 t max at 225 RPM, and the 2 thrusters have kept their 12 t thrust each. Her maximum speed reaches 14 kts.

Regards,
Luc

 94 
 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

 95 
 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

 96 
 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

 97 
 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

 98 
 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!!!

 99 
 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

 100 
 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

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