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 91 
 on: July 15, 2023, 13:08:53 
Started by geosub1978 - Last post by geosub1978
Wow! I didn't know it was possible to shift between ships. Then, I will choose a cutter as second player ship and set it turning slowly with its double shafts with no advance and try to berth Fairmount on it! It may work that way then! I will keep you informed.

George

 92 
 on: July 15, 2023, 11:16:17 
Started by geosub1978 - Last post by LucAtC
How so? Not necessarily in multiplayer, it works also in freeroam, the more that one of your two ships is very slow, certainly enough to handle both in freeroam.

This feature is possible while the freeroam environments are mission xml files, edited and published by the mission editor. If you can create a simple mission, just adding bollards, tweaking weather and time, you just need to do the same by adding the player ships you need, e.g. FairmountSherpa modded and some Latitude,... they will also be equipped with deployable, etc. Bollards, player ships, are all the same.

Search for Freeroam.xml and you will find one in each of the environments, so that you can edit them at will, provided you keep a backup of the original file in case you want to use multiplayer later on.
You can share the environment with other players, of course, but don't forget to keep track of your changes, you can imagine why.
It goes without saying that the Freeroam.xml mission file should be saved or moved into the correct folder, for instance :
X:\...\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Environments\Antarctic\FreeRoam.xml

The only difficulty is to be cautious and to find a way to backup and rename the files without delay, storing the environments in backup folders and not messing with them. Some specific folder out of the way...

Here the original Mvsmith's explanation, about bollards only:
http://forum.shipsim.com/index.php?topic=31880.msg406321#msg406321

and my remarks in this one (just translated) :
http://forum.shipsim.com/index.php?topic=29978.msg393022#msg393022
 
It is simple, easy, just try it !

Regards,
Luc

 93 
 on: July 15, 2023, 07:19:54 
Started by geosub1978 - Last post by geosub1978
Ok! It seems that multiplayer is the solution.

 94 
 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

 95 
 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

 96 
 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

 97 
 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

 98 
 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

 99 
 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

 100 
 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!!!

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