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 21 
 on: July 17, 2023, 20:59:16 
Started by geosub1978 - Last post by geosub1978
Actually I meant the *.act of  the post July 14, 2023, 23:13:19 in this conversation. I can't find the rest folder of the beloved "Anexartiti" :) :). Sure you posted it there?




 22 
 on: July 17, 2023, 20:00:27 
Started by geosub1978 - Last post by LucAtC
By "The very last model", did you mean ToisaAnexartiti, from my topic in the Unofficial Ptches of the Community Development ?
Anyway, the 8 s necessary for the thruster to reach full thrust have been reduced to 4.8 s in the attachment, and as the data of the bowthruster of Fairmount Sherpa are well known, as we have her sea trials report, I was able to check at the same time the zero speed maximum rate of turn with 2x735 kW thrusters like mentioned in her pilot card, decreasing with ahead speed, zero "rudder".
In such conditions, the ship pivots somehow too easily, reaching 90° after a little more than one minute, eventually due to the light condition.
Fairmount Sherpa stern thruster was an Aquamaster of 736 kW, 10.5 t thrust, her bow thruster was 825 kW, 12.5 t thrust.
The file should be inserted in the following folder:
X:....\Vstep\ShipSimExtremes\Projects\ShipSimExtremes\Data\Entities\Dynamics

Regards,
Luc

 23 
 on: July 16, 2023, 17:19:48 
Started by geosub1978 - Last post by geosub1978
This very last model of Fairmount Sherpa is very good indeed! It seems that the increase/decrease rate of bow thruster's RPM needs some acceleration by something like 40-50% but we can live with that! :)

A great thank you!

 24 
 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

 25 
 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

 26 
 on: July 15, 2023, 07:19:54 
Started by geosub1978 - Last post by geosub1978
Ok! It seems that multiplayer is the solution.

 27 
 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

 28 
 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

 29 
 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

 30 
 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

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