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
Hello Guest | April 17, 2024, 19:49:37 | ||
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31
on: July 12, 2023, 12:32:14
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Started by geosub1978 - Last post by geosub1978 | ||
32
on: July 11, 2023, 15:16:27
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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 |
33
on: July 11, 2023, 10:57:29
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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!!! |
34
on: July 10, 2023, 20:49:35
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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 |
35
on: July 10, 2023, 10:26:05
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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 |
36
on: July 09, 2023, 20:25:24
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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! |
37
on: July 09, 2023, 16:43:38
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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 |
38
on: July 09, 2023, 13:04:15
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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 |
39
on: July 07, 2023, 19:57:57
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Started by Captain Spencer - Last post by Ridders_Sixety_Nine | ||
Okay DJM i apologise for my irrational behaviour. If i were to act like that around other seamen they'd be quite deeply angered....REMOVED Ahoy fellow Ship simmers. Where is that fine seaman DJM these days? I owe him a full and deep apology |
40
on: July 02, 2023, 22:00:46
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Started by geosub1978 - Last post by ufolev | ||
Hello geosub1978
Ship Simulator Extremes gives you two keyboard options for every one action like the change of the engine revolutions per minute or azipod rotation On FORE conning position I use: For the left hand: The button A to rotate azipods to left and the button D to rotate azipods to right The button W to increase RPMs and the button S to decrease RPMs For the right hand: The button Left Arrow to rotate azipods to left and the right arrow button to rotate azipods to left The button Up arrow to increase RPMs and the button Down arrow to decrease RPMs On AFT Conning Position I use: For the left hand: The button Left Arrow to rotate azipods to left and the right arrow button to rotate azipods to left The button Up arrow to increase RPMs and the button Down arrow to decrease RPMs For the right hand: The button 4 numpad to rotate azipods to left and the button 6 numpad to rotate azipods to right The button 8 numpad to increase RPMs and the button 5 numpad to decrease RPMs Look this video how it is looks like: https://www.youtube.com/watch?v=jUHInsO-peA&t=3s And there are some examples from the game practice: https://www.youtube.com/watch?v=fkSfB7_Kg3g https://www.youtube.com/watch?v=hhDkEWtARyc&t=8s https://www.youtube.com/watch?v=7JrOTwSbv98 https://www.youtube.com/watch?v=j_nPc9cp9Bo Regards ufo :-) |