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Author Topic: Stopping the PoR  (Read 1734 times)

The Ferry Man

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Stopping the PoR
« on: December 07, 2010, 22:45:48 »

Hi

Can anyone help here? not sure if it is a bug, but when I try to stop the PoR she seems to be very hard to stop
I was approaching Calais a... bit too fast (about 2.5 knots), so stick her in reverse, once she got down to just under 1 knot, I stopped the engines but it started going astern... it was travelling at 0.5 knots and it won't slow down - its left the berth completely now :/
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Mr Robville

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Re: Stopping the PoR
« Reply #1 on: December 07, 2010, 23:05:08 »

have you tried giving a little force the opposite direction? so when the ship moves slowly backwards, you slightly push the throttle foreward untill you stop.
i am not sure but maybe there are currents simulated in the water?

maybe you can try dropping the anchors if there are no options left, that's what i would do  ;)
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mvsmith

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Re: Stopping the PoR
« Reply #2 on: December 07, 2010, 23:53:22 »

The problem is in the long ramp-up and ramp-down applied to throttle response in SSE. The intention was to make it more realistic. That good intention became a paving stone in the road to you-know-where. The slow throttle response makes it difficult to bring any vessel to a complete stop.
The solution is practice and familiarity with each ship so that you can apply the right pulse of throttle.
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The Ferry Man

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Re: Stopping the PoR
« Reply #3 on: December 07, 2010, 23:56:58 »

Ahh OK thanks - will have some tries then  :thumbs:

Still seems to have a lack of stopping with no engines though - after about 5 mins with engines off she was still going astern at 0.5 knots
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mvsmith

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Re: Stopping the PoR
« Reply #4 on: December 08, 2010, 01:57:17 »

Yes, I’ve noticed that many of the ships seem to have a much lower value of resistance than in SS08, and a greater stopping distance. You need to apply just the right amount of reverse engine to stop it. You also need to cut the throttle before the ship stops because it can take a few seconds for the engine to slow down and stop.
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krytsch

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Re: Stopping the PoR
« Reply #5 on: December 08, 2010, 12:05:38 »

... and this is one of the things that I really do like in SSE - stopping big vessels was too easy in SS08. Have you ever tried to stop the Ocean Star at full speed (25 knots)? It only takes 0.37 Nm -> 685 meters, which is just a bit more than two times the ship's length. This is definitely too short. I guess it should have been at least 1 Nm in real life.
Becoming curious while writing this post I also tested the PoR and the Vermaas.

The PoR can perform a full stop in 0.49 Nm (907 meters), which seems to be a bit more realisticm and the Vermaas needs 0.91 Nm (1.685 km) for this procedure, which I believe is too little as well.

As my SSE has decided not to start properly anymore, I can't test it within this game.

« Last Edit: December 09, 2010, 11:48:09 by krytsch »
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mvsmith

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Re: Stopping the PoR
« Reply #6 on: December 08, 2010, 12:59:52 »

Hi krytsch,

I think you are the first to comment favorably on this positive step in the direction of realistic vessel handling.
It seems that people demand realism so long as it does not make it more difficult to play the game. They seem to stress the innocuous touches of “realism” such as buttons, switches, and gauges that do nothing to complicate the bothersome necessity to navigate.

Regards,
Marty
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The Ferry Man

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Re: Stopping the PoR
« Reply #7 on: December 08, 2010, 13:15:29 »

well I do think its good, its just I am pretty sure at 0.5 knots, it wouldn't take that long to go to 0knots. Also at 0.5 knot, you should be bale to touch the pads which would stop the vessel, and not cause any damage, and they wouldn't bounce you backwards at about 1/2 knots
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krytsch

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  • Posts: 333
Re: Stopping the PoR
« Reply #8 on: December 09, 2010, 13:02:24 »

Remembering that I had some trouble mooring the PoR in Dover because of the delayed reactions too, I tried to start SSE - and today I even succeeded.

In free roaming in Rotterdam (at 6-7 fps) I set the PoR to a speed of approx. 0. knots (but it kept accelerating until it reached 0.6 knots because the engines still were running - you really have to plan your actions in time). The PoR didn't stop at all, until I lost patience.

But I don't see this as a problem - in real life the vessels do not stop completely, until they're tied up, because of the wind and the current.

After that I set the POR to move slowly towards the quay, and it hit the quay wall at approx. 0.7 knots. At that time the engines were stopped. Then something strange happened: It didn't hit the wall immediately, but kept moving some meters - maybe 5 to 10 - into the quay. Well, this can happen in SS08 as well (e.g. at the container terminal in Southampton). But - after that it suddenly bounced back with 10-11 knots (!) turning around with about 80 degrees per minute (!). I let it do it's thing, and after a while it crashed into the quay at a different place with about 5 knots - but it didn't become damaged at all.

While I do like the realistic slow reaction caused by mass inertia in the engines an of the vessels in general, the behaviour mentioned above isn't realistic at all. So at that point TFM is right, of course.

On the other hand remember, that in SS08 speeds lower than 0.4 knots are displayed as 0 knots, while the ship still keeps moving slowly.
« Last Edit: December 09, 2010, 13:07:50 by krytsch »
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