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Author Topic: Just the comments from practical navigator  (Read 3523 times)

Compass

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  • Posts: 3
Just the comments from practical navigator
« on: November 15, 2007, 13:00:29 »

The comments regarding vessel handling in your simulator. I have no idea whom to send these, but I hope that game developers will read below and take this in mind for patches/further development.

I am merchant Ship Master for nine years and have tanker experience more than twenty years. The friend of mine shown me your game. I was really excited with job you've done and realistic environment I've met. Just to improve the game in next patches please be note the follows (I've tried  free roaming of tanker only):

1. Max engine RPM  should be within 100 RPM limit, not 500. In reality, all big tonnage vesselss have low revolutions engines to save fuel. However, ship movement in game is realistic. Probably, just propeller torgue moment is to be adjusted in physics game engine.

2. Basically, all cargo ships have single engine, not twin, same for above. There should be only single engine control unit in this case. Understanding, that it is game interface, I hope you'll be able to take it in mind for the patch.

3. The rudder in game is definitely working in vacuum space, not in the water. There should be water reaction to rudder turn. IMO SOLAS Convention (Safety of Life at Sea for non-seafarers) required that board-to-board time of rudder movement should be no more than 28 seconds. In fact, rudder movement from midship to board position is about thirteen seconds.

4. On real vessels there is possibility to remain vessel's rudder in any position you stopped it (for instance, 5, 15 or 20 degrees). It is understood that the game is designed for non-seafarers, but I suppose that there should be an option in game controls not to reset rudder angle to zero upon key depressed for advanced gamers.

5. Max rudder angle should not exceed 35 degrees (not 45 as in game). Really, the rudder do not turn above 30 degs as there is danger of its breakage, especially on big tonnage vessels.

6. I've not found autopilot on/off option in the game. It's widely used in real navigation practice.

Anyway, I'm glad to thank the developers for job done and ready to buy your game here in Russia upon official release. I hope my observations will be useful. Sorry for my English, I'm have the experience in Merchant Marine business only.

Hope to revert with other advises, if they needed.

Thanks,
The Navigator, Russia

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Stuart2007

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Re: Just the comments from practical navigator
« Reply #1 on: November 15, 2007, 13:08:23 »

Hello Navigator

Welcome to the forum. I'm sure the forum will be better for having another experienced mariner on it.

Most of your points have been raised before. As you say yourself, it is a balancing act between a realistic simulator, but also a game for non mariners.

I know the developers appreciate feedback from professionals like yourself.

Can I ask what you mean by 3 'vacuum space, not in water'???

If when moving the throttle or rudder, if you hold shift down, it will keep the position when you let go of the rudder/throttle. Try it!

Stu
« Last Edit: November 15, 2007, 13:11:06 by Stuart2007 »
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Bottman

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Re: Just the comments from practical navigator
« Reply #2 on: November 15, 2007, 13:57:19 »

Hi Stu,

the "vacuum space" it's pretty simple: the rudder moves way to fast! It lasts less than an eye-close to skip the rudder from board to amidship or from board to board... :'(

We have asked the develpers to change that a few times...

Cheers
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Bottman

Navigare necesse est!
Look at www.elbdampfer-hamburg.de

Compass

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  • Posts: 3
Re: Just the comments from practical navigator
« Reply #3 on: November 15, 2007, 15:14:25 »

To Stuart 2007.

Thanks for your reply.

Bottman had already described the problem, many thanks to him. Usually, on merchant vessels rudder rate of turn is around two degrees in a second. So, to make rudder half a board it takes around 7 seconds, when vessel is in still water and slightly more when underway, It's because water flow is resisting to the rudder movement and always tries to revert the rudder to amidship when vessel is underway. Therefore quite might steering gear is installed on ships. When vessel is not moving over the water the rudder remains in position where you stopped it. Also, in reality, it's possible to estimate rudder position just by time from starting its movement. I am not familiar with pleasure vessels and speed boats, but they also need some time to turn rudder board to board. Even hovercrafts who has rudders in air, declining the vents  flow, have time delays for moving the rudder.

Thanks,
The Navigator (aka Compass), Russia
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LucAtC

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Re: Just the comments from practical navigator
« Reply #4 on: November 15, 2007, 20:21:14 »

Hello Compass  :),
You are quite right (but for arithmetics) about the rudder setting. Although in SS2008, when looking at some rudder angle indicators (with the binoculars, my eyes are ageing), I could see the rudder being set at acceptable speeds. Also, when looking from outboard at the rudders, they are far too quick but NOT instantaneous.
It is not represented by the values displayed at the top of the screen, so that there is some hope it will be easily corrected by the developers in a near future.
and hmm
Quote
...two degrees in a second. So, to make rudder half a board it takes around 7 seconds,

Also, one could add that a more or less instantaneous setting of a rudder would instantaneously stall the rudder and be totally useless.
Regards,
Luc
Edit : NOT...
« Last Edit: November 15, 2007, 23:00:36 by LucAtC »
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simplayer

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  • Posts: 106
Re: Just the comments from practical navigator
« Reply #5 on: November 15, 2007, 22:41:00 »

Hey fellow mariners,

The things that LucATC, Compass and Stu pointed out are correct, and i mentioned it before, if Vstep wants too keep it a "simulator" they should try to keep it as realistically possible, and indeed i know they have to be able to sell it, so the gaming experience should also be there.

To keep talking about rudders and screws,
Quote
The Voith Schneider propeller, also known as a cycloid drive is a specialized marine propulsion system. It is highly maneuverable, being able to change the direction of its thrust almost instantaneously. It is widely used on tugs, ferries and special duty crafts. 
Here you have the most common propulsion for specialised ships

Controllable Pitch Propellers  http://en.wikipedia.org/wiki/Controllable_pitch_propeller  (http://en.wikipedia.org/wiki/Controllable_pitch_propeller)
Voith-Schneider http://en.wikipedia.org/wiki/Voith-Schneider (http://en.wikipedia.org/wiki/Voith-Schneider)

my favorite is the Kort Nozzle http://en.wikipedia.org/wiki/Kort_nozzle (http://en.wikipedia.org/wiki/Kort_nozzle) if the diameter is large enough you have an incredible amount of power and manouvreability, and that combined with a controllable pitch, sweeeet...   


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CONSTANTIA ET LABORE

Bottman

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  • Posts: 3536
Re: Just the comments from practical navigator
« Reply #6 on: November 15, 2007, 22:55:21 »

And to be set on top: azimuth thruster with Kort-Nozzle from Aquamaster (Rolls Royce), Schottel, Converteam, HRP, Brunvoll...

Cheers
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Bottman

Navigare necesse est!
Look at www.elbdampfer-hamburg.de
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