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Poll

In future versions of SS, would you like to be able to start and stop the engines?

Yes
- 291 (95.1%)
No
- 4 (1.3%)
don't care
- 11 (3.6%)

Total Members Voted: 290


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Author Topic: Engines  (Read 43446 times)

Master Captain

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  • Posts: 1842
Re: Engines
« Reply #25 on: May 17, 2007, 23:34:20 »

Yes, it adds to the realism. Also, you can simular engine failures and such . . . I like it a lot!
  I never thought of engine failures too, then get out a tug and pull the ship back to port to be fixed, great idea AriesDW. KM
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AriesDW

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Re: Engines
« Reply #26 on: May 17, 2007, 23:39:03 »

See! Now we are all thinkin!
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-Dave

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rvm3192

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  • Posts: 96
Re: Engines
« Reply #27 on: May 18, 2007, 01:07:31 »

yup, I can see that too ;D
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Master Captain

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  • Posts: 1842
Re: Engines
« Reply #28 on: May 18, 2007, 02:32:11 »

I'm glad i posted this topic, because everyone seems to like the idea, lets keep it movin, everyone! :) KM
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AriesDW

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Re: Engines
« Reply #29 on: May 18, 2007, 07:26:14 »

Be sure to stir popularity of this topic so that you may get developers attention.
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-Dave

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Designer - Print, Branding, Fashion, Identity Systems

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Master Captain

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Re: Engines
« Reply #30 on: May 21, 2007, 21:17:45 »

yea i had Mark move it to SS 08 feature suggestions, but i forgot that we are all locked out because we have no SS 08 License key yet, so its moved back here. KM
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tman

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  • Posts: 84
Re: Engines
« Reply #31 on: May 21, 2007, 21:36:50 »

I love the idea nice thinking :) :)
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Eemspoort

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  • Posts: 372
Re: Engines
« Reply #32 on: May 22, 2007, 13:22:32 »

Great idea! A part of me thinks: why didn't some-one thought of this before?
Engine-failure for example isn't that strange. It's not like common or something, but it does happen, just like rudder-failure.

Good thinking, lads! :D
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Master Captain

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Re: Engines
« Reply #33 on: May 23, 2007, 00:30:24 »

Agreed in future SSs we should have controllable failures in free mode, and uncontrolable failures maybe. Kinda like Flight Simulator. KM
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Sam

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  • Posts: 1041
Re: Engines
« Reply #34 on: May 23, 2007, 15:19:54 »

Yes, but than you should see the meters of the engine.
Like RPM, temperature, oil pressure. So that you can avoid problems.

I like the idea verry much.
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AriesDW

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Re: Engines
« Reply #35 on: May 23, 2007, 18:24:00 »

Agreed in future SSs we should have controllable failures in free mode, and uncontrolable failures maybe. Kinda like Flight Simulator. KM

Yes, I would like to see SS get to where it has the same degress of controlability as MSFS
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-Dave

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Designer - Print, Branding, Fashion, Identity Systems

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Master Captain

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  • Posts: 1842
Re: Engines
« Reply #36 on: May 23, 2007, 20:56:39 »

Yes, but than you should see the meters of the engine.
Like RPM, temperature, oil pressure. So that you can avoid problems.

I like the idea verry much.
Another great idea, being able to see vital engine gauges, ie: oil pressure, fuel, temperature, etc. KM
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Stuart2007

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  • Posts: 6201
Re: Engines
« Reply #37 on: May 23, 2007, 22:23:21 »

If publication is scheduled for mid July, I suspect it is too late to ask for change...

Personally, I'd like to see fully operational combinators (including propeller pitch etc), stern lateral thrusters and bouyancy tanks. But it IS a game after all. A ridiculously addictive game I might add...

Stuart
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chrism

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  • Posts: 27
Re: Engines
« Reply #38 on: May 23, 2007, 22:51:35 »

I'd love if it would be like FS2004 or any flight sims wher eyou have to turn on the electrical or disengage stuff. and turn the key on or wait for the power to "boot" up the ship like a tanker
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rvm3192

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  • Posts: 96
Re: Engines
« Reply #39 on: May 24, 2007, 04:10:49 »

If publication is scheduled for mid July, I suspect it is too late to ask for change...

Personally, I'd like to see fully operational combinators (including propeller pitch etc), stern lateral thrusters and bouyancy tanks. But it IS a game after all. A ridiculously addictive game I might add...

Stuart

That is just wut this game NEEDS. and the rudder on the Titanic should move. I hope other people did see that.
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bon voyage! :)

Tug Hunter

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  • Posts: 102
Re: Engines
« Reply #40 on: May 24, 2007, 16:17:07 »

Hello all,

I vote YES, but i have this week engineroom simulator,
and i been impressed about engines i will still waiting;)
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Master Captain

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Re: Engines
« Reply #41 on: May 24, 2007, 19:56:54 »

Engine Room Simulator? Are you training for a job? KM
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chrism

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  • Posts: 27
Re: Engines
« Reply #42 on: May 24, 2007, 23:22:23 »

That is just wut this game NEEDS. and the rudder on the Titanic should move. I hope other people did see that.
yep, just like in virtual sailor where the rudders and props are visible when you throttle up

p.s.: VSTEP needs to have weather objects like moons and more planes and helios moving about
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Master Captain

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Re: Engines
« Reply #43 on: May 24, 2007, 23:25:39 »

having the helicopters and other things, will take alot of work and time. KM
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rvm3192

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  • Posts: 96
Re: Engines
« Reply #44 on: May 25, 2007, 04:28:41 »

I think they should first work out the other kinks in the system that crash the game. I have that problem and I don't know wut to do about it. But on the engine topic, its a no brainer that shipsim should have engine start ups.
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bon voyage! :)

AriesDW

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Re: Engines
« Reply #45 on: May 25, 2007, 08:40:38 »

If publication is scheduled for mid July, I suspect it is too late to ask for change...

Personally, I'd like to see fully operational combinators (including propeller pitch etc), stern lateral thrusters and bouyancy tanks. But it IS a game after all. A ridiculously addictive game I might add...

Stuart

Prop pitch I think it a bit much, but I think draft control, engine control, seeing engine vitals, being limited to "virtual fuel capacity" and similar items to MSFS I think would really make this fun. Also, like in MSFS, gamers do not have to mess with those controls and still fly around and have fun. SS in the future could be the same way.
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-Dave

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Designer - Print, Branding, Fashion, Identity Systems

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Master Captain

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Re: Engines
« Reply #46 on: May 25, 2007, 11:42:34 »

Agreed seeing engine vitals, having a limited fuel capacity would br great. KM
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Captain Davies

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  • Posts: 508
Re: Engines
« Reply #47 on: May 25, 2007, 12:06:49 »

having the helicopters and other things, will take alot of work and time. KM

I remember Vstep saying that they would one day like to add flyable helicopters to the game, with a basic flight model.  But I accept that is probably a long way off.
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AriesDW

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Re: Engines
« Reply #48 on: May 26, 2007, 10:03:06 »

I heard the same. They want the challenge of landing on a moving target. heh
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-Dave

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Designer - Print, Branding, Fashion, Identity Systems

The New Vessel Design Group - Bringing gamers ideas to Ship Simulator

rvm3192

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  • Posts: 96
Re: Engines
« Reply #49 on: May 27, 2007, 17:47:34 »

that should be a ton of fun, I once wus on a cruise ship when somthing like that happened
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