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Author Topic: "Berge stahl"project.Comments and Updates  (Read 113062 times)

marcstrat

  • Global Moderator
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Re: "Berge stahl"project.Comments and Updates
« Reply #75 on: June 24, 2007, 10:34:04 »

Greetings,
Yes,go ahead Dejan,we can hardly waith.I hope all these features can be fixed in the game,dont make it to heavy for the game.
But,i believe you know,what you're doing.
Thanks for all these updates
Regards
Marc
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Ship Sim

  • Guest
Re: "Berge stahl"project.Comments and Updates
« Reply #76 on: June 24, 2007, 20:49:29 »

Good work and cant wait to see it finished. ;)

Greetings,
dont make it to heavy for the game.
I dont think it will be to heavy for the game. ;) If it can play titanic it could play this. :)
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AriesDW

  • NVDG
  • Moderator, NVDG
  • Posts: 873
Re: "Berge stahl"project.Comments and Updates
« Reply #77 on: June 28, 2007, 08:47:55 »

GREETINGS !!!  ;D

NEW RENDERS UPDATE IS READY!!!

 I am finish some elements on deck like as (vinch, fire hydrant, pumps, halogen lights, navigation lights, rope and more..... ) Enjoy us with NEW images  :D


BEST REGARDS !!!!!  :D


Simply amazin!!! Wow.
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-Dave

Moderator, Ship Simulator Official Forums
Founder, The Ship Simulator New Vessel Design Group
Designer - Print, Branding, Fashion, Identity Systems

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

goax75

  • Forum member
  • Posts: 118
Re: "Berge stahl"project.Comments and Updates
« Reply #78 on: June 28, 2007, 20:37:07 »

 ;) GREETINGS !!!!!

Hello dear friends, I wish to present you, and show you my NEW!!!! set renders image of MS BERGE STAHL. This project is nearly end, :D and this most recent status is ~ 80 %. I am finish some deck, cargo, safety, signals, and more other parts  of the ship, and some NEW textures is upgrading.

NEW set renders is aveable now !!!!

Best Regards Goax





















 :D



 
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J3nsen

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  • Posts: 1751
Re: "Berge stahl"project.Comments and Updates
« Reply #79 on: June 28, 2007, 21:40:26 »

That is just soo hot ship! <3
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goax75

  • Forum member
  • Posts: 118
Re: "Berge stahl"project.Comments and Updates
« Reply #80 on: June 28, 2007, 21:50:43 »

heheeh Thanks J3nsen  ;) How develop your project yours ferry. !!!
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marcstrat

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  • Posts: 2626
Re: "Berge stahl"project.Comments and Updates
« Reply #81 on: June 28, 2007, 21:54:11 »

Greetings Dejan,
Thanks again for these nice and amazing updates.
Marc
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J3nsen

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  • Posts: 1751
Re: "Berge stahl"project.Comments and Updates
« Reply #82 on: June 28, 2007, 22:44:22 »

heheeh Thanks J3nsen  ;) How develop your project yours ferry. !!!

My chain ferry is complet :) I gona try it in Virtual Sailor soon :) I don't think vSTEP want it :P
I have a new ferry project now :)

J3nsen
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goax75

  • Forum member
  • Posts: 118
Re: "Berge stahl"project.Comments and Updates
« Reply #83 on: June 29, 2007, 00:35:15 »


Thanks Marcs  ;) again.

 ;) Nice J3nsen and I planing after finish modeling Berge Stahl 100%, I  try to covert and prepare to :

1. Virtual Sailor ( 7.0 ) soon !!!

2. Ship Sim ( in so far as people on this forum or VSTEP  ;), wish to add on shipsim 2008 )

  Beside, this two the best marine and ship simulation game, I planing into addition to sooner time prepare this giant ship to eventually other software like as:
 
1. Ports Of Call 3D 2

2. Maybe Microsoft flight simulator X or 2003,

3. Trainz or other simulation game.

5. and original formats ( max, 3DS, obj ) for 3D design, animation, or 3D Virtual developming in low, midi and high poly count version.

in any case this boat most navigate and sailing somewhere with recount simulators. I hope so  ;D

See soon ;)

Best regards!!!
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J3nsen

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  • Posts: 1751
Re: "Berge stahl"project.Comments and Updates
« Reply #84 on: June 29, 2007, 01:06:28 »

That's really nice :D

Don't want to take over your topic, but here is it a prev from the project! :P

The controll rom is littel big to the boat, the windows is 2,2m hig :P Gona fix that! :)

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goax75

  • Forum member
  • Posts: 118
Re: "Berge stahl"project.Comments and Updates
« Reply #85 on: June 29, 2007, 01:24:51 »

NICEEE :D J3nsen

KEEP AND GOOD WORK !!!! This boat is like is P & O ferry fleet. :D
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J3nsen

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  • Posts: 1751
Re: "Berge stahl"project.Comments and Updates
« Reply #86 on: June 29, 2007, 01:44:13 »

 ;D
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Ship Sim

  • Guest
Re: "Berge stahl"project.Comments and Updates
« Reply #87 on: June 29, 2007, 06:35:16 »

goax75, and J3nsen great job on both ships they are both comeing along fine. ;D  ;) And my Mac now has windows on it. So it will look great. ;D ;D ;D
« Last Edit: June 29, 2007, 06:37:54 by Ship Sim »
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marcstrat

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Re: "Berge stahl"project.Comments and Updates
« Reply #88 on: June 29, 2007, 11:26:52 »

Greetings,
Yes,we have a good team now,which can work together.
If you are in need of pics,to detail your vessel,i will try to find them for you all.
Regards
Marc
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BlackBat

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  • Posts: 101
Re: "Berge stahl"project.Comments and Updates
« Reply #89 on: June 29, 2007, 15:40:26 »

Hello together,

I think the signs of the tug pushing points are to deep

On the VLCC I was sailing, these marks were above the LOI (the sign which shows the maximum draft in winter, summer, salt water, fresh water etc.) so that the tugs could see them easily independence from the draft. They have to be in the freeboard space above the waterline.

It's just a suggestion but I can send you a picture

mfg blackbat
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Ship Sim

  • Guest
Re: "Berge stahl"project.Comments and Updates
« Reply #90 on: June 29, 2007, 16:12:36 »

I think that thing belo the name is a tug spot ;)
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marcstrat

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Re: "Berge stahl"project.Comments and Updates
« Reply #91 on: June 29, 2007, 17:14:39 »

Greetings Dejan,
Yes,i think they are right,the tugspots below that waterline-levell dont have to be there,you may delete them.
If we have the ones above that waterline,it's O.K.
regards
Marc
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groennegaard

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Re: "Berge stahl"project.Comments and Updates
« Reply #92 on: June 29, 2007, 17:25:39 »

Greetings Dejan,
Yes,i think they are right,the tugspots below that waterline-levell dont have to be there,you may delete them.
If we have the ones above that waterline,it's O.K.
regards
Marc

I think you forget where the waterline is when the ship is in ballast... As for ULCC I believe most of these extremely large bulkcarriers travel in ballast when the cargo is unloaded. I think the tugmarks are allright.
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LucAtC

  • Ship Simulator Developer
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Re: "Berge stahl"project.Comments and Updates
« Reply #93 on: June 29, 2007, 17:57:43 »

Indeed, you can find some pictures like this one
http://www.shipspotting.com/modules/myalbum/photo.php?lid=426184
where the tug spots can be seen.  8)
Regards,
Luc
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BlackBat

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  • Posts: 101
Re: "Berge stahl"project.Comments and Updates
« Reply #94 on: June 29, 2007, 18:24:54 »

I think you forget where the waterline is when the ship is in ballast... As for ULCC I believe most of these extremely large bulkcarriers travel in ballast when the cargo is unloaded. I think the tugmarks are allright.

Well groennegaard, it doesn't depense on if the ship is in ballast or not, the tug spots (thanks for the missing vocabulary ;-) ) must be above the waterline. The tug must be able to push at the right place wether the ship carries cargo or not. So as you can see on the pictures of LucAtC there are two spots - one for the ballast and one for the loaded condition. If the operator only wants to put one of these signs then they have to paint it in the freeboard space (between LOI and deck).

In conclusion to this excellent 3D-Model of the MV "Berge Stahl" you have to push the tug spot up or attach another one to achieve an original copy.

mfg blackbat
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marcstrat

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Re: "Berge stahl"project.Comments and Updates
« Reply #95 on: June 29, 2007, 19:14:16 »

Greetings,
Well,they can stay on,i never seen these marks before,and i have loads of pictures from this vessel.
Regards
Marc
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goax75

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  • Posts: 118
Re: "Berge stahl"project.Comments and Updates
« Reply #96 on: June 29, 2007, 19:15:53 »

GREETINGS FRIEND!!!

OK THANKS PEOPLE,  :D I AM REPARE THIS PROBLEM
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groennegaard

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Re: "Berge stahl"project.Comments and Updates
« Reply #97 on: June 29, 2007, 19:36:31 »

Well groennegaard, it doesn't depense on if the ship is in ballast or not, the tug spots (thanks for the missing vocabulary ;-) ) must be above the waterline. The tug must be able to push at the right place wether the ship carries cargo or not. So as you can see on the pictures of LucAtC there are two spots - one for the ballast and one for the loaded condition. If the operator only wants to put one of these signs then they have to paint it in the freeboard space (between LOI and deck).

In conclusion to this excellent 3D-Model of the MV "Berge Stahl" you have to push the tug spot up or attach another one to achieve an original copy.

mfg blackbat

I do not quite follow your argumentation. Perhaps I just do not get your message...  ;) But I think it is right to have two tug marks above each other of which one mark is submerged when the ship is loaded. The spots mark a reinforced area of the hull constructed to withstand the forces of a tug. Why do they have to be placed within the freeboard? If the ship is in ballast the marks would be high over the waterline (which in this case is way below the max draft marks) and the tug marks would not be useful. This is why there is another set of tugmarks below the marks designed for the fully loaded ship and this is exactly what LucAtC's photo shows.

Regards
groennegaard
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marcstrat

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Re: "Berge stahl"project.Comments and Updates
« Reply #98 on: June 29, 2007, 19:58:19 »

Greetings,
Afther a second time of thinking,i think we dont need that second mark.I hope Vstep is willing to convert this ship in the game,as a heavy loaded vessel,so untill the waterline.
This would be making this ship hard to manouvre in harbour area's,but i think they lies the challenge of this vessel.
Regards
Marc
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groennegaard

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Re: "Berge stahl"project.Comments and Updates
« Reply #99 on: June 29, 2007, 20:51:44 »

Greetings,
Afther a second time of thinking,i think we dont need that second mark.I hope Vstep is willing to convert this ship in the game,as a heavy loaded vessel,so untill the waterline.
This would be making this ship hard to manouvre in harbour area's,but i think they lies the challenge of this vessel.
Regards
Marc

Hmm... That would be the same to say that everything below waterline is unimportant... Why should we then have animated propellers, rudders etc.?

I think the details should be there in case of groundings, collisions, high seas and every other situation that could bring parts of the submerged hull (and it's details) out of the water...

Regards
groennegaard
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