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Messages - forum_admin

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Thanks, that's clear. Because it's 'pretending' that these control a joystick axis, not normal joystick buttons, I'll have to program something to detect cases like this.

In case you want to look yourself, it's in the event receiver, from this point:

Models / Re: Models based on photos feature
« on: January 15, 2022, 10:29:52 PM »
Hi, thanks.

You need to start with an 'equirectangular' panoramic image from each location you want to use (e.g. different steering positions). These can be obtained either with a specialist 360 camera, or from stitching multiple photos, or you can now do this with many phone cameras.

The next stage is to open the photo in an image editor, and set the areas where you want to be able to see the 'outside world' to be transparent. See the attached screengrab for an example (the hatched areas are transparent). This can be a bit fiddly if you have things like rigging visible.

Then in the boat.ini file, instead of setting the file name as the model file name, just set it to "360", and in each view section, you specify the image file to use. You can also adjust the rotation of the panorama in all three axes, so it lines up correctly. You should also specify the location of the viewpoints as normal, but of course you may need to guess the approximate location of each point, relative to the 'centre' of the vessel.

The example at, and the other files in this model folder may be a useful example.

Let me know any questions.

Hi, what do you want to map these to do? I suspect I may need to implement something special for this, depending on how you want these buttons to work.

Hi, can you check with You should see the button state change when you press each button. Note that this will show buttons from 0 upwards, whereas Bridge Command uses button numbers 1 upwards. So if you find on gamepad-tester that it is B10, you would need to use the setting 11 in Bridge Command.

I hope this makes sense! Please post back if it doesn't (or if you get it working!)

Bridge Command General Support / Re: 1-3 FPS screen refresh rate
« on: December 22, 2021, 08:58:08 PM »
It this with all scenarios, or does it depend on what world model/ship/other ships are loaded? Which version are you running?

If it's specific to a world model or scenario, I can have a look using some simple code profiling tools to try and find what's slowing it down, if you are able to send me a copy of the relevant files.

Hi, sorry for the slow reply!

Is this on Windows? For the serial port setting, I think you need 'COM1' or equivalent in the settings, rather than '1'.
If on Linux, you'd need to to be set to something like '/dev/ttyS0'

Environment models / Re: Data Netherlands
« on: December 16, 2021, 11:59:46 AM »
You should now see an option to attach an image.

Development / Re: Increasing RADAR resolution?
« on: December 12, 2021, 10:03:37 PM »
Yes, a lot of the slow down comes in the conversion of the radar picture into a 2d image (in RadarCalculation::render). In this the contents of scanArrayToPlot are used to re-draw a part of an image (irrlicht IImage) radarImage. This is later converted into a texture, and what you're actually seeing on screen is a 3d rendering of this plane mesh with the texture applied.

I've wondered about speeding this up by using plane mesh that has been generated with two triangles for each radar 'pixel' and setting the vertex colours directly. I suspect that this would be faster, but I haven't yet tried it.

Development / Re: Increasing RADAR resolution?
« on: December 11, 2021, 07:30:39 AM »
Hi, yes, I think everything you need should be in RadarCalculation.cpp

Feature requests & suggestions / Re: multiple config files
« on: September 21, 2021, 11:10:19 PM »
Hi, thanks for the suggestions, they all look useful. I assume you are setting things up so you can start up the multi-screen simulator automatically?

So far I have done 1, 3, 4 & 5, and these are included in

I'll continue to have a look at the rest.

Some questions:
I think 6 is for the 'repeater' program?
For 7, I'll probably add joystick button mappings for these. I assume that would work for you?

Scenarios / Re: Docking Scenarios?
« on: August 14, 2021, 10:21:36 PM »
The next feature I'm working on is better interaction with the land/dockside so you don't just 'run aground'. I'm hoping to get something released on this in the next few months.

Scenarios / Re: New World
« on: August 14, 2021, 10:20:24 PM »
As you've seen, the heightmap does not allow for 'bridge' features.

But if you have a 3d model of the bridge (or can make one), you can add this in your user directory in Models\LandObject\ObjectName (user directory is normally %appdata%\Bridge Command\5.6\, so this would be %appdata%\Bridge Command\5.6\Models\LandObject\ObjectName). Then you can load this into your world model in the same way as any other 'land object'.

Feature requests & suggestions / Re: Suggestion - File Library
« on: August 14, 2021, 10:05:23 PM »
How would you (any anyone else!) feel about using GitHub for this? I can create a repository of the current 'default' scenarios, which anyone could then fork, add their own scenarios, and submit a pull request so I could incorporate their submissions.

I have been looking at a more conventional 'file library', but I'm worried it would be difficult to avoid spammers and others trying to misuse this. Hopefully users don't see it, but most attempts to post in the forum are spam of some form!

Alternatively, if people want to email me with their scenarios, world models, ships etc., I'd be very happy to set up a file library where I would upload submissions myself.

Hi, does the bottom section of help with this?


You should be able to use the existing settings to do this. The joystick map converts the raw input to the engine proportion. If you use the settings editor, you should be able to flip the signs on the joystick_map(*,2) entries. So for example, you would change the from the default:




Separately, I have added a feature to swap the rudder direction if needed, which will be in the next release (or is in the code/binaries on github), but I don't think you need this.

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