Please login or register.

Login with username, password and session length


Registration is only required if you want to post, and is not needed to read any posts. To avoid excess 'spam' accounts, all accounts where no posts have been made will be deleted after two weeks. Please register again if you wish to post.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - forum_admin

Pages: [1] 2 3 ... 11
Models / Re: Outboard Motors
« on: May 16, 2024, 10:35:38 PM »
Hello, I've added a new parameter that simply allows 'azimuth drives' to be engaged astern. This is the parameter 'AzimuthDriveAstern' in the own ship boat.ini file, and should be set as AzimuthDriveAstern=1 for your case. The change doesn't limit the range of allowed angles, but particularly if you are using a joystick input, this could easily be mapped to give you the angle range that you want.

This change isn't yet in a formal release on the website, as I'm trying to finish a few more things related to the VR implementation, but if you have a GitHub account, you should be able to download the automatically built installer (assuming you are on Windows) from (look for the 'BC_windows' artefact. (Note that the automatic builds are not code signed, so you may need to click through various Windows warnings to install).

This also includes some improvements to the scenario editor for the initial course and speed of own ships.

Bug reports / Re: New Scenario and Own Ship
« on: April 29, 2024, 10:21:47 PM »
Thanks. At the moment, to update the scenario with course or speed changes, you need to use the 'Change Leg' button for the 'Own Ship' settings, and either 'Change Leg' or 'Add Leg' button for other ships. In I have changed this so for the 'Own Ship', the changes will take effect immediately. I have left it unchanged for 'Other Ships', because you may want to be adding a series of 'legs', and type in the values for the next leg.

I think the uninitialised value would depend on many things, as it depends on what happened to be in that memory location before. I have fixed this in

I'm currently aiming to add a few updates to the VR interface, and will then put out an updated release.

Bug reports / Re: New Scenario and Own Ship
« on: April 26, 2024, 10:06:13 PM »
Hi, thanks for pointing this out. I think that some of the data in the scenario editor may be uninitialised, which should be simple to fix.

If starting a new scenario, if you set the own ship speed and heading, then click 'Change leg', and save, does it work for you?

Bridge Command General Support / Re: TerrainHeightMapSize
« on: April 23, 2024, 08:57:58 AM »
Hi, with a normal greyscale image, 0 represents -1*SeaMaxDepth, and 255 represents TerrainMaxHeight, with linear interpolation in between. This actually means that the 'half way' between max height and max depth is between 127 and 128 greyscale values.

I made a simple calculator at which might be useful.

The relatively small number of steps available in a greyscale image is why there is also the 'RGB' encoding (height in metres is set by (red * 256 + green + blue / 256) - 32768), or raw 32 bit floating point format available, which both allow a much finer elevation step.

Models / Re: Outboard Motors
« on: April 22, 2024, 10:25:17 PM »
Thanks for asking. I'll have a look into this, I think it would be relatively simple to change the way the azimuth drive is modelled to allow reverse propulsion direction as an option.

I think you could get the right turning effect from tuning the rudder parameters, but I'm not sure the lateral motion would be realistic.

Bridge Command General Support / Re: TerrainHeightMapSize
« on: April 22, 2024, 10:22:28 PM »
Hi, TerrainHeightMapSize is no longer required, so will now be ignored.

In earlier versions, it was previously required to specify the size of a square image defining the heightmap, but because this can be found directly from the image dimensions, it is not required any more.

If you are using a binary heightmap (a list of 32 bit floating point values), TerrainHeightMapRows and TerrainHeightMapColumns are now used instead, as non-square heightmaps are allowed.

Scenarios / Re: Buoys
« on: December 31, 2023, 02:44:42 PM »
Hello, can you check if the buoys load properly if you replace the ‘,’ as a decimal point with ‘.’
For example, replace Long(1)=-2,37586666666667 with Long(1)=-2.37586666666667

I will check how Bridge Command handles different local number formats, it may be defaulting to the UK format (‘.’ as decimal separator)

Bug reports / Re: Various missing files
« on: December 29, 2023, 08:02:12 AM »
Hi, apologies for the long delay, I missed this initially.

Yes, a PR along these lines would be useful. Bridge Command intentionally falls back to default settings if these ini files aren’t present, but adding them with default values would clean up the log a lot.

Scenarios / Re: share world models and scenarios
« on: April 16, 2023, 10:23:32 PM »
There isn't a central repository, but if people would like to email me copies of scenarios, I'd be very happy to make a page on thw website and host them.

Similarly with new world models, please let me know if there's anything that can be shared, and I would be very happy to host them, or integrate them with the installer (of course dependent on the use of copyright data sources.)

Feature requests & suggestions / Re: make it vr
« on: December 06, 2022, 10:43:32 PM »
Hi, thanks for the offer. At the moment there's no intention of rewriting to use Unity. I'm not sure of the current situation, but there certainly have been interfaces from Irrlicht (the 3d engine used) to Occulus in the past.

VR is something that I think could be great with Bridge Command, but I've been focussing on other aspects of Bridge Command, so if anyone wants to take this further, please do!

Scenarios / Re: Docking Scenarios?
« on: November 16, 2022, 11:16:38 PM »
That sounds great. I've now implemented azimuth stern drive modelling, and have it working with the VRinsight Azimuth Console 2. I need to build a full release for this, but get in touch if interested in testing it out.

Bridge Command General Support / Re: Reversing the joystick in ver 5.5.3
« on: October 21, 2022, 05:48:51 PM »
Hi, for the reversed throttles, in the settings editor try changing joystick_map(1,2)=-1 to joystick_map(1,2)=1, and changing joystick_map(2,2)=1 to joystick_map(2,2)=-1. This should swap the engine direction.

For the wheel, have you tried different settings for the channel?

Models / Re: .3DS or .X format confused
« on: October 16, 2022, 09:04:55 PM »
Hi, quite a few formats should work, as supported by the Irrlicht engine: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), Blitz3D (.b3d), Milkshape (.ms3d), Quake2 models (.md2), Microsoft DirectX (.X), as well as others.

Bridge Command General Support / Re: Reversing the joystick in ver 5.5.3
« on: October 07, 2022, 10:35:14 PM »
Hi, EVIDIM can I check which version of Bridge Command you are running? From your description, I think this is version 4.

If so, in this old version, Bridge Command will use the settings file in the installation directory. If this is in 'Program Files' or similar, Windows will probably be preventing the ini file editor from actually saving (to prevent users accidentally changing system wide settings). Assuming you have admin rights on your computer, you should be able to edit the file directly (bc4.ini in the installation directory), or by running the settings editor as admin.

Scenarios / Re: Spinning Uncontrollably
« on: October 06, 2022, 08:47:24 AM »
Hi, is it possible that your boat is starting substantially aground? This can cause what you describe. One way of checking is to choose the VIC56_360 own ship model. If this doesn't spin, then it's likely that this is the problem (own ship models using 360 pano photos use an old 'grounding'  model)

Pages: [1] 2 3 ... 11