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Messages - yamato980

Pages: [1]
1
Feature requests & suggestions / Re: Follow up rudder
« on: July 13, 2017, 10:56:58 PM »
Hello elir71,

Actually rudder lag, bow and stern thrusters are already implemented in my version of Bridge Command 4.6. Currently is still under development so I did not release it to public. Just contact me if you are interested in further development.

2
Models / Re: Own-ship models
« on: January 19, 2016, 08:07:31 PM »
looking forward to your container ship.

Forum Admin will probably give you better explanation of problem with 3d models but how I remember there is  a limit in number of vertex points in model. Somewhere around 20000 or 40000 I think. So that nice and detailed models are off limits to BC. Try to lower the number in details like fences, antennas, deck equipment etc. and preserve general shape of the ship. Lack of details in model try to counter with higher quality textures.  like in "Waverly" example.

3
Bridge Command General Support / Re: ARPA
« on: January 18, 2016, 02:38:52 PM »
This program dont have such ability.

4
Bridge Command General Support / Re: ARPA
« on: January 14, 2016, 02:21:27 PM »
Yes,the system applies new (hypothetical) course and speed of your ship and then "shifts"and moves other targets around your ship to represent possible future positions of radar targets if user decide to go with this maneuver (course and speed).

I seldom use this option but it can be of help if you have enough time to examine possible future moves.
Here is how you can use it.

Select in "arpa vector" mode "relative" presentation of contac movement
Set in "arpa vector" mode to some longer time,say 10-15min.
Enable trial mode and set desired course and speed.
Now turn back to "arpa vector" and increase time until all vector length´s become relatively long.
So that you have visual info where other targets move in relation to your new course and speed.
Arpa will trigger alarm if some targets "fit in" arpa alarm parameters.
You can now experiment with course and speed of your ship, and time in "arpa vector" to see and select your best move.
also you can scroll trough all contacts in "arpa" mode to see their data in trial mode, rel speed, rel course etc...

5
Bridge Command General Support / Re: ARPA
« on: January 13, 2016, 11:26:42 AM »
Hello deo!

Arpa interface:
ARPA: Contact 1 (selected contact to track)
CPA:  (closest point of approach)
TCPA: (time of the closest point of approach)
Range:  (distance to target/contact in Nm or "c", Cable lenght = 185.2 m)
Bearing: (bearing -azimuth- of contact relative to your vessel)
Relative co: (contact´s course relative to your ship/observed from your ship)
Relative sp: (contact´s speed  relative to your ship)
True co: (true/exact course of contact)
true sp: (true/exact speed of contact)

ARPA Log: function of arpa log is intended for manual input of contact position so that radar system can  calculate solution of target(contact) speed, course, CPA etc...
Let´s say that you see on your radar PPI (Plan Position Indicator/Display) a contact which is not automatically detected by ARPA and you want to determine his speed, course and other parameters.
Select on ARPA contact to have "M" designation, lets say M1 (M = manual )
You scroll radar cursor with arrow buttons over contact and press "log" button.
Contact current position,range and bearing is logged.
After few minutes you press "log" button again and now system have necessary data to calculate target speed,course and other information. It is basic calculation of two selected points in space to calculate object´s distance traveled and course in given time.
Now your radar system have enough information to calculate all necessary parameters to display contact CPA, TCPA, course, speed etc.

ARPA Trial: it simulates your ship alternative course and speed.
With trial maneuver on radar display you can test and decide what shall be your next  move/maneuver in relation to other contact. ARPA Log (manual target tracking) is very well suited for that because automatic target tracking constantly resets contact on original position after few sweeps of radar antenna. While arpa Log (contact M1,M2,...so on) do not resets and require your manual input for next calculation.

6
Development / Re: New radar and ballast operation interface
« on: December 18, 2015, 01:21:38 AM »
I would be glad to help.
If you want I will pack everything important about this modification and send it to you. (Only I need some time to organize and pack-up everything)

7
Development / Re: New radar and ballast operation interface
« on: November 10, 2015, 08:42:32 PM »
Yes, radar interface is controlled with mouse like in original program. Off centering is possible to control with mouse or keyboard NumPad keys. In essence this is full screen "face-lifted" version of BC4.6 radar with added new features. I need to correct some things and add (reposition)PI lines mouse control and "beta" version will be ready for release. Please note that off centering mode don't have full sliding ability but user only can choose to off center "PPI" in one of possible directions (Front, left, right, back, front-left/right, back-left/right) for about 1.6 of current radar range. On maximum range off centering is not possible.

8
Development / New radar and ballast operation interface
« on: October 24, 2015, 06:31:48 PM »
Hi!

In last few months i focused development on BC4.6 version to add many changes which are based on professional maritime simulators.
New additions to simulator ranges from new dynamics, ballast operations, autopilot, bowthrusters to new  radar interface.
Below are links to screenshots of ballast operations and radar interface.

Radar interface is visual simulation of "Bridge Master E" radar
It have "off-centering" mode like in real equipment and VRM is added to radar like in BC4.7 version
RADAR

Code: [Select]
http://imageshack.com/a/img910/4467/zyaaKK.png
Ballast operations are one of new additions and simulates up to 4 ballast pumps and 45 ballast tanks.
BALLAST OPERATIONS
 
Code: [Select]
http://imageshack.com/a/img903/4756/tzGX0J.png
Current development of my Bridge Command version is largely unfinished, and needs much work in future before it will be ready for release. 

9
Bridge Command General Support / Re: Questions about editing BC4.
« on: June 21, 2014, 11:12:01 AM »
OK I tested version 4.6 with IDEal. I added speed reduction code on hurry and it works just fine.

Thanks for help! 

10
Bridge Command General Support / Re: Questions about editing BC4.
« on: June 21, 2014, 10:48:07 AM »
Mail sent!

Thanks for the input, I will see what i messed up with version 4.6 and will report results.
My objective is also to expand additions on newest version possible.

If you find any use of those changes feel free to add them in your next release.

Thanks!

11
Development / Re: Sharp turn speed reduction update
« on: June 21, 2014, 10:37:21 AM »
Mail sent on "website@bridgecommand.co.uk"

In rar file you will find "bc4spd.bb" code and "ABOUT PATCH.txt" with description of changes.
I did not upload you a patch because my AVAST antivirus constantly checking it and eventualy
Gmail stated that that he will not let me to send attacment because possible virus.
I dont know why i only complied a exe trough IDEal and when i checked entire RAR file with AVAST
he reported me that everything is OK. Wierd!?

In any case i can upload it somewhere on the file hosting site, or i can post entire description with changed codes here on forum so you can make your own exe with Blitz.

Some short test results with current patch:
The test ship Protis have this performance during various rudder setting( in general ).

Full speed ahead:

Rudder 0   deg = 29.9 kt
Rudder 10 deg = 25.5 kt
Rudder 15 deg = 23.2 kt
Rudder 20 deg = 19.3 kt
Rudder 25 deg = 11.2 kt
Rudder 30 deg = 11.2 kt

Full speed Astern = 11.7 kt

Currently I did not ad 30 deg rudder speed reduction and I need to "fine tune" this. By my opinion rudder set on 30 should have max 11-15 kts speed and 25 deg should have higher speed than current 11.2 knots. But this is just provisory testing numbers, in future this could easily be changed to more appropriate numbers.

Ship dont lose speed during turns when she goes backwards (astern).

I hope you will have good use of those.


12
Development / Sharp turn speed reduction update
« on: June 14, 2014, 12:05:42 PM »
Hello!

I managed to add ship speed reduction during sharper turning in ship dynamics of BC4.5 version.
Now I need to test this more extensively to see how its behave and what reflection it have on other dynamics. So far it looks good, but who knows what i messed up during a process.

13
Bridge Command General Support / Re: Questions about editing BC4.
« on: June 11, 2014, 04:17:59 AM »
OK one part I figured out how it´s done. Apparently  I didnt saw that the Bridge Command 4.6 was coded in C++ "Irrlicht engine" so when i try to make exe with IDEal program constantly reported numerous errors.  when i opened BC4.5 with IDEal, the program made exe without any troubles.
So i managed to implement "MISSION FAILED! Press ENTER to exit simulator" when ownship expirience
collision or grounding. Now when  i could implement damage and sinking hmmm!?

Examples below
http://postimg.org/gallery/7ensut9m/2828c557/

14
Bridge Command General Support / Questions about editing BC4.
« on: June 10, 2014, 11:50:19 PM »
Hello!
First i want to say that Bridge Command is exceptional simulator and my hat down goes to the author and contributors of this program. BC have good chance to evolve in best ship simulator available to common users. Like radar sim he already surpassed commercial games like VS7, VSF and SS Extremes in that field, and radar operation is what I like the most.
Relative simplicity of importing ships and sceneries fro VS7 is one more good trait of this sim.

Unfortunately I have some issues with coded parts of BC4. Most specific of those are that:

BC4 dont have damage modeling, not visual damage(who cares about visuals), but damage like hull integrity precentage or similar.

Sinking is not simulated and when collision occurs ship models just pass trough each other (very annoying ) althoug he have "Mission Failed" message, which is OK.

When you run aground you dont get any penalty for doing that.

Bow thrusters are nonexistent and ship dynamic behavior  like loss of speed during sharp turn is not simulated. Yeah I know that this is now neat pickings ;D

Is there any "easier" way to change at least some of those points named above?
I edited source file "BC4.bb" with "UltraEDIT" program but this BC4.bb is just "source code" and BC dont use any data from this file during play so editing this is aint going to help. :-\
I tried to counter collision event (bypassing ships and nonexistent damage)  by doing that when collision occurs that mission ends. Like "YOU ARE COLLIDED WITH ANOTHER VESSEL" please press "ENTER" to exit the game. MISSION FAILED!

Please take my apologies if I bugged you to much. This is just a sort of "constructive criticism" and it would be good if there is any way to correct that or if we will see some of this features added to BC4 in near future. If not, BC4 already is a good sim just as it is now.

Thanks.

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