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Recent Posts

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Bug reports / Re: Bug reports
« Last post by shadow on Today at 12:34:49 AM »
Hi! Have really been enjoying using your software.

I have noticed that when using multiple networked computers on a LAN, displays running in networked multiplayer mode can start laggy. Quickly these become unusable, freezing, then move surrounding vessels in different positions - not delayed but on different courses to the main simulation. Additionally, the ship behaves as if it's not controlled on the networked multiplayer displays. Interestingly commands such as change camera still work when this is the case. Could this be an issue with TCP/UDP packets or is it likely a misconfiguration on my part? I know of a friend with the same issue. Any help would be very appreciated :)
General Discussion / Joystick /Controller
« Last post by Perry on May 17, 2024, 01:36:14 PM »
Can anyone recommend a reasonable joystick with throttle controls.
Models / Re: Outboard Motors
« Last post by forum_admin 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
« Last post by forum_admin 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
« Last post by rellufdarb on April 27, 2024, 07:59:37 AM »
Yes it does. Change the data field then hit Change Leg then hit Save and the appropriate ownship.ini file is modified accordingly. So the only real issue is the default value when the new scenario is created. I have checked briefly and the default decimal value of 6961384356225895000000000000000000.000000 doesn't seem to be a convenient binary (all 1's) or Hex (all F's) number so would be curious to discover where it comes from?
Bug reports / Re: New Scenario and Own Ship
« Last post by forum_admin 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?
Bug reports / New Scenario and Own Ship
« Last post by rellufdarb on April 26, 2024, 05:08:21 AM »
If I open the Scenario Editor and Create a New Scenario, the Speed of Own Ship is a ridiculously large number (  InitialSpeed=6.96138e+33  ). The Course is 0.

When I change the speed to zero and save the scenario, it does NOT save the new speed. If I go to the ownship.ini file I can see the huge number. If I edit the ini file using notepad then save it is all OK. when I reopen the Editor----but still doesn't save any subsequent changes properly.

In fact, if I change the course to something other than 0.0, the scenario editor does not save that either. It does save a new position if I move ownship so the save function partially works.

Note, with this huge speed in the new scenario (before I discovered this issue),opening the Bridge Command gave very weird results--unsurprisingly !
Bridge Command General Support / Re: TerrainHeightMapSize
« Last post by forum_admin 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.
Bridge Command General Support / Re: TerrainHeightMapSize
« Last post by rellufdarb on April 23, 2024, 12:18:16 AM »
Hello Admin,

OK, makes sense.

I am just starting with Bridge Command. So far I have been trying to use (simple) greyscale .png files for height. I am having difficulty getting realistic shorelines--getting the slope right is hard and I usually end up with cliffs because I have the greyscale gradient too steep. To manually edit a large map has consumed many hours late at night already.

One question, for an 8 bit 256 level greyscale, is zero (water level) represented by 127 or half way between Max Height and deepest depth in the terrain.ini file?
Models / Re: Outboard Motors
« Last post by rellufdarb on April 23, 2024, 12:13:26 AM »
There is obviously a lot of clever programming behind Bridge Command and I do have an electronics and programming background so I understand, but yes, I would think a "tweek" of azimuth drives would be one way to go. Just allow reverse thrust same as shaft drives but limit the rotation angles like rudders. The drives would have to be placed at the stern, but I see you already have parameters for the drive location.
In our case we have two outboard (on a rescue vessel) cross connected and steered from the one helm. I imagine both azimuth drives could be connected to the same joystick input so they turn together, just with separate throttle input for each.
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