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#61
Environment models / A few general questions
Last post by robby - November 27, 2022, 12:59:15 PM
Hello,
First of all it looks great your simulator.
I m a belgian man, newbie in developing scenary/worlds. Since long time i 'm looking for a simulator where i can build my own scenary eg Benelux (belgium, the Netherlands, Luxembourg) or canal du midi in southern France. At low costs.

Questions :
1 can we create animated locks on rivers (closing doors, lift water,...)
2 how big can one terrain been
3 can we create some white water river
4 can we adapt menu's for screen and so on
5 where can i find manuals to get this things done
6 is it possible to exchange scenaries between users

Thanks for your time
Kind regards,
Robby
#62
Scenarios / Re: Docking Scenarios?
Last post by forum_admin - 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.
#63
Models / Re: Azimuth drives - own ship
Last post by elir71 - November 16, 2022, 06:32:48 PM
I'm thinking of defining a new
controlMode == MODE_AZIPOD
as it may be cleaner than a series of if azipod on many of the lines
#64
Scenarios / Re: Docking Scenarios?
Last post by elir71 - November 16, 2022, 06:22:48 PM
Ive been working on a menai straits world model have one berth in there so far .. St Georges Pier

Im having issues with getting some of the graphics right, but have a little time over the next few weeks

If I can get azipods working fine then I'll model Shetland Trader, which is propelled by azipods and will try to model Kirkcaldy harbour which is probably one of the more challenging bits of manoeuvering on her regular runs.
#65
Models / Re: Azimuth drives - own ship
Last post by elir71 - November 16, 2022, 06:17:30 PM
What's an azipod ? a propellor that can be rotated through 360 degrees (sometimes only 180) which gives steering and thrust function without a rudder.  They are common on tugs and other very maneouverable vessels.

As Ive been a bit busy havent made any contributions lately  I have a bit of time now, so I'm going to have a go at modelling azipods

Effectively the "rudder" will go through the full 360

Props only turn in one direction, so reverse is done by setting the azipod at an azimuth of 180 degrees

with respect to modelling azipods I've been looking at
OwnShip.cpp  update
modelling two azipods
Tp, Ts Thrust port and starboard respectively
Tsa = Ts cos (Aza) // Thrust Starboard pod axial = Thrust starboard * cos (Azimuth starboard)
Tst = Ts sin (Aza) // Thrust Starboard pod athwartships
smilarly port pod
Prop walk could be modelled as a force in the plane of each propellor but resolved according to the Azimuth of the pod

Some sort of "efficiency" could be modelled to simulate the reduction of effectiveness due to prop wash interacting with the hull and other pod

I think some sort of estimate of position of the pivot point would be necessary too based on a function of speed through the water, this would also aid the modelling of the response of bowthrusters.

any comments suggestions welcome
#66
Bridge Command General Support / Re: Reversing the joystick in ...
Last post by forum_admin - 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?
#67
Models / Re: .3DS or .X format confused...
Last post by forum_admin - 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.
#68
Bridge Command General Support / Re: Multi-Screen in a single c...
Last post by EVIDIM - October 16, 2022, 11:48:09 AM
Thank you very much!
#69
Bridge Command General Support / Re: Multi-Screen in a single c...
Last post by EVIDIM - October 16, 2022, 11:26:39 AM
That works fine!Thank you very much
#70
Feature requests & suggestions / make it vr
Last post by nicolas - October 15, 2022, 02:30:25 AM
if this goes to unity easily it could go vr, i can help in the last step, adding vr interaction in unity, if there is any interes in doing so