Michat wrote in Mon Jan 21, 2013 1:43 am: Hope to have in FG more actions like this https://en.wikipedia.org/wiki/Submarine ... ft_carrier
Michat wrote in Mon Jan 21, 2013 1:43 am:Any news from sailing boats?
AndersG wrote in Mon Jan 21, 2013 6:38 pm:That's a nice motor torpedo boat (or is it a S-Boot?) model.
AndersG wrote in Mon Jan 21, 2013 6:38 pm:You could also use JSBSim. Floating is not hard, hydrodynamics need work to achieve accuracy (but you have to do that work regardless of implementation platform - at least short of CFD), wind should be doable (it is made for simulating aircraft, after all) but waves are harder. I have some ideas for waves but nothing implemented.
AndersG wrote in Mon Jan 21, 2013 6:38 pm:See MTB_20m in my hangar for one example that includes marine propellers driven by the main and auxiliary engines. The link to my hangar is in my signature.
I found some under /environment but they never change.
At least the water shader knows something about the waves, but I have not found out how to get that info.
1. It hangs on Bridges
ship.nas line 120 called from line 44>>
i dont know how too manage some things like acceleration factor, or just set engine to running. (set running for sound, i have done a soundpath but it just runs when i set the running parameter ingame (developer menue-browse internals) to "true" so it would work but just a simple flat Engine sound, without any change by acceleration)
i have also seen there is a yasim file but that wont work, i run it with nullFDM
Users browsing this forum: No registered users and 10 guests