• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Oh, The Bounty of Modeling

the ship can respond to the wind directions in fsx ?¡¡ time ago I sail a Little with a sail boat and though the wind gauge could indicate the wind direction the ship sailed as a motor boat , if can be got it would be great.
 
the ship can respond to the wind directions in fsx ?¡¡ time ago I sail a Little with a sail boat and though the wind gauge could indicate the wind direction the ship sailed as a motor boat , if can be got it would be great.

Yes, just as with aircraft, the model responds to winds in several ways. The ship will not sail into a head wind. Turning the ship into a head wind meets with resistance. On the other hand, the wind will assist in turning away (downwind) and when she is running ahead of the wind (tail wind) she does so with with vigor.
 
I guess we must see the ships as aircrafts, always from that point the of view. there are ship simulators games that would work better in this. but always is funny to sail in fsx a Little.
 
I guess we must see the ships as aircrafts, always from that point the of view. there are ship simulators games that would work better in this. but always is funny to sail in fsx a Little.

This is the absolute best naval water battle simulation effects I have seen. Excellent water/wave action splashing over bow ad sides of ships. Excellent effects. "Naval Action" to be released early 2015.

 
Last edited:
Will it sail close-hauled? What is the no-go angle?

Looks like 40 degrees right now as our test point. But remember, the sim sees this as a big, heavy aircraft on floats. I have done things in the FM to give it wind advantages and influences but we are limited there.
Propulsion is a combination of engine and wind. When "running ahead of the wind". she needs less than 10% throttle, just above idle. At Beam Reach, she is mostly engine driven. There is no propulsion by wind in close hauling but she wants to get a bit sideways or veer from tract.
 
Last edited:
Will it sail close-hauled? What is the no-go angle?

Bill, thanks for the question from a knowledgeable sailor. :-) I should add that I have done only preliminary work on the FM as I am still wrapping up the modeling aspects. I am hoping to get more realism out of the wind effects before I complete the FM.

My biggest decision now is how best to handle "sail management". Deployed sails sets will be based on wind direction and wind speed and will effect changes in the 3 mast main sails as well as the jibs, spanker, and staysails.

No problem with animating sail yard arms for wind direction; the issue is with running rigging to the yard arm ends and the bottoms of the course sails. Changing angles is one thing; changing rigging lengths another. :-) Not sure yet how I will approach that one.
 
Well, you certainly know how to 'challenge' yourself! As long as the coxswain doesn't get her locked in irons, all should be well.

As an interesting factoid, even a U.S. Navy destroyer managed to screw up royally by getting locked in irons:
http://en.wikipedia.org/wiki/USS_Hull_(DD-350)
 
Well, you certainly know how to 'challenge' yourself! As long as the coxswain doesn't get her locked in irons, all should be well.

As an interesting factoid, even a U.S. Navy destroyer managed to screw up royally by getting locked in irons:
http://en.wikipedia.org/wiki/USS_Hull_(DD-350)

Ah, but that is what the aux power plant is for Matey, to avoid such a predicament, especially for a slow square rigger! :-)
 
40 degrees off the wind seems rather close-hauled for a square-rigged ship without a foiled keel and only the hull for lateral resistance. Might need to refine the er, flight model a little.
 
As an interesting factoid, even a U.S. Navy destroyer managed to screw up royally by getting locked in irons:
http://en.wikipedia.org/wiki/USS_Hull_(DD-350)

That typhoon...yikes!

USS_Cowpens_%28CVL-25%29_during_Typhoon_Cobra.jpg
 
40 degrees off the wind seems rather close-hauled for a square-rigged ship without a foiled keel and only the hull for lateral resistance. Might need to refine the er, flight model a little.

Tom, it is. I can rotate the sale arms 50 degrees off square for a 100 degree max swing with little interference from standing rigging. That sets the close hauled arms at 40 degrees off heading, not really enough to be fruitful. Not sure what the real number should be but likely around 45-50. Fortunately the replica Bounty and this model has diesel aux power to keep us out of the no-go, locked irons issues. And the sea swells cause little problems in FSim. :-)
 
My goodness, Milton, thats awesome!

That game looks very interesting.

It would be easy enough to do a Node object that leans under certain conditions, controlled by logic, just like one does an Elevon on a Bonanza. Have the entire ship lean under turns over a certain speed, etc, etc.

That game looks brilliant!


The first thing I thought of was, those giant floating blimp ships from the wild steam punk version of that Three Musketeers movie.
 
My goodness, Milton, thats awesome!

That game looks very interesting.

It would be easy enough to do a Node object that leans under certain conditions, controlled by logic, just like one does an Elevon on a Bonanza. Have the entire ship lean under turns over a certain speed, etc, etc.

That game looks brilliant!


The first thing I thought of was, those giant floating blimp ships from the wild steam punk version of that Three Musketeers movie.

Bill, I am working on the FM to provide that "lean" naturally as that is always best and feels right. Keep in mind this is a heavy 216 ton plus displacement and avg speed in the RW is 5-6 knots. Under most conditions there is not a lot of leaning going on. Now throw in some serious sub-gale winds, and I have that effect showing. Leaning away from turns is occurring naturally now. And of course, you must manage sails in strong winds to avoid disaster.
 
Brilliant! Sounds like you are having a blast.

One of my fave movies of all time is 'Master and Commander'. Not the most roomiest down below unless you had the captains quarters, and even then, most people were shorter then they are now, so they fit in there better.

The day before I saw this, I had seen a photo on Facebook of the back of the Enterprise (sailing ship, USN) that was in the movie Star Trek TNG, one of the movies that starts off on the holodeck on the original Enterprise. The backend was super clear in its structure, looks just like yours. Same curves, everything.
 
Oh awesome!

A soft spot for the Bounty, as I happen to be a direct descendant of Fletcher Christian :mischievo
 
Very interesting Timbo. :-)

Making some progress here having wrapped up modeling and mapping for textures. She's now off to the paint shop while I continue working on the gauges and "flight model".

Here she is in static form with sails properly stowed (not sure that is the correct term).
 

Attachments

  • HOMEUNIT-2014-dec-14-022.jpg
    HOMEUNIT-2014-dec-14-022.jpg
    48.1 KB · Views: 569
  • HOMEUNIT-2014-dec-14-024.jpg
    HOMEUNIT-2014-dec-14-024.jpg
    47.3 KB · Views: 512
Absolutely love it Milton, I'm currently making the airfix kit of this (slowly), but to have one to meander around in FS would be most fun
 
Back
Top