• 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:

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    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

Update on the HMS Bounty Progress ...

The HMS Bounty is one of the more enjoyable and challenging projects I have ever done. Because it has been a "filler" project, its course had time to evolve and gave me time to delve into sailing knowledge, gauge construction, and modeled-in animations well beyond what I expected. Sail arm, sails, and rigging animations are way beyond what I expected to do. Four wind-speed driven flags also show wind direction and a sense of wind speed by their movements.

But what really brought this HMS Bounty to life for me in the sim is the programming that Rob Berandregt brought to the project.

With his contributions, no engines are needed; only wind is required for forward and lateral (drift) travel. Sails must be set to catch the wind, and she will not tack through a headwind due to her weight and speed.

Speeds achieved vary based on wind speed, wind direction, and sail position. This is quite realistic. She does some keeling in crosswinds and turns, and will stop when sails are positioned into the wind or not positioned properly.

If you get into a "no-go" or "locked irons" situation, and you are patient, if the wind is strong enough, and you set sails to face the wind, she will back up very slowly allowing use of rudder to turn out of the situation. Once this happens, you can flip the sails around to "catch the wind" and ease on your way.

Thanks to Rob Berandregt for taking this to a whole new level of sailing experience.

All of this works equally well in FS9 and FSX although FSX has the edge in water textures, flow, and smoothness of Rob's programming.

Nigel is doing the sounds and taking on the textures (including gauge bmps), and I have the basic sailing dynamics ("flight model").

His foundation work just started two days ago, and already we begin to sense the shear size, weight, and breadth of the model. Nigel is bringing us to a second life in this phase.

In these pics, you see base lines being laid in, and then the 2nd shows planking is started.

We feel certain you will enjoy sailing this "tall ship" square rigger. There is also an AI model available to just have her sit in the harbor, or on programmed routes.

Another 4 weeks and we should be ready for beta.

HMSBnty.jpg


fs1-2015-mar-13-011.jpg
 
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To those who love sail power that sounds intriguing, Milton! I'll splice the mainbrace to your team when you launch her on the world.
 
I can only imagine how she'll look in P3Dv2.5 under a 'heavy seas' scenario! :rotfl:
 
I can only imagine how she'll look in P3Dv2.5 under a 'heavy seas' scenario! :rotfl:

I have no clue what it will do in P3D any version yet but we will test it. The sim interfaces we are using for FS9 and FSX work beautifully but P3D? Who knows.

Are you volunteering?
 
Its basically the same game engine, just improved code and better shaders and graphics drivers. I havent checked out the giant waves yet. Sounds interesting.
 
Its basically the same game engine, just improved code and better shaders and graphics drivers. I havent checked out the giant waves yet. Sounds interesting.

Hmmm, wasn't sure if Bill was kidding about the waves .... would love to see a screenshot of that. That alone could move me to develop for that sim. :-)
 
Milton, I love it. I was going to quit making planes for FSX, and the very week I set aside to quit all further FSX work and announce to the world my intentions at the various websites, someone text'd me on Facebook and asked me to try out P3D for 30 days. I did. I was gone for days, just flying around in the sim, enjoying everything. I had never been able to run FSX with good sliders. P3D ran absolutely great on my rig. I couldnt believe what I had been missing. That was V1. They are now in V2 (which you need a DirectX 11 card for. No DX11, no V2). So awesome. Great for taking screenshots as it has shadows and things that FSX doesnt have.

It doesnt have a lot of the planes that FSX has, like airliners, but it does have some, including 2 jet fighters. You can still get V1, which runs in DX10. Get the developer version; only $10.00, and you can get a one-month-only purchase.


Bill
 
Milton, I love it. I was going to quit making planes for FSX, and the very week I set aside to quit all further FSX work and announce to the world my intentions at the various websites, someone text'd me on Facebook and asked me to try out P3D for 30 days. I did. I was gone for days, just flying around in the sim, enjoying everything. I had never been able to run FSX with good sliders. P3D ran absolutely great on my rig. I couldnt believe what I had been missing. That was V1. They are now in V2 (which you need a DirectX 11 card for. No DX11, no V2). So awesome. Great for taking screenshots as it has shadows and things that FSX doesnt have.

It doesnt have a lot of the planes that FSX has, like airliners, but it does have some, including 2 jet fighters. You can still get V1, which runs in DX10. Get the developer version; only $10.00, and you can get a one-month-only purchase.


Bill

Bill, still running XP here on a 64-bit machine so I would have a lot of upgrading to do before I could even consider it. OpSys, video card, convert all my existing development tools, and then think about P3D. I don't care about which aircraft it has as I never fly default anyhow, or my own for that fact. I just build and test. :-)

Real water is the only thing that interests me frankly, much like the new sim, "Naval Action" has.

I would actually be better off just buying anew rig for the latest OpSys and Vcard and not bother transitioning this one.
 
Oh my Milton, forgive me but...

...I'm gonna torture you just a bit! Watch this video to get an idea of just how dynamic the wave action is in the Irish Sea. This is in "good weather" mind you!

 
Yep, that does it Bill :-) I am interested to see how this FSX version handles there for sure, and in worse weather.
 
Makes me want to make a U-Boot and take it out in that!

Milton, did you know P3D has Bathemetry scenery? You turn it on and it has the sea floor in selected area's of the world, and comes with a submersible, which cant really navigate underwater, sadly. No one has been able to do a good Submarine program through SimConnect. :( The sub has to use a key to go underwater, then another key to push it back up to the surface, and another key to give it speed. A bit goofy. I wish they would finish that. And improve boats with their floatation points.
 
Still waiting for the TacPac crowd to cry for accurate cannon ball, grapeshot and chainshot physics.
 
LOL My focus is more on getting a square-rigger, tall ship to act like one and Rob Barendregt and I are making excellent progress in that goal. :-)

Testing wind and rudder effects on roll and yaw - making great progress there thanks to Rob's ingenuity.

This shows the HMS Bounty keeling
keeling.jpg
in a 55 knot crosswind. Full rudder adds another 1-2 degrees of keeling depending on speed.
 
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