• 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.

MSFS24 Ships and boats drift in the harbor

Christian Bahr

Resource contributor
Messages
1,103
Country
germany
Hello.

I have a question regarding ships and boats in a harbor. With the new feature in MSFS24, ships now ride on waves, which looks really great 👍

But this also has a small disadvantage: they not only rock in the waves, but they are also "pushed away" by the wind. In the harbor, it looks a bit silly if a boat gets wedged in the quay wall.

Question
Are there corresponding parameters in the Sim.cfg to moor or anchor a boat or ship?
The boats and ships are completely normal SimObjects with the "Boat" category.
 
Hello.

I have a question regarding ships and boats in a harbor. With the new feature in MSFS24, ships now ride on waves, which looks really great 👍

But this also has a small disadvantage: they not only rock in the waves, but they are also "pushed away" by the wind. In the harbor, it looks a bit silly if a boat gets wedged in the quay wall.

Question
Are there corresponding parameters in the Sim.cfg to moor or anchor a boat or ship?
The boats and ships are completely normal SimObjects with the "Boat" category.
No, the sim.cfg is quite basic and yes, ships and boats are just normal simobjects
 
Okay, I'll try using Collider Boxes on the quay wall. I know that scenery objectts - and the quay wall is one - react differently than Simobjects. Let's see if we can do something about that. Thanks, Henrik 👍
 
I have the stupid one. Maybe attach WorldScript to each boat with micromovement back and forth.
I think I've found a solution. Very simple and efficient.
You create a polygon and select "Water." I selected River in the options. This prevents ships and boats from drifting. There are no more high waves in the harbor.
There's a positive side effect: the unsightly edges of the blend mask are gone:

water_polygon_before.jpg
water_polygon_after.jpg


However, none of this has been extensively tested yet, so I can't say whether there are any negative side effects.
Maybe this will help someone. It would be great if someone could confirm this with the Water Polygon.
 
If they are a simobject and have a gauge, then trigger_key_event(KEY_FREEZE_LATITUDE_LONGITUDE_SET, 1) will do the job. It doesn't stop them from moving up and down on the water. It's how I anchor my flying boats.
 
Great, then we've found another solution. I'm very happy :)
Question: If a boat doesn't have a gauge because it's just a SimObject without any advanced functionality, can a gauge be implemented without much work?
 
I would think so. A simobject folder has the same structure whether it's a user-controlled object or just an AI object. I've quoted the C/C++ language version, but there's no reason why it can't be done with an XML gauge. The only thing I'm not sure of is gauge naming; to be certain of not getting any problems I'd code the gauge, make sure it's working, then each time I added it to a new ship I'd give the gauge a unique name (the name of the ship would be easiest).
 
I understand. You add a gauge to each new ship. Very clever.
But if you want to add a gauge to dozens of ship models later, it's just a lot of work.
 
Back
Top