What does NG Means??
Re: What does NG Means??
Unfortunately, I never got editing the files, I could not see them at all.
I downloaded one of the ships and again never managed to get it to load in VSF. Like you, I think these are marvellous models and it is a pity we can't get them to work in VSF.
Victor
I downloaded one of the ships and again never managed to get it to load in VSF. Like you, I think these are marvellous models and it is a pity we can't get them to work in VSF.
Victor
Re: What does NG Means??
Hi SailorJhon!
You just have to rename the ypa.bin and ypa.hdr files whatever you want (obviously in cyrillic ypa=ura). For the situations the same, or better transcript them in latin characters. After loading the scenery don't forget to change the water level , it's about 96m.
Cheers!
You just have to rename the ypa.bin and ypa.hdr files whatever you want (obviously in cyrillic ypa=ura). For the situations the same, or better transcript them in latin characters. After loading the scenery don't forget to change the water level , it's about 96m.
Cheers!
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Re: What does NG Means??
Thanks, Rakom. I believe I did that, but perhaps I missed something in cyrillic. I wonder also if it might be that VSF 'remembers' the scenery from my first unsuccessful attempt to load it. Maybe if I delete and reinstall the scenery by a different name I can 'fool' VSF.
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Re: What does NG Means??
Alas, even after editing, renaming and reinstalling the scenery, the same thing happens. When I load the renamed Elatna situation, it takes me to the correct coordinates...but in the wrong scenery...E020N90. When I try to change map scenery to the renamed "Russian_River_Oka", it takes me to Lat 0, Long 0. Maybe the cyrillic documents in the folder are the problem.
Nope. Removed those documents, and reloaded situation...same result.
Nope. Removed those documents, and reloaded situation...same result.
Re: What does NG Means??
Don't edit the files, just rename them.
Re: What does NG Means??
@Kostantinos the game still haven't released yet, but you could check out VSF on www.hangsim.comKostantinos wrote: ↑Sun Jun 06, 2021 1:55 pm Where is the link for the game
Random Kiddo who loves diving the internet
penyelam handal.
penyelam handal.
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Re: What does NG Means??
Eureka!!! Finally got the River_Oka scenery working! I had tried the renaming of the bin and hdr files, and internal hdr title, to ypa as suggested. But that didn't work for me. I then copied the format Ilan used in his Cape_Verde scenery of naming bin and hdr "map"...and that worked. It's a beautiful scenery, but there are some real shallow spots so cautious navigation is strongly recommended.
Re: What does NG Means??
I got to load the scenery as well. I just renamed the .bin file . I could never find .hdr. looks superb , just the water is high. Now to adjust the depth.
Many thanks to all for the scenery and getting it to work .
Now to get the ship to load.
Victor
Many thanks to all for the scenery and getting it to work .
Now to get the ship to load.
Victor
Re: What does NG Means??
Well it's a river, so if you want to navigate it completely you have to adjust the level in steps
In that respect, provided situations are helpful.
In that respect, provided situations are helpful.
Re: What does NG Means??
Another old salt checking in and excited to see a new VS in development O7
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Re: What does NG Means??
Cig! Welcome back. Still think your Ocean 50SS is the best way to take a fast spin through new sceneries...and the view from the bridge is awesome!
Re: What does NG Means??
Cig,
Great news. Nice to see you back.
Victor
Great news. Nice to see you back.
Victor
Re: What does NG Means??
Absolutely stunning!i_i_andrew_i_i wrote: ↑Tue Apr 27, 2021 5:35 pm Hi Ilan,
I create Russian river ships and maps for Vehicle Simulator, so I'm looking forward to the new program. I wish you success in your development! all the best!
Andrey
Re: What does NG Means??
Hello all!
Without any doubts, VSNG is gonna be the release of the year for me. I am very much looking forward to it. Ilan, you write history with your amazing simulations. What you have been creating - for decades - all on your own is truly remarkable. Thank you so much for all your efforts! Regardless of how we define "success", you deserve it so much!
As for features, I guess it is impossible to squeeze everything in, right from release day. Apart from what has already been mentioned, I would particularly love to see some of the below features.
WAKE
A longer wake (I apologize if I use incorrect terms) than it currently is in Vehicle Simulator. Based on real-life experience, video footage and images, I found the wake behind a boat - sure it depends on many things - is supposed to be much longer than in the actual version of the game. I would say, at least three times the current length would be more appropriate, but the best solution would be if the user could tweak the wake to his or her liking.
BI-DIRECTIONAL OPERATION
Many users are particularly interested in ferries. For one reason or the other, virtual ferries are among the most popular genre within the simulator. It would be awesome if the new version supported bi-directional operations where the user can switch direction in the bridge, which would internally tell the software that what was the stern until that point is now the bow. That way, the bow wave and the wake would also be drawn properly, the map and the radar would display everything according to the direction of the travel, and also, the throttle could be pushed ahead instead of astern, just to name a few advantages. Inland ferries or boats crossing short bodies of water are often double-headed (bi-directional), saving time. Hopefully, this will be supported.
REALISTIC CONTACT WITH TERRAIN
I am especially thinking of docking here. Currently, it is better to turn off collision altogether otherwise docking is very tricky and far from being realistic. On the other hand, with collision detection off, it is also unrealistic. It would be fantastic to have a refined detection of objects and terrain, so that a docking ship could be able to use the fenders to its advantage, without bouncing back like crazy as it would currently do.
RIVER CURRENTS
Making maps where the water surface is above the sea level is possible, by tweaking the source data and then, adjusting water levels in the game. I have created dozens of lake maps myself at elevations of 400+ meters ASL. But making rivers where the water "falls" as one travels downstream is not currently possible without continuously changing the water level. Also, with each turn of the river, the direction of the current needs to be adjusted. While it might not be easily achievable to make the water follow the contour of the elevation, leaving users with no other option than to constantly set the water levels, it is still not too distracting as it does not need to be performed too often, perhaps once every 30 minutes or so, depending on the map and the speed of the boat. But it would be great to be able to pre-define where the current changes direction and what the new direction will be. Therefore, the currents could be configured to follow the river, allowing for more realistic river operations, without the need to visit the menu every five minutes to change the direction of the current.
SHELTERED WATERS
If terrain and breakwaters would create sheltered waters, that would be awesome. Currently, the wave height needs to be adjusted when entering a port, simulating the change from rough seas to calmer waters. Same when departing. With the feature implemented, it would automatically happen, allowing for a more seamless user experience. Sheltered areas could also prevent any current to affect the boat.
AUTOMATIC REAL-WORLD WEATHER UPDATES
The inclusion of real-world weather is fantastic. Taking it a step further and having the game update the weather regularly and smoothly, transitioning from one condition to the other gradually, without dramatic sudden changes would elevate the overall experience even further.
Sure these implementations won't happen overnight but over time: I am thinking of these coming in the form of future updates.
Kityatyi
Without any doubts, VSNG is gonna be the release of the year for me. I am very much looking forward to it. Ilan, you write history with your amazing simulations. What you have been creating - for decades - all on your own is truly remarkable. Thank you so much for all your efforts! Regardless of how we define "success", you deserve it so much!
As for features, I guess it is impossible to squeeze everything in, right from release day. Apart from what has already been mentioned, I would particularly love to see some of the below features.
WAKE
A longer wake (I apologize if I use incorrect terms) than it currently is in Vehicle Simulator. Based on real-life experience, video footage and images, I found the wake behind a boat - sure it depends on many things - is supposed to be much longer than in the actual version of the game. I would say, at least three times the current length would be more appropriate, but the best solution would be if the user could tweak the wake to his or her liking.
BI-DIRECTIONAL OPERATION
Many users are particularly interested in ferries. For one reason or the other, virtual ferries are among the most popular genre within the simulator. It would be awesome if the new version supported bi-directional operations where the user can switch direction in the bridge, which would internally tell the software that what was the stern until that point is now the bow. That way, the bow wave and the wake would also be drawn properly, the map and the radar would display everything according to the direction of the travel, and also, the throttle could be pushed ahead instead of astern, just to name a few advantages. Inland ferries or boats crossing short bodies of water are often double-headed (bi-directional), saving time. Hopefully, this will be supported.
REALISTIC CONTACT WITH TERRAIN
I am especially thinking of docking here. Currently, it is better to turn off collision altogether otherwise docking is very tricky and far from being realistic. On the other hand, with collision detection off, it is also unrealistic. It would be fantastic to have a refined detection of objects and terrain, so that a docking ship could be able to use the fenders to its advantage, without bouncing back like crazy as it would currently do.
RIVER CURRENTS
Making maps where the water surface is above the sea level is possible, by tweaking the source data and then, adjusting water levels in the game. I have created dozens of lake maps myself at elevations of 400+ meters ASL. But making rivers where the water "falls" as one travels downstream is not currently possible without continuously changing the water level. Also, with each turn of the river, the direction of the current needs to be adjusted. While it might not be easily achievable to make the water follow the contour of the elevation, leaving users with no other option than to constantly set the water levels, it is still not too distracting as it does not need to be performed too often, perhaps once every 30 minutes or so, depending on the map and the speed of the boat. But it would be great to be able to pre-define where the current changes direction and what the new direction will be. Therefore, the currents could be configured to follow the river, allowing for more realistic river operations, without the need to visit the menu every five minutes to change the direction of the current.
SHELTERED WATERS
If terrain and breakwaters would create sheltered waters, that would be awesome. Currently, the wave height needs to be adjusted when entering a port, simulating the change from rough seas to calmer waters. Same when departing. With the feature implemented, it would automatically happen, allowing for a more seamless user experience. Sheltered areas could also prevent any current to affect the boat.
AUTOMATIC REAL-WORLD WEATHER UPDATES
The inclusion of real-world weather is fantastic. Taking it a step further and having the game update the weather regularly and smoothly, transitioning from one condition to the other gradually, without dramatic sudden changes would elevate the overall experience even further.
Sure these implementations won't happen overnight but over time: I am thinking of these coming in the form of future updates.
Kityatyi
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Re: What does NG Means??
kityatyi, I have received your message but cannot answer it. Send your files to this mail: Kolezhonkov@rambler.ru
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Re: What does NG Means??
Hello everyone again and thank you very much for your feedback on the situation on the Oka River.
I want to tell you a little about the map.
I made this map for more than 4 years, then my friend began to help me make it.
Now the length of the map is over 950 km.
There are very shallow and dangerous sections for navigation on the map where the depth is about 150 cm.
For your convenience, the water level values are indicated on the map itself
I want to tell you a little about the map.
I made this map for more than 4 years, then my friend began to help me make it.
Now the length of the map is over 950 km.
There are very shallow and dangerous sections for navigation on the map where the depth is about 150 cm.
For your convenience, the water level values are indicated on the map itself
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Re: What does NG Means??
Thank you for this information, Andrew.
I've been navigating the entire length of the Oka scenery, using Moskva-143. I have already reached the northern limits, and western limits of the scenery, and am now within about 30km of the eastern border...all in real time. It is truly a spectacular piece of work, and as you have pointed out, a challenge to navigate. I've noticed that whenever you pass through locks, and elsewhere where there is a change of water level. you have provided static vessels and docks giving a visual reference to readjust water levels. Great planning! And your navigational aids help avoid the shoals with range lights and channel buoys...and I've encountered a few dredges and buoy tenders along the way. With the heavy vegetation and complex object development...as well as some "Easter Eggs", it's a most immersive experience. As a seagoing professional, retired US Coast Guard officer having served in many ships, 3 in command, I would commend this scenery to anyone wishing to learn, or teach, the art of river navigation.
I've already downloaded two more of your sceneries to explore next.
I've been navigating the entire length of the Oka scenery, using Moskva-143. I have already reached the northern limits, and western limits of the scenery, and am now within about 30km of the eastern border...all in real time. It is truly a spectacular piece of work, and as you have pointed out, a challenge to navigate. I've noticed that whenever you pass through locks, and elsewhere where there is a change of water level. you have provided static vessels and docks giving a visual reference to readjust water levels. Great planning! And your navigational aids help avoid the shoals with range lights and channel buoys...and I've encountered a few dredges and buoy tenders along the way. With the heavy vegetation and complex object development...as well as some "Easter Eggs", it's a most immersive experience. As a seagoing professional, retired US Coast Guard officer having served in many ships, 3 in command, I would commend this scenery to anyone wishing to learn, or teach, the art of river navigation.
I've already downloaded two more of your sceneries to explore next.