"Virtually" Sinking Ships
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- Posts: 2
- Joined: Sat Apr 10, 2021 10:12 pm
"Virtually" Sinking Ships
Hi, would there be any way to disable the physics of a vessel when virtually sinking a ship via the Body section in the Elements tab? If I increase it too much, it begins to bob up and down uncontrollably inevitably causing the ship to break/go crazy, which is sort of restrictive, but is the best way I've found to sink a ship in a controlled fashion. Thanks!
Re: "Virtually" Sinking Ships
Hi!
Yes, you can act selectively on the physical characteristics of a ship and really use the elements menu (body and points) to accurately stage the sinking of a ship according to pre-established sequences.
Important note: when you intervene in elements, avoid the cursor, enter values with the keyboard and by increments (at least most of the time), you will avoid crazy situations![Smile :)](./images/smilies/icon_e_smile.gif)
It should be kept in mind that, except for an explosion or a direct collision, it is the fact that the ship exceeds its heel limit [max
-tilt] that triggers the software to break and sink her.
You can also adjust the value of the [max_tilt] parameter in the properties (or in vehicle.cfg) to make the ship more or less sensitive to roll and naturally also use the loading parameter. Of course the definition of weather conditions can help too.
Let's take an example: let's wreck a ship drifting with its engine stopped by a flooding on the after starboard side; the ship sinks on the starboard side, gradually heels over to starboard and raises its bow more and more dramatically to finally sink.
First let's weaken the ship.
You have certainly noticed, in elements, the following points located under water and arranged as follows from bow to stern, in the axis, 5-12-10-11-4, on the port side, 8-2-6, on the starboard side, 9-3-7.
These points have a buoyancy variable [float_max]; reduce the value to zero and there is no buoyancy at the given point.
In our case we will choose to act on the points 11-7-4, which gives this result:
Yes, you can act selectively on the physical characteristics of a ship and really use the elements menu (body and points) to accurately stage the sinking of a ship according to pre-established sequences.
Important note: when you intervene in elements, avoid the cursor, enter values with the keyboard and by increments (at least most of the time), you will avoid crazy situations
![Smile :)](./images/smilies/icon_e_smile.gif)
It should be kept in mind that, except for an explosion or a direct collision, it is the fact that the ship exceeds its heel limit [max
-tilt] that triggers the software to break and sink her.
You can also adjust the value of the [max_tilt] parameter in the properties (or in vehicle.cfg) to make the ship more or less sensitive to roll and naturally also use the loading parameter. Of course the definition of weather conditions can help too.
Let's take an example: let's wreck a ship drifting with its engine stopped by a flooding on the after starboard side; the ship sinks on the starboard side, gradually heels over to starboard and raises its bow more and more dramatically to finally sink.
First let's weaken the ship.
You have certainly noticed, in elements, the following points located under water and arranged as follows from bow to stern, in the axis, 5-12-10-11-4, on the port side, 8-2-6, on the starboard side, 9-3-7.
These points have a buoyancy variable [float_max]; reduce the value to zero and there is no buoyancy at the given point.
In our case we will choose to act on the points 11-7-4, which gives this result:
Last edited by rakom on Sat Apr 17, 2021 8:11 am, edited 1 time in total.
Re: "Virtually" Sinking Ships
The ship is still floating, so let's increase the list. In body use the variable [dx] with care (important note: when you intervene in elements, avoid the cursor, enter values with the keyboard and by increments).
dx=1
dx=2
dx=1
dx=2
Last edited by rakom on Sat Apr 17, 2021 9:26 am, edited 1 time in total.
Re: "Virtually" Sinking Ships
the ship is still floating, now let's accentuate the trim progressively
dz=-2
dz=-4
...
dz=-35
dz=-2
dz=-4
...
dz=-35
Re: "Virtually" Sinking Ships
let's sink the ship more by increasing the load (250%) then acting on [dy]
dy=4
...
dy=35
dy=4
...
dy=35
Re: "Virtually" Sinking Ships
and so on,,,
Finally at dx=2, dy=15, dz=-45 it rolls, consequently breaks (remember tilt_max=1) and sinks her bow upright!
Finally at dx=2, dy=15, dz=-45 it rolls, consequently breaks (remember tilt_max=1) and sinks her bow upright!
Re: "Virtually" Sinking Ships
I hope this will help you.
Cheers!
Cheers!
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- Posts: 2
- Joined: Sat Apr 10, 2021 10:12 pm
Re: "Virtually" Sinking Ships
My My! What a detailed and informative post! Thank you very much for your time and effort, good sir!
Re: "Virtually" Sinking Ships
That is a fantastic piece of work.
Victor
Victor