Ship

I need this to be controlled realistically, but I can’t seem to get it right, i’ve tried all I could think of and used google, even went to #gameblender. none of these could answer my dozen of questions.

so here it is:
http://dominomf.com/smcfiles/JaccoG_ship.JPG
http://dominomf.com/smcfiles/JaccoG_ship.blend

Thanks

Jacco;

don’t know what you mean by realistically, becuase of course you don’t actually mean REALISTICALLY lol

but my suggestion is that you make some kind of force that will simulate wind, while another can simulate water current, then have the player control the sails and/OR the rudder

See can’t really know what you mean, do you mean Breath of Fire III realistically, or Ship Simulator realistically?

As Magic said we need a little more info.

I think that your main problem is the fact that you are using DLoc for base movement, so it’s no wonder that the controls feel “unrealistic”, they are far too sharp.

I don’t know much about ships, and water dynamics, but I’m pretty sure there needs to be an “ease” when pushing forward, and also some momentum force leftover even when movement stops.

Using force comes to mind, or maybe writing a script to simulate force using DLoc.

some of the main issues is the fact that the ship has to follow some G force rules. such as the tip going to the left when you turn right. other that that, the ship actualy needs to float on the water plane. currents can be arranged. as for the wind, we can solve that right?? I hope XD

Cya

Jacco;

if you mean turning the ship making is like swoooosh, What I did in my ship game I just made a short turning animation Configured the IPO made It drot when turning and play the short turning animation. Idk if that’s what you meant or what. What I do to make games more realistic is animate EVERYTHING [I didn’t download the file so I don’t know what you did] Like when you go forward animate the ship making it look like it’s riding the waves. You know what I mean?

But what if you turn sharp and when you turn sliiiiightly?

Jacco;

Umm you could set it up If you hold in like shift and then turn it turns slightly, and make different animations for slight turns and sharp turns. Then set up the IPO for Slight and Sharp and Make it so if you just go directions it turns sharp. But if you hold in shift then turn it’s slight. Not too hard to do.

can this be done using properties and scripts. as in, the longer you push the right direction, the higher the value goes, the higher the value, the further the offset?

Jacco;

Ummm I think so. The way I said was how I did it in my game. Just put the turn starting value at 0 and every second or w.e Goes up like 1 and when it reaches like 5 It plays a stronger turn animation when it reaches 10 it playes a more extreme one. and when it reaches like 15 it flips and you die. I never tried it this just seems logical. But remember when you add value what ever value you add it doubles. So If you say add 1 everysecond it adds 2. Hope this helps! (You could do this all with NO python! Just use logic bricks)

EDIT: Would you like me to dload the file and do what I just said? with the turning.

Well, this is my method of getting it to turn a little more realisticly. :slight_smile:

http://www.fileden.com/files/17915/JaccoG_ship.blend

I have an ipo, with a int property on it, and a turning animation from 0-99 frames, it turns left, then from 101-200 frames it turns right. 100 frames is it not turning at all. So when I press the left button, it subtracts 1 property to the ipo frames (so it would go from 100, to 99, 98, 97, 96, ect.), and for the right, it adds 1 property (from 100, to 101, 102, 103, ect.). Then I have an interval property sensor that when it’s between 0 and 99, it will add 1 property when no keys are pressed, with the same for when it’s 101-200. So it will go back to a upright position when you finish turning.
Then I have it so it subtracts 1 when the property reaches 201, and adds 1 propert when it reaches 0, so it won’t go overboard. :smiley:
Now I also have it so when the property reaches 170-200, it will increase the right rotation speed of the ship, and when it reaches 0-30, it will increase the left rotation.

I hope I explained that well enough, just take a look at the blend and try understanding it for yourself if this explanation doesn’t make any sense to you :cool:

That’s simply brilliant. I thank you.

If anyone want’s to, feel free to download it, hat’s why I put it there.
So now it needs to fade from slow to fast turning. also, I need it to go from left to right, not turning but swooping side and back like it’s moved by the waves

Jacco;

For some reason it doesn’t run on my computer either versions… :confused: It’s weird it just shows white and red waves. It’s scrwd :RocknRoll:

not here

ten chars

okay so, bump, I need it to have an animated ipo for the side and back movement of the boat. also must the slow tunring ipo go fluently into the sharp turning ipo. any idea’s how I could accomplish this? download facemania’s .blend to get the most up to date one.

Jacco;