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POC SIM 3DII revision 1.33

 
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rdklein
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PostPosted: Wed May 30, 2007 1:13 pm    Post subject: POC SIM 3DII revision 1.33 Reply with quote

Ports Of Call Sim 3D II
rev 1.33:
- current system requirements:
1. Windows XP (dont try 2000 or older)
2. 3D card with pixel shader 2.0 (eg. GeForce 6800 or higher, or
ATI X600 or higher) with 256 MB RAM for textures.
OLDER cards dont work ot work with bad frame rate.
3. Fast CPU -- eg. 2 GHZ or faster - laptops are usually too slow.
4. Main Memory 512 MB
5. Sound Card
6. Direct X 9.0c installed
7. Joystick or better GAMEPAD (USB) for useful play.

without a license it starts in demo modus - so you can try it!

MAIN installer contains already some important Towns.

http://www.rdklein.de/pocsim3dII/install_std_POCSim3dII.EXE (109MB)

The addons instalkler contains the rest of the towns (so all POC-Towns are implemented about 92), and two NEW SHIPs (tanker, and Seacat)

http://www.rdklein.de/pocsim3dII/install_std_ADDONS_POCSim3dII.EXE
(70 MB) start this after you used the above installer.

preliminary manual (in sync with 1.30):
http://www.rdkleinpower.de/pocsim3dII/std_pocsim3dII_manual_us.pdf


rev 1.33 new features:

1. locks are implemented, currently two test locks are in the training harbour - the towns need to be updated later on
2. we use a new compression for images which should load much faster and also compression for most other files to shrink down the installer size.

3. now addon ship can be added without changign the exe files, currently the network does not load them - there will be an update to sync all computers in a network, a network computer might use the wrong ship at the moment.
-----
Exclamation And you need the "new eg enhanced" license key (poc.lic) which you get for free if you are a valid platinum customer. If you have already done this already, you dont need to get another key:
(Licenseupgrade)


Last edited by rdklein on Mon Jun 04, 2007 11:31 am; edited 1 time in total
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corne_mo
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PostPosted: Wed May 30, 2007 4:55 pm    Post subject: Reply with quote

Just tried the new 3DII sim. Of course Antwerp harbour first. Looks nice, but how can I convince you to add the right type of crane in the right place, and add containerstacks, buildings etc?

After that I wanted to try the locks, but I couldn't find them. In which training port can I find the locks?
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Freight Containers In The Port Of Antwerp
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rdklein
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PostPosted: Thu May 31, 2007 7:03 am    Post subject: Reply with quote

Yes all assets like cranes and buildings are on the todo list (which is really heavy work to do), sometimes you might also see overlapping cranes, which is also on the todo list for example quebec.

the lock will be in the" training harbour" which is also default at startup in the pocxxl list of harbours. when you travel through the bridge, you find the lock on the right side, leading into a small basin, there is a 2nd at the left side of th basis, with a little bit different functionatly (the doors slide)

To get into a lock, steer the ship in front of it. Wait till the door is open and the signal switches to green. Enter the lock and come to a full stop. The doors get closed automatically and the water level increases, then wait till the door open on the basin side and the green signal is activated...

We will integrate the locks on all harbors after getting a little bit feedback (locks coem to: panama, bremerhaven, antwerpen, veracrux, zeebrugge)
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corne_mo
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PostPosted: Sat Jun 02, 2007 7:16 am    Post subject: Reply with quote

Found the locks and tried them out. Nice work so far. Would be great though if the water level difference would be implemented.

If you need any info about assets in the Antwerp Port, please let me know. Also some berth are very strange. If you have time to change things, let me know and I'll help you to get the correct info.
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rdklein
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PostPosted: Sat Jun 02, 2007 7:37 am    Post subject: Reply with quote

yes the water difference is implemented , but only about 2 meteres or so, its hard to see it in this example, you shoudl watch the wterlevel after the gates are both closed.
The ship is also lifted up.

I will place some height marks in the lock that might help to better visualize. The level starts up when the water color changes.

Yes for antwerb we only hve the google views at the moment if you have infos on the berths would be great (any photos would be helpful from shipview)
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corne_mo
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PostPosted: Sat Jun 02, 2007 5:33 pm    Post subject: Reply with quote

I don't have waterside photo's myself, but what I can do is to take the google-view, and point out the most important berths and other berths, and give you links to websources which often have waterside views.
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rdklein
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PostPosted: Sun Jun 03, 2007 7:34 am    Post subject: Reply with quote

yes that would be helpful
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corne_mo
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PostPosted: Sun Jun 03, 2007 7:59 am    Post subject: Reply with quote

@RDK: I've sent you a mail through your profile. The method I pointed out there would be much better I think. Can you please check that? Thanks.
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