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		| Christian Todt PoC Veteran
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				|  Posted: Sat Aug 11, 2007 9:56 am    Post subject: new  xml structure |   |  
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				| hello rdklein, 
 i've got a question maybe also for the other poc shipbuilders:
 is it possibile for you to post the new xml structure, made for the addon ships? is would be very helpful, because the addon makers could prepare their ships for the new version.
 
 CT
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		| rdklein PoC Veteran
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				|  Posted: Sat Aug 11, 2007 12:56 pm    Post subject: |   |  
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				| yes here an example of the new xml fiel for ships - its also upward compatible that is I fill the rest if not available. The files are now seperate for each ship, use 0 as an index, and name the xml files as the ship for example with a prefix of the user name, like todt_myship.xml same applies for harbours and goods.
 here teh new index:
 <sbreite> is the width for pocsim3dii used by the water area affected (different as breit for ecranoplan for example)
 <tiefgang> is the depth of the ship used for subground kollision detection.
 <maxhoehe> is the height above std. waterlevel for kollison detection used by the shipsim also.
 <levelcmatton> is currently used for the small water version later also for pocsim3dii is the centimenter per ton going down depth of the ship from the normal level without ballast and load.
 
 <index>0</index>
 <kategorie_typ>CARGO</kategorie_typ>
 <sub_typ>CONTAINER</sub_typ>
 <schiffsname>Colombo Bay</schiffsname>
 <baujahr>1995</baujahr>
 <sondergueter_code>0</sondergueter_code>
 <statusreq>5</statusreq>
 <delivertime>54</delivertime>
 <flat_cont_TEU>0</flat_cont_TEU>
 <TEU>4230</TEU>
 <kuehlschiff_TEU>900</kuehlschiff_TEU>
 <laenge>292.15</laenge>
 <breite>32.23</breite>
 <sbreite>32.23</sbreite>
 <tiefgang>13.03</tiefgang>
 <maxhoehe>40</maxhoehe>
 <brt>50350</brt>
 <dwt>59283</dwt>
 <nrt>21564</nrt>
 <anzahl_passagiere>12</anzahl_passagiere>
 <firstclass>0</firstclass>
 <crew>0</crew>
 <betriebskosten>3800</betriebskosten>
 <max_geschw>24</max_geschw>
 <kw>43000</kw>
 <treibstoffverbrauch>170</treibstoffverbrauch>
 <bunkerkap>4000</bunkerkap>
 <preis_max>35000</preis_max>
 <bugstrahl>1</bugstrahl>
 <heckstrahl>1</heckstrahl>
 <traegheit>10</traegheit>
 <korrosionsfak>1.3</korrosionsfak>
 <umschlagzeit>1</umschlagzeit>
 <sonderschiff_frachtart>-</sonderschiff_frachtart>
 <moegliche_optionen>0</moegliche_optionen>
 <bildinforeferenz>colombobay</bildinforeferenz>
 <sonderinfos>Colombo_Bay.swf</sonderinfos>
 <flagge>Great Britain</flagge>
 <werft>-</werft>
 <flags>-</flags>
 <cars>-</cars>
 <trailers>-</trailers>
 <maxshipavailable>5</maxshipavailable>
 <rentingcostperday>0</rentingcostperday>
 <stretchcostperbed>0</stretchcostperbed>
 <smallwater>0</smallwater>
 <harbourships>0</harbourships>
 <waterline>46</waterline>
 <sndfile>cont01</sndfile>
 <sndscale>1.5</sndscale>
 <sndoffset>10</sndoffset>
 <levelcmatton>0</levelcmatton>
 </ship>
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		| StickyMonk PoC Veteran
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				|  Posted: Sat Aug 11, 2007 4:57 pm    Post subject: |   |  
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				|  	  | rdklein wrote: |  	  | <rentingcostperday>0</rentingcostperday>
 <stretchcostperbed>0</stretchcostperbed>
 
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 What do these parts do?
 _________________
 Cheers
 Matthew
 
 for my ships,cargo and harbors don't visit my web site as they are not there anymore
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		| rdklein PoC Veteran
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				|  Posted: Sun Aug 12, 2007 9:30 am    Post subject: |   |  
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				| yes not yet used, but rentingcost is the rental cost for the ship if you want to rend it for soem purpose
 stretchcostperbed is if you want to stretch the ship (liner), then what you need to pay for example to add 1000 beds for additional passengers.
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		| Hattusas PoC Regular
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				|  Posted: Sun Aug 12, 2007 1:58 pm    Post subject: |   |  
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				| We don't need to change the our older XML formats do we? _________________
 Salih SIPAHI -- >
 Greetings From Istanbul
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		| corne_mo PoC Veteran
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				|  Posted: Sun Aug 12, 2007 3:13 pm    Post subject: |   |  
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				|  	  | rdklein wrote: |  	  | stretchcostperbed is if you want to stretch the ship (liner), then what you need to pay for example to add 1000 beds for additional passengers. | 
 Would be cool if this could also be implemented for container/cargo ships. These get lengthened all the time too.
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 Freight Containers In The Port Of Antwerp
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		| Bearsie PoC Regular
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				|  Posted: Sun Aug 12, 2007 4:58 pm    Post subject: |   |  
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				| So do coasters!    _________________
 Frohe Reise, Bearsie.
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		| rdklein PoC Veteran
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				|  Posted: Mon Aug 13, 2007 7:19 am    Post subject: |   |  
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				| yes I will add an other item for them. maybe cost per teu/ton or so ??? any ideas welcome |  | 
	
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		| StickyMonk PoC Veteran
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				|  Posted: Mon Aug 13, 2007 10:10 am    Post subject: |   |  
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				| For container ships it would have to be in batches of containers, say 20 at a time or something like that, because if you extend your ship one container in length you would fit more than just one container on.... 
 Bulk ships could just be cost per ton, same with tankers.
 _________________
 Cheers
 Matthew
 
 for my ships,cargo and harbors don't visit my web site as they are not there anymore
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		| corne_mo PoC Veteran
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 Location: The Netherlands
 
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				|  Posted: Mon Aug 13, 2007 4:05 pm    Post subject: |   |  
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				| As above. Problem is that you need to set some standard (or make it variable for each ship). Imo it's best to set an upgrade standard for each ship (i'll take containers as example):
 small ship: 10 width: 1 upgrade = 100 TUE = certain price.
 big ship: 22 width: 1 upgrade = 340 TUE = certain price.
 
 The problem is that you can't use a batch of 100 TUE for all ships. A very small ship (especially if you want to combine this with the smallwater version) will than be doubled in length, while a very big ship will load more than 100 TUE in 1 compartiment.
 
 Imo you need 2 extra lines:
 <extendunit>depending on type of ship: TUE/tons/passengers (depending on the width of the ship and a certain length interval
 <extendpriceunit>price per unit extension.
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 Freight Containers In The Port Of Antwerp
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		| Bearsie PoC Regular
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				|  Posted: Mon Aug 13, 2007 7:32 pm    Post subject: |   |  
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				| would it be feasible to make it a % ? Then let the computer round it up to the nearest Teu ? _________________
 Frohe Reise, Bearsie.
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		| StickyMonk PoC Veteran
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				|  Posted: Mon Aug 13, 2007 10:46 pm    Post subject: |   |  
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				| that might be the best way _________________
 Cheers
 Matthew
 
 for my ships,cargo and harbors don't visit my web site as they are not there anymore
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		| rdklein PoC Veteran
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				|  Posted: Tue Aug 14, 2007 7:05 am    Post subject: |   |  
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				| yes that looks good. --
 
 we also work on a ship generator (which has been done in a diplomee work yaers ago but was not usable),  that might help then visualizing the streching for example. But thats a longer project...
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		| Bearsie PoC Regular
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				|  Posted: Tue Aug 14, 2007 9:17 am    Post subject: |   |  
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				| I envision it to work a bit like repairs, they are done by % too. Although I think a maximum "stretch" should be maybe 20% ?
 Länge läuft! (length makes speed)
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 Frohe Reise, Bearsie.
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		| niknekman PoC Regular
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 Location: Hamburg / Germany
 
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				|  Posted: Tue Aug 14, 2007 11:02 am    Post subject: |   |  
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				| hi, the addiction of draftchanges is a nice idear, especially if u operate ur ship in tidal waters.
 
 for example: u can berth ur ship at highwater with a maximum draft (either shipside or shoreside) and then u have to discharge fast enough to stay afloat at lowwater ... or ur ship might get a damage
 
 therefore each master of a ship has to know his tpc (tons per centimeter) and to calculate who will be faster ... the discharging ship or the falling tide ... in worst case he has to shift to a layby-berth until there is enough water at the discharging again when the tide is rising
 
 this (for sure) will result a longer laytime in the port
 this calculation is also needed for a loading ship ... with the same result.
 
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 while in the UK there are several harbours where ships fall dry ( rest on ground) during lowwater, it is in Hamburg forbidden. In Hamburg a ship has always to stay afloat
 
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 "<levelcmatton> is currently used for the small water version later also for pocsim3dii is the centimenter per ton going down depth of the ship from the normal level without ballast and load. " should therefore maybe named <leveltpc>
 
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