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new xml structure
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Christian Todt
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PostPosted: Sat Aug 11, 2007 9:56 am    Post subject: new xml structure Reply with quote

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
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PostPosted: Sat Aug 11, 2007 12:56 pm    Post subject: Reply with quote

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
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PostPosted: Sat Aug 11, 2007 4:57 pm    Post subject: Reply with quote

rdklein wrote:

<rentingcostperday>0</rentingcostperday>
<stretchcostperbed>0</stretchcostperbed>


What do these parts do?
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rdklein
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PostPosted: Sun Aug 12, 2007 9:30 am    Post subject: Reply with quote

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
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PostPosted: Sun Aug 12, 2007 1:58 pm    Post subject: Reply with quote

We don't need to change the our older XML formats do we?
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corne_mo
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PostPosted: Sun Aug 12, 2007 3:13 pm    Post subject: Reply with quote

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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Bearsie
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PostPosted: Sun Aug 12, 2007 4:58 pm    Post subject: Reply with quote

So do coasters! Laughing Wink
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rdklein
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PostPosted: Mon Aug 13, 2007 7:19 am    Post subject: Reply with quote

yes I will add an other item for them. maybe cost per teu/ton or so ??? any ideas welcome
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PostPosted: Mon Aug 13, 2007 10:10 am    Post subject: Reply with quote

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.
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PostPosted: Mon Aug 13, 2007 4:05 pm    Post subject: Reply with quote

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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PostPosted: Mon Aug 13, 2007 7:32 pm    Post subject: Reply with quote

would it be feasible to make it a % ? Then let the computer round it up to the nearest Teu ?
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PostPosted: Mon Aug 13, 2007 10:46 pm    Post subject: Reply with quote

that might be the best way
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rdklein
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PostPosted: Tue Aug 14, 2007 7:05 am    Post subject: Reply with quote

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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PostPosted: Tue Aug 14, 2007 9:17 am    Post subject: Reply with quote

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) Wink
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niknekman
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PostPosted: Tue Aug 14, 2007 11:02 am    Post subject: Reply with quote

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.

.

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

.

"<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>
Smile
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