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Recent Posts

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11
Development / Re: Creating a controller program
« Last post by forum_admin on June 28, 2024, 11:21:53 PM »
Hi, the discussion above was related to an earlier version of Bridge Command that used UDP networking directly. The current version still uses UDP, but via the enet networking library, so you will need a python wrapper to this. I think pyenet may be what you need.

Depending on what you want to do, you can see the networking parts of Bridge Command in https://github.com/bridgecommand/bc/blob/main/src/NetworkPrimary.cpp, and for the map controller in https://github.com/bridgecommand/bc/blob/main/src/controller/Network.cpp.

Alternatively, it might be easier to modify OwnShip.cpp, either to do what you want directly, or to add an interface to your code.
   
12
Development / Re: Creating a controller program
« Last post by hadi23 on June 28, 2024, 02:46:32 PM »
Hello evryone,


i want to simulate Boat's Dynamics (i.e a python file sending BC messages)

i do not know how to make this work (i tried).

can you please make me a step by step description or a python files that works to have a look how you did it?

thank you
13
Bug reports / Re: Bug reports
« Last post by forum_admin on June 10, 2024, 10:23:30 PM »
Hi, if you are able to test the build from https://github.com/bridgecommand/bc/actions/runs/9454561364 that would be great (you will need a GitHub login to download the 'Artifact'. This is an automated build, and won't be code signed, but should otherwise be identical to the normal installer.

This build has some updated settings for the enet networking, which I hope will significantly help.

If this helps, I'll include this in an 'official' release shortly.
14
Bug reports / Re: Bug reports
« Last post by shadow on May 28, 2024, 11:16:58 AM »
Thanks so much :)

All of the screens load correctly initially and seem to run as expected for anywhere up to 60s. The radar repeat seems to go out of sync pretty quickly, then the networked display repeat also goes out of sync. This seems to lose all position/sim data and runs almost as if it's headless.
The rudder/compass repeat, running on the same computer as the networked display repeat, seems to mostly stay in sync to within a second or two.

Hope this helps! Thanks for looking into it :)
15
Bug reports / Re: Bug reports
« Last post by forum_admin on May 28, 2024, 09:14:40 AM »
Thanks, I’ll have a look, probably next week will be the earliest I can start. Does it work ok initially?
16
General Discussion / Re: Joystick /Controller
« Last post by forum_admin on May 28, 2024, 09:12:14 AM »
Hi, the only one I’m aware of being commercially available is from VRInsight, but is quite expensive. If you are interested in making one, any microcontroller with analog inputs and then can run CircuitPython (like the raspberry pi pico) can be used as an interface, as it supports the usb hid joystick interface.
17
Bug reports / Re: Bug reports
« Last post by shadow on May 24, 2024, 12:34:49 AM »
Hi! Have really been enjoying using your software.

I have noticed that when using multiple networked computers on a LAN, displays running in networked multiplayer mode can start laggy. Quickly these become unusable, freezing, then move surrounding vessels in different positions - not delayed but on different courses to the main simulation. Additionally, the ship behaves as if it's not controlled on the networked multiplayer displays. Interestingly commands such as change camera still work when this is the case. Could this be an issue with TCP/UDP packets or is it likely a misconfiguration on my part? I know of a friend with the same issue. Any help would be very appreciated :)
18
General Discussion / Joystick /Controller
« Last post by Perry on May 17, 2024, 01:36:14 PM »
Can anyone recommend a reasonable joystick with throttle controls.
Tks
19
Models / Re: Outboard Motors
« Last post by forum_admin on May 16, 2024, 10:35:38 PM »
Hello, I've added a new parameter that simply allows 'azimuth drives' to be engaged astern. This is the parameter 'AzimuthDriveAstern' in the own ship boat.ini file, and should be set as AzimuthDriveAstern=1 for your case. The change doesn't limit the range of allowed angles, but particularly if you are using a joystick input, this could easily be mapped to give you the angle range that you want.

This change isn't yet in a formal release on the website, as I'm trying to finish a few more things related to the VR implementation, but if you have a GitHub account, you should be able to download the automatically built installer (assuming you are on Windows) from https://github.com/bridgecommand/bc/actions/runs/9119286367 (look for the 'BC_windows' artefact. (Note that the automatic builds are not code signed, so you may need to click through various Windows warnings to install).

This also includes some improvements to the scenario editor for the initial course and speed of own ships.
20
Bug reports / Re: New Scenario and Own Ship
« Last post by forum_admin on April 29, 2024, 10:21:47 PM »
Thanks. At the moment, to update the scenario with course or speed changes, you need to use the 'Change Leg' button for the 'Own Ship' settings, and either 'Change Leg' or 'Add Leg' button for other ships. In https://github.com/bridgecommand/bc/commit/0c2153d0a4794e1b3bbeaae038abea37e8fd5e51 I have changed this so for the 'Own Ship', the changes will take effect immediately. I have left it unchanged for 'Other Ships', because you may want to be adding a series of 'legs', and type in the values for the next leg.

I think the uninitialised value would depend on many things, as it depends on what happened to be in that memory location before. I have fixed this in https://github.com/bridgecommand/bc/commit/a536c8394efd79c1b06cfcfc23ed92c059b751de

I'm currently aiming to add a few updates to the VR interface, and will then put out an updated release.
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