by Sailorjohn » Tue Feb 20, 2024 8:19 pm
There's a lot to process here. It's hard to diagnose the problem without either a copy of the model, or answers to my previous questions about the axis orientation. Where is Y,0 on the model? If the Y origin is not nearly amidships, and at the bottom of the keel, the vessel will not work properly in NG or VSF. If the axis orientation is not correct, do you have a modeling program enabling you to 'select all' and move the model to correct axis origin? I suspect the missing bow wave and wake is a symptom of axis misalignment, or scale issues. NG is usually pretty good at setting wave and wake.
As to your specific questions, the minimum cfg necessary to operate in NG/VSF is vehicle.cfg. Without that, neither program will recognize the model. The parameters in vehicle.cfg are metric. You need to provide Length, beam, draft, (meters), displacement (kilograms), and horsepower. If this is a model of a real ship, those parameters are readily available online via mr. Google at Wikipedia and elsewhere. If not a real ship, then use numbers from a similar size and type vessel. Cross-section area is product of beam times draft in square meters. Scale size is 1.0 by default; here you can reset size larger or smaller as appropriate. If in doubt, load model ingame, place yourself at Z, 0 origin. Move forward to bow, record Z (+). Move aft to stern, record Z (-). Add forward Z and aft Z values (ignore sign); the sum should be overall length. Compare ship to a different ingame ship of similar size and adjust your scale as necessary.
Once you have model working correctly ingame, you can adjust coefficients of friction and drag to yield correct top speed. Then you can click "Save Elements" to create the elements profile, enabling you to fine-tune model parameters in much greater detail to give proper 'feel'.
There's a lot to process here. It's hard to diagnose the problem without either a copy of the model, or answers to my previous questions about the axis orientation. Where is Y,0 on the model? If the Y origin is not nearly amidships, and at the bottom of the keel, the vessel will not work properly in NG or VSF. If the axis orientation is not correct, do you have a modeling program enabling you to 'select all' and move the model to correct axis origin? I suspect the missing bow wave and wake is a symptom of axis misalignment, or scale issues. NG is usually pretty good at setting wave and wake.
As to your specific questions, the minimum cfg necessary to operate in NG/VSF is vehicle.cfg. Without that, neither program will recognize the model. The parameters in vehicle.cfg are metric. You need to provide Length, beam, draft, (meters), displacement (kilograms), and horsepower. If this is a model of a real ship, those parameters are readily available online via mr. Google at Wikipedia and elsewhere. If not a real ship, then use numbers from a similar size and type vessel. Cross-section area is product of beam times draft in square meters. Scale size is 1.0 by default; here you can reset size larger or smaller as appropriate. If in doubt, load model ingame, place yourself at Z, 0 origin. Move forward to bow, record Z (+). Move aft to stern, record Z (-). Add forward Z and aft Z values (ignore sign); the sum should be overall length. Compare ship to a different ingame ship of similar size and adjust your scale as necessary.
Once you have model working correctly ingame, you can adjust coefficients of friction and drag to yield correct top speed. Then you can click "Save Elements" to create the elements profile, enabling you to fine-tune model parameters in much greater detail to give proper 'feel'.