Poll: The name of that mod should be different from Ships&Boats and Ph
We have agreed with Eagle_Orion, creator of PhysicsCraft, and Shereis, to join forces to make a mod featuring physics from PhysicsCraft and also the rendering and block interaction facilities of Ships&Boats.
By the way, does anybody have a schematic of a nice-looking ship that I could use to make a new video of my mod? A world-save with a ship is also fine :smile.gif:
Interesting, tho I agree there is some overlap with ship building in the Zepplin mod. To offset this, I'd personally like to see some emphasis on sailing like:
-Ocean waves. Be it flat textures or moving piles of running water, there really needs to be a mod with some ocean wave physics that rocks boats and just looks cool in general.
-Weather conditions. Squalls could appear out of nowhere, demanding captains to be on high alert!
-Sinking. Punishes bad boat designs with sinkings. XD
On a side note, I've found navigating the 1.8 oceans a tad bit frustrating in that there's just too many small islands in ocean biomes to make them feel truly vast and empty.
Interesting, tho I agree there is some overlap with ship building in the Zepplin mod. To offset this, I'd personally like to see some emphasis on sailing like:
-Ocean waves. Be it flat textures or moving piles of running water, there really needs to be a mod with some ocean wave physics that rocks boats and just looks cool in general.
-Weather conditions. Squalls could appear out of nowhere, demanding captains to be on high alert!
-Sinking. Punishes bad boat designs with sinkings. XD
On a side note, I've found navigating the 1.8 oceans a tad bit frustrating in that there's just too many small islands in ocean biomes to make them feel truly vast and empty.
I am aware of the similarities to Zeppelin. I'm trying to make my mod different in three ways:
- Making the mod far more resource-efficient than Zeppelin. The current version supports ships with 10+ times the amount of blocks than Zeppelin (see the video of a decent-sized ship at the beginning of this topic). Although collision detection is still not perfect, I am positive that I will be able to do it well while keeping the mod efficient for large ships.
- Improving block rendering: Blocks are shaded, and torches and other light sources in the ship illuminate them, just like regular blocks.
- Adding ship-specific features: rows, sails, rudders, etc.
I expect to release a new version of the mod in a few weeks. Doing a decent collision detection is taking me longer than expected.
Zeppelin mod is better, but anyways, pretty good work. You could work together :smile.gif:
Zeppelin mod is an apple, this mod is an orange. The only similarity is creating custom ships in 3d. I personally think Zeppelin should continue to concentrate on custom air vehicles etc. while this is on the right track dealing with boats/+ subs later exclusively.
This is distinctive enough in concept and implementation that one could really use both mods for different purposes (I could never see making an elevator car or massive door out of this mod, though I'm sure as soon as you can work in Buildcraft/IndustrialCraft support I'd love to build a fleet of sea trawlers with this mod).
If it is possible, it would be really cool to make this as compatible with Zeppelin as possible (meaning that one could create ships with both mods in one world, not necessarily that you'd want to combine a blakmagik styled Zep with a ship made from this or anything).
RE: buoyancy, do your crafts take into account how many air spaces there are in the interior of the ship? How about if the ship is open at the top? (i.e. would a submarine-shaped ship be as buoyant as one shaped like a Viking longboat with no deck below, assuming both are comprised of the same materials and number of blocks otherwise). I'm curious how "realistic" this calculation is- even if it strictly isn't, so long as the calculation is consistent and reasonable it should still work fine as a mod.
There is a mod called Tornadoe Mod (something like this)... This mod Creates a tornadoe that goes trhough minecraft spinning alot of blocs arround (i dont use it). You could use it as an start for that "tornadoe that is on water" (i dont know the word for this in english) it could be the same, but just spinning water blocks, and other things. (like your boat)
Zeppelin allow for water, air and ground vehicles. And light is currently just one bug. Anyways, you shouldnt stop.
Wanna me to make you a banner?
I post a lot in the Zep thread but I'm just a fanboy, I'm not a modder or helping with the mod at all. Anything I say is mostly my opinion or my own personal understanding :wink.gif:
I take it that this mod will continue to be water-based at least, in that you want to specialize in realistically floating watercraft and are not planning any sort of flying craft with this, correct?
You know, it's about time I started decorating my user. If you don't mind me having a banner for the "competition" too I'd love a Custom Ship Creator banner.
RE: buoyancy, do your crafts take into account how many air spaces there are in the interior of the ship? How about if the ship is open at the top? (i.e. would a submarine-shaped ship be as buoyant as one shaped like a Viking longboat with no deck below, assuming both are comprised of the same materials and number of blocks otherwise). I'm curious how "realistic" this calculation is- even if it strictly isn't, so long as the calculation is consistent and reasonable it should still work fine as a mod.
Currently I am integrating the JBullet physics engine into the ships, so they behave as realistic as possible. What I am planning to do is to calculate buoyancy, based on the density of blocks that make the ship (including air blocks) and the volume of the ship that gets in contact with water at any time. Buoyancy will also be affected by the center of gravity of the ship, which I will also calculate at the moment of creation, and will make the difference between a ship that floats and one that sinks :smile.gif:
Of course I will have to use a very simplified buoyancy model (specially for calculating the volume of the ship under water) to require as less resources as possible. I am still figuring out a model that as realistic as possible, without sacrificing processor time.
I take it that this mod will continue to be water-based at least, in that you want to specialize in realistically floating watercraft and are not planning any sort of flying craft with this, correct?
You know, it's about time I started decorating my user. If you don't mind me having a banner for the "competition" too I'd love a Custom Ship Creator banner.
Soon, soon. Please be patient. I have had to rewrite a lot of the MC collision detection code to make it work with a ship with decent physics :smile.gif:
I get it XD
Yes, you can use ANY block to make the ship. That includes water :smile.gif:
I will deal with that in future releases, same as SMP. Please be patient
Physics is more complicated than what we can think at.
If you had a degree in marine engineering you couldn't say that trivial.
As soon as I find a good way to place a rider in such huge ships, I will release a new version for download
I just published a new video of the current status of my mod. Enjoy!
-Ocean waves. Be it flat textures or moving piles of running water, there really needs to be a mod with some ocean wave physics that rocks boats and just looks cool in general.
-Weather conditions. Squalls could appear out of nowhere, demanding captains to be on high alert!
-Sinking. Punishes bad boat designs with sinkings. XD
On a side note, I've found navigating the 1.8 oceans a tad bit frustrating in that there's just too many small islands in ocean biomes to make them feel truly vast and empty.
I am aware of the similarities to Zeppelin. I'm trying to make my mod different in three ways:
- Making the mod far more resource-efficient than Zeppelin. The current version supports ships with 10+ times the amount of blocks than Zeppelin (see the video of a decent-sized ship at the beginning of this topic). Although collision detection is still not perfect, I am positive that I will be able to do it well while keeping the mod efficient for large ships.
- Improving block rendering: Blocks are shaded, and torches and other light sources in the ship illuminate them, just like regular blocks.
- Adding ship-specific features: rows, sails, rudders, etc.
I expect to release a new version of the mod in a few weeks. Doing a decent collision detection is taking me longer than expected.
The mod is available for download. Just go to the beginning of this topic :smile.gif:
Zeppelin mod is an apple, this mod is an orange. The only similarity is creating custom ships in 3d. I personally think Zeppelin should continue to concentrate on custom air vehicles etc. while this is on the right track dealing with boats/+ subs later exclusively.
This is distinctive enough in concept and implementation that one could really use both mods for different purposes (I could never see making an elevator car or massive door out of this mod, though I'm sure as soon as you can work in Buildcraft/IndustrialCraft support I'd love to build a fleet of sea trawlers with this mod).
If it is possible, it would be really cool to make this as compatible with Zeppelin as possible (meaning that one could create ships with both mods in one world, not necessarily that you'd want to combine a blakmagik styled Zep with a ship made from this or anything).
RE: buoyancy, do your crafts take into account how many air spaces there are in the interior of the ship? How about if the ship is open at the top? (i.e. would a submarine-shaped ship be as buoyant as one shaped like a Viking longboat with no deck below, assuming both are comprised of the same materials and number of blocks otherwise). I'm curious how "realistic" this calculation is- even if it strictly isn't, so long as the calculation is consistent and reasonable it should still work fine as a mod.
here is a tip for you:
There is a mod called Tornadoe Mod (something like this)... This mod Creates a tornadoe that goes trhough minecraft spinning alot of blocs arround (i dont use it). You could use it as an start for that "tornadoe that is on water" (i dont know the word for this in english) it could be the same, but just spinning water blocks, and other things. (like your boat)
I post a lot in the Zep thread but I'm just a fanboy, I'm not a modder or helping with the mod at all. Anything I say is mostly my opinion or my own personal understanding :wink.gif:
I take it that this mod will continue to be water-based at least, in that you want to specialize in realistically floating watercraft and are not planning any sort of flying craft with this, correct?
You know, it's about time I started decorating my user. If you don't mind me having a banner for the "competition" too I'd love a Custom Ship Creator banner.
Currently I am integrating the JBullet physics engine into the ships, so they behave as realistic as possible. What I am planning to do is to calculate buoyancy, based on the density of blocks that make the ship (including air blocks) and the volume of the ship that gets in contact with water at any time. Buoyancy will also be affected by the center of gravity of the ship, which I will also calculate at the moment of creation, and will make the difference between a ship that floats and one that sinks :smile.gif:
Of course I will have to use a very simplified buoyancy model (specially for calculating the volume of the ship under water) to require as less resources as possible. I am still figuring out a model that as realistic as possible, without sacrificing processor time.
Yep, my intention is to focus on floating ships.
Me too! :smile.gif:
Soon, soon. Please be patient. I have had to rewrite a lot of the MC collision detection code to make it work with a ship with decent physics :smile.gif:
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