Forum Replies Created
Welcome on board! 😉
Search weel: there’s a button for inserting keels and rudders.
Feed the tool with a few of data and the keel/rudder will be automatically added to your model.
You’ll then have to move it to the convenient location (it’s inserted at coordinates 0,0,0).
It’s a half keel/rudder added to the ship’s half-view. So, if you want two keels/rudder, you’ll have to order the software to draw the other side (symmetry modification button), to eventually give it an angle and then to move it off the symmetry plane.
The hardest point it to get the perfect shape on the very first step (span, chord, sweep angle, etc.).
Without a sketch, it may sound confused, but if you already draw a model, you’ll quickly understand the thing. 🙄
Note: I can see any screenshot (maybe a problem with my computer… 😕 ).
I side with GLS.
As a former AutoCAD user, I remember how easy were the rotations, translations, symmetries, circle and offset drawing, etc. Just pressing two or three times the mouse button and entering a radius, an angle or distance…
I suggest to implement a “Selection by mouse” button near the coordinates boxes in the convenient dialogue windows (like it exists, too, in spreadsheets programs to choose a box’ coordiantes meanwhile you’re typing a formula).
Welcome on board, Sujeethmo!
Indeed, you can easily get sections in all three directions (horizontal, longitudinal and transversal), plus the diagonal.
When the ships’ surface becomes parallele to the section’s plane, you get strange splines, so move it slightly (or avoid this superimposition by deleting the concerned section) in the sections’ dialogue box.
If you use screenshots to print, I sugest you draw a box around your model (there’s a button to draw basic shapes) thus the auto-zooming function will be locked on this box and you’ll get all your sections at the same scale.
- This reply was modified 5 months ago by Icare.
I don’t understand the problem you have with “collapsing or combining the two points in the center” (english in not my mother tongue).
I can just remind you that you can collapse a point only if it has only TWO edges connected to it, that means the collapse will not delete anything more than the point.
About drawing a symmetrical boat, just draw the fore part, then just ask the software to draw the aft part by a mirroring operation. Thus the bow and the stern will be just the same.
Fanger is right, I couldn’t find the manual. either it’s well hidden, either it’s missing… 🙄
It convincing me to continue as I am doing right now
It depends on what you’re expecting from the software Delftship.
Since you’re building boats, you need the most efficient result in buoyancy calculation and draft drawing.
But Delftship can be used for simple illustrative purpose, without any worries of physics, too.
I already used it to explain the kind of poster for a show I was imagining, to show a cremone/espagnolette however I hadn’t any camera, and to draw an electrical connection diagram.
And, concerning Delftship‘s main puropose, naval design, when preparing a simple skiff you may wish to draw the planks’ inner face, just to know the cross pieces’ profile and how to cut them (outter profile minus the planks thickness and eventually minus the inner reinforcing parts).
Hey! 💡 Don’t you feel this latest sentence needs a sketch? Delftship can be the convenient tool. 😎
- This reply was modified 6 months, 3 weeks ago by Icare.
Did you try to use a “negative” distance? (positive -> outward… negative -> inward).
If it works, you may get a strange behaviour of this operation when the hull curvature’s radius reaches the offset surface’s distance, in the region of the stem or in the sternpost for example (the surface may cross itself).
Drawing the planks’ inner face may be tricky because Delftship will consider them as a supplementary surface to be developped (in the cutting draft) and to be taken in account (in the weight & buoyancy calculation).
I strongly suggest you draw these extra surfaces in an other layer using a special setting to have them NOT taken in account in the cutting draft and buoyancy calculation).
As Iosif suggested: read the manual and test each command using one of the example models to see how it works. It answers 99% of the problems.
Since you have a 2D designer background, it will be easier for you than for many other users. 😉
Once you’ll have understood the use, and only then, you’ll be able to draw your work of art.
Note 1: A “no longer needed point” is a point connected to two edges only. If you “erase” it, you won’t modify any polygon.
Note 2: If you DELETE a point or an edge, you’ll punch a hole. If you COLLAPSE a point or an edge, you’ll erase it leaving the surface undammaged (but probably slightly “flatter”). Look for these buttons, they work differently.
To be more acurate than Maarten, I suggest:
- select all the no longer used points along the edge to be collapsed (if any);
- collapse them;
- select the edge itself;
- collapse it.
The thing you have to understand is that the edge collapsing opreration is just the contrary of dividing a polygon: you want to patch up together two polygons into a single one. So it’s possible you may have to simplify the mesh around the edge to be collpased for the software can find only two polygons to patch up together.
If a point refuses to be collapsed, it means it is still used by more than two polygons. Collapse the supernumerary edges before collapsing the point.
If an edge refuses to be collapsed, it means it still contains a point (used or not). Collapse this point before collapsing the edge.
… and, of course, read the manual… and understand it and test each command to see how it works. It answers 99% of the problems.
English is not my mother tongue, but I tried to understand your problem.
I’m still using an old version of FreeShip, but if nothing changed, the INTERSECTION function applies only to polygon’s edges. The software finds where a line crosses a surface, creates a point and connect it to the next intersection point. You have to understand it’s slightly different of the actual intersection of both surfaces.
Do you want to draw a draw a transom based on a sloping cylinder’s flank?
If so, and without having my computer at hand, I’ll suggest you ask FS draw a cylinder wider than the hull, rotate it slightly forward or backward (say 5 or 10°), delete its front part, then ask FS to determine the surfaces’ INTERSECTION (Deck/Cylinder, Side/Cylinder, bottom/Cylinder).
This will give you many points. Their connection may be somewhat weird, so you may have to redraw the intersection curve by drawing yourself the edges connecting the points.
Once you’re satisfied with this curve, you can definitevely delete the hull’s excess part and the cylinder itself (it was just a template). Do not select the new edge meanwhile deleting the exces parts.
Then close the hull by creating new polygons based on the hull’s aft edge.
I assume this will give you a more or less developable transom.
On the old version I use, I noticed that asking the intersection of a surface by an other one (say the hull by the transom) doesn’t give exactely the same result than asking the intersection of the second surface by the first one (say the transom by the hull).
Well, I’m my normal self again! 😎
I noted there are now many more possibilities on the new forum, and there’s an awesome implementation: Members can communicate directly by PM instead of the public forum. 😛
It will help giving more details in one’s own language when required.
My opinion about the new forum in an only word: Great!
Dank u zeer, Maarten!
I’m discovering the new forum… and I already noted a change:
The posts’ authors’ names are not the usual ones.
On the old forum, I was Icare meanwhile on the new forum I’m Démerzel.
Démerzel is the name I used when I openned my account on Delftship and Icare is my identity on the forum. There’s a litttle difference that may puzzle the people.
For example, are you Maarten or Marven? 😉
An other point: Where are the smileys? I think they can help modulating one’s speech’s tone.
I can’t read your file (my old steam-powered computer allows me running only an old Delftship version).
One year ago I wrote a how-to method for drawing a tunnel for a bow-thruster, which is an illustration of connecting a cylinder to the hull by a rounded surface. I assume reading it will help you join the skeg to the hull.
For a sharp connection, the SURFACE INTERSECTION function can give you the connection ridge, then delete all excess surfaces on each layer *plus* a row of polygones on *only one* of the layers, finally and connect the remaining surfaces by adddina new surface on the convenient layer.
Don’t forget to set the connection ridge as a *sharp* chine if it appears as a soft chine.
First of all, remember that each word is important (each thing has its name)… mainly when you use a foreign language… errr… when **I** use a foreign language. A well-chosen picture is more elling that a long speech.
For me, a bulb is not a skeg, and a skeg is not a rudder.
If you want to draw the hull’s protusion the scew’s shaft is sticking out of, I assume that reading an old topic about creating protusions and receseses on a hull will help you:
If you need just a rudder or a wing-like keel, there’s a tool in the toolbar called KEEL AND RUDDER. It allows you to create this “fin” and to import it in your model.
Does this help you?
If not really, encircle on your picture the hull’s detail that’s puzzling you, and I’ll try to propose you an illustrated “how-to” guide.
A last advice: Always read the manual, understand it, practice each operation. That’s the way I learnt using Delftship. Nothing all cooked will fall down into your mouth, as we say in french, you need to use some brain juice. 😉
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