Icare

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Viewing 15 posts - 166 through 180 (of 201 total)
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  • in reply to: Probleme with export DXF format linesplan #36261
    Icare
    Participant

    May be AutoCAD 2010 is too old and cannot recognize files created by DELFTship in 2012… may be… :huh:

    I suggest you buy the latest AutoCAD version :S or try the export operation using a Delftship older version.

    You can find an old free version in the topic I initiated when I was using an outdated computer: Here.

    I could export its files in AutoCAD 2002, so I assume AutoCAD 2012 will do, too.

    in reply to: Model with Rudder and fin #36260
    Icare
    Participant

    Fins and rudders must be drawn apart, exported as ship elements, then imported in your model’s file (still as ship elements) and moved to their final location.

    in reply to: Recording problem #36259
    Icare
    Participant

    Salut à toi, Doumay!

    Et bienvenu dans la communauté des utilisateurs de DelftShip!

    L’aide étant en anglais, tu risques d’être bien em…bêté 😉
    You’ll be probably puzzeled with the help file since it’s in english 😉

    Un traducteur humain sera toujours meilleur qu’une machine.
    An human translator will always be better than a computer.

    Quel est ton problème exactement? Veux-tu acquérir la version professionnelle (et payante) ou seulement enregistrer tes dessins?
    What’s exactly your problem? Do you whish to get the professional version (and to pay for it) or only to save your models?

    * * *

    Pour activer la version professionnelle:
    For activating the professional version:

    (voir illustration p.5 du manuel)

    Après avoir installé la version professionnelle (pas la version gratuite!) de DELFTship, tu dois d’abord enregistrer ton logiciel pour obtenir la possibilité de sauvegarder tes oeuvres ou de les imprimer. L’enregistement se fait en envoyant un code d’enregistrement (voir plus bas) à: support@delftship.net

    Ce code d’enregistrement est utilisé pour générer un fichier de licence qui sera envoyé par email et que tu devras placer dans le dossier du logiciel (normalement: c:program filesdelftship). Ce n’est qu’alors que le logiciel sera pleinement fonctionnel..

    Attention! Le fichier de licence dépend de plusieurs composants matériels de ton ordinateur, le logiciel ne fonctionnera donc que sur l’ordinateur (ou les ordinateurs) sur le(s)quel(s) le code d’enregistrement aura été généré. Si tu souhaites utiliser le logiciel sur plus d’un ordinateur, DELFTship BV peut te fournir une licence supplémentaire si tu la réclames. Si tu as changé un élément matériel de ton ordinateur, ton fichier de licence pourrait ne plus fonctionner, et tu pourras alors demander un nouveau fichier de licence.

    Les licences supplémentaires sont fournies sous réserve de “bon usage”.

    Tu peux trouver le code d’enregistrement en bas à gauche de la fenêtre “A propos de…“. La fenêtre “A propos de…” est accessible depuis le menu principal et se trouve sous le bouton “HELPAbout” (ou peut-être “AIDEA propos de…Eh! Je n’ai pas la version profesionnelle, moi 😛 .

    Ce code se compose de plusieurs groupes de quatre caractères, ces groupes étant séparés par des espaces. Tu peux taper ce code manuellement dans ton email client, ou le copier-coller.

    Mais la façon la plus simple reste encore de cliquer sur le bouton “SEND” (“Envoyer“) placé juste à droite du code d’enregistrement. Cela génèrera automatiquement un message d’email avec ton code d’enregistrement comme contenu, prêt à être envoyé à Delftship BV.

    * * *

    (Note to the Delft Team: These registering directions in french are not to be printed “such as they are”. If you need to re-use them, send me an email. It’s not a question of copyright but of accuracy: a few of points can need an answer since I don’t use the profesional version).

    * * *

    Pour enregistrer tes dessins:
    For saving your models:

    Cela se passe dans le menu “Files” (tout à fait à gauche de la barre d’outils).
    This is managed under the “Files” menu (on the left side of the tools bar).

    New = Nouveau dessin

    Recent = Ouvrir un dessin récemment fermé

    Open = Ouvrir un dessin

    Save = Enregistrer le dessin en cours (il faut d’abord lui avoir donné un nom en l’enregistrant avec le bouton suivant)

    Save as = Enregistrer sous… (cela permet d’enregistrer ton dessin et de donner un nom au fichier en même temps)

    Import = Importation d’images (pour faire un fond qui servira de modèle) ou de dessins complets ou d’éléments de bateau (gouvernail) dessinés auparavant, etc.

    Export = Exportation de ton dessin sous forme de liste de points, de ton dessin au format DXF (pour l’ouvrir avec d’autres logiciels), de ton dessin sous forme d’éléments pour un autre projet plus grand (Tu exportes ainsi une chaloupe, ensuite tu l’importes depuis le dessin d’un paquebot, cela évite de la redssiner 36 fois!), etc.

    Info = ??? (Chez moi, ça ne donne rien :unsure: )

    Close = Fermer le dessin actuel mais garder FreeShip ouvert (Pense à sauvegarder avant!)

    Program settings = Paramétrage du logiciel
    Dans “Preferences“, je te suggère de choisir:
    Language: Français ou … Franais (apparemment, la cédille n’est pas prise en compte :blink: ) cela pourra t’aider un peu.

    Exit = Quitter FreeShip et retourner sous Windows

    * * *

    Voilà! Est-ce que cela répond à ton problème?

    Icare
    Participant

    Sorry, I can’t read german… Well, I probably can read it (awfully), but I can’t understand anything. :whistle:
    For me it’s worse than reading tagalog (Philipinas Islands main language) or chinese (I can read numbers up to 3 😛 ).

    An other suggestion for selecting many points at once could be to draw a box with the mouse. All the points included in the box would be selected. This works on the CAD software I’m used to work with.

    Concerning the stability considerations, I ain’t a good judge: I much more studied airplanes than boats. And boats aren’t planes… except concerning the seaplanes B) But this could be matter for a whole book.

    Icare
    Participant

    Hi Ralph!

    You can find the explanations for new layer creation in the topic Those-damn-chines“ initiated by Lomic.

    Don’t forget: before setting a layer non symetrical, you have to disable its “hydrostatics” checkbox.

    Once you drew the “half” of the non symetrical ship part, order the symetry operation (Tools tab_TransformMirror, that is the two triangles). Then select the layer(s) you whish to copy symetrically and the symetry plane (generally: vertical). Only a whole layer can be symetrically drawn, not a part of a layer. Do not disable the “Connect to existing points” checkbox, this will automatically keep the layer’s new half knited to the other side’s points.

    Note: non symetrical hulls can be drawn, but the hydrostatics calculations can give strange results.

    in reply to: Those damn’ chines #36227
    Icare
    Participant

    I select the outter edge of the hull in the “bottom” layer

    I ain’t sure I was neat enough: Take care to understand the layers’ thing. When you extrude a polygon’s edge, the new polygon you’ll create will pertain to the layer whose name you can read at the Layers dialogue box’ bottom. In your case, you must read “Boarder” as layer name, thus any new polygon you’ll create will pertain to the Boarder layer, even if it was created by the extrusion of a polygon from an other layer (Bottom layer). If you miss this point, the developability is impossible, and I’m affraid there’s no way to move a polygon from a layer to an other layer, except to delete and re-draw it… and when you understand this, you may have a whole net of meshes to re-draw. That’s why I suggest to use different colors for each layer (layers’ dialogue box). You can also check for the layer mistakes by displaying them only one at once, but it takes much more time. 😉

    So, are your planks on different layers?

    If they are so and if the developability is still faulty, it can be because of an useless complexity of the design. Look at the following examples:

    – In the first example, the median lines (I circled their center) are of no use, but they make the bottom to be considered as non-developable… however it is developable.

    – In the second example, I deleted these lines. But two simple and unused points lost on the middle of their lines (not corner points) can be considered as harmless… but they spoil the whole boarders’ developability computation.

    – In the third example, I finally deleted the points, too, the design is as simple as possible, and it looks finally developable.

    Remember: the simpler, the better!

    Icare
    Participant

    Hi Ralph!

    Above all, do not cut your ship in halves: Once separated, two parts from a same original net cannot be knitted back together (at least, as far as I know), and this will create leak points. Once the net is broken, you cannot “glue” its parts back together. (You can only replace a missing mesh… this is how to create a window pane B) ). Well, this consideration is valid for FreeShip, and I assume it doesn’t work better with DelftShip…

    Second preliminary remark: Are you sure that only the ship’s length was changed? Length was the most obvious change between the two versions of the ship, then the periodical had to comment this change. But, may be, the same scale factor was applied to the width and to the height, and for they are much less remarkable, these changes weren’t mentionned. Furthermore, I guess that changing the length but not the width or the height can have a negative effect on the ship’s stability.

    Well, now if you’re sure that only length was changed…

    The only way I can suggest you is to move the bow part forward. The result will be not really perfect: the ship’s mid-section will be streched, and this will make a ship with flat flanks, but this can be subdued by moving the neighbouring stations towards the center of this streched part. The model’s meshes are like… errr… rubber-made.

    So, select the ship’s fore part’s polygons edges (only half of the edges are required, either longitudinaly, either lateraly… the whole polygon will “follow” its edges) from the bow to the maximum beam (included or not included, it doesn’t matter). Do not forget the stem central line. The more you drew polygons, the longer the time you’ll spend selecting them, and the more you can forget one of them… Too bad for you… :whistle:

    Then order a forward move for the selected polygons (The 4-directional arrows button, under the the TOOLS tab).

    This will pull the ship’s fore part forward, and strech the mid-section. We’re close to the result you’re expecting, aren’t we? Can you see the ship’s flat flanks? We’re going to subdue this.

    Now, move the stations toward the center of the streched part, and make the meshes interval more regular. (Only the stations’ position, not the points coordinates). A larger move for the closest stations, a smaller move for the farthest stations. At this point, do not change anything to the stem or to the transom. You can check the net regularity by comparing the new ship’s Gaussian Curvature (or Zebra shading) colors scheme with the old ship’s.

    Finally, the bow has been moved away from the stern, but both parts’ profile (stem & transom) haven’t been modified, neither the height, neither the width.

    Note: Instead of moving the neighbouring stations, you can create a series (or many) of new meshes by dividing the “faulty” meshes… and find all the new points’ coordinates… Good luck! :whistle:

    Illustrated example using the Ship Demo 7 (forwared with FreeShip):

    in reply to: Sliced hull #36218
    Icare
    Participant

    Hi Alex!

    I don’t understand the word “cave” in this context :dry: .

    But, yes, you can “cut” your hull in four different directions:

    – horizontally (waterlines) 🙂
    – lengthwise (buttocks) :side:
    – cross-sections (stations) :silly:
    – diagonals :sick:

    You can find this under the TOOLS tabProjects ToolsIntersections (the second button from the left: Hull & scissors).

    In the dialogue box, choose the tab corresponding to the cut direction you need.

    Then, click on the dustbin. Yes! Deleting them all is a good way to begin, thus you can cancel the default settings and order your owns.

    Clic on the “+N” button and choose your own settings:
    – Start & End values are the X, Y or Z minimum and maximum you’re interested in (waterlines for the aerial aren’t specially useful!).
    – Interval is the distance between two cuts (1 by 1 centimeter is possible… 0.1 millimeter by 0.1 millimeter, too! :woohoo: )

    The “+1” button adds only one new section (section = cut in technicalese).

    Nothing new appears? Activate the sections’ visibility:
    Click on the convenient button under the HOME tabHull display: Black, red, blue or black (again) hull frames (not the View buttons grouped on the right).

    Is this the answer to your question?

    in reply to: Those damn’ chines #36211
    Icare
    Participant

    Theory:
    If you wish to cut plywood planks based on your design, you have to keep in mind that planks can be bent in only one direction (they aren’t rubber made!). That is you can make a cylinder (a pipe), but you can’t bent the cylinder and make a torus (a donut) or close its edges (and form a sphere) or bend a square in two opposite directions (and form saddle shape). You can experiment this for cheap, just using paper 😉 It the paper makes a crease instead of a smooth bend, the plank will break.

    In Delftship/Freeship, each plank (of wood) must be drawn on a different layer (of virtual tracing paper). Thus, if your design is correct, DS/FS will unfold each plank without stretching it.

    Practice:
    So, once the bottom is drawn, rename its layer “Bottom”.
    Create a new layer and rename this new layer “Border”, and change its color, too (this makes easier to see which layer you’re working with).

    Now, select the Border’s layer, then select the bottom plank’s outter edges, and extrude them upwards and slightly outwards. This wild create the border’s ***base*** in the Boarder’s layer (i.e. in an other layer than the bottom’s), and they will be knitted together (this will avoid the leak points).

    Now, select each point on the border’s top (one after other) and move it to its final coordinates. Check for the «developability» of the planks using the convenient button (in FreeShip v.5.x, the red hull in the right of the Home menu). Note: The Gaussian Curvature can be used, too (the green and orange hull, besides the Developability button)… if you can understand the colors meanning. Think of setting the precision rendering as high as possible with the «Low/Medium/High/Very High» button (on the left of the Home Menu).

    Then, you can check for the unfolded design using the Unfold button (Tools menu).

    I quickly made a five-planks model to show you the operations and the buttons (using FS 5, but these buttons exists in older versions, too). You can find bellow the different stages of the operations on the screenshots below, and I added the model’s file (for FS 5).

    in reply to: Hello and a simple question #36186
    Icare
    Participant

    No problema, Carlos!

    But I’ve to mention that I am NOT member of the Deft developpement team, but just an user like you. I’ve been using DS for a longer time than you, that’s all. 😉

    I remember I was quite puzzled on the begining: my computer was too old to use the DS version on the time I discovered it, and Marven offered me the link to an older version.

    Now, I thinks I’ve to help the newbies (and the others, too :whistle: ). That this forum’s spirit, I feel.

    So, if you need more help, just create a new topic, put your question, and if someone (me or anybody else) feels helpful you’ll get an answer… or many answers 😉

    My weak point is I know absolutely nothing in ship design theorics (I prefer airplanes).
    My strong point is the 3D modelling.
    So I can help you using DS, but not designing a *good* ship.

    Here on this forum, there’s an other member who can be very helpful to you: Cruzmayora (He made real ships and he speaks spanish, too!).

    Hasta la vista!

    in reply to: Hello and a simple question #36175
    Icare
    Participant

    Hola Carlos!

    Bienvenido en la comunidad de los utilizadores de FreeShip/DelftShip!

    The EDIT commands are enabled only after you changed something (UNDO), after you canceled an action (REDO) or after you selected a point or a polygon’s edge (DELETE). Until this, the buttons are greyed because thet’re just useless.

    Los botones de la seccin EDIT son utilizables unicamente después que hayas cambiado algo en tu dibujo (UNDO), después que hayas cancelado una accion (REDO) o después que hayas seleccionado un punto o una arista (DELETE). Antes de hayas echo una de estas acciones, los botones son grisaceos porque no son utiles.

    Perdoname mi español, me faltan muchas palabras, jé, jé, como a mi inglés 😛

    in reply to: Where the hell is it? #36136
    Icare
    Participant

    Remember: You can access the Download database only after you logged in.

    in reply to: Cat’s and Tri’s #36082
    Icare
    Participant

    And here you have the example’s file itself:

    Attachments:
    in reply to: Cat’s and Tri’s #36081
    Icare
    Participant

    Well! I’m back after downloading and installing the last version. (Wow! It’s pretty different of the old FS 2.6 I was using. ThanX to the Delft Development Team! :woohoo: ).

    I quickly drew an example for you, taking screenshots from times to times. Here you have the result. Watch a picture, read it’s title, find the result on the next picture. It’s not as easy to draw as to watch the pictures, but if you already understand how to extrude polygons and how to knit them, you’ll succeed.

    Concerning the FreeShip new design, you have to understand how the tools are gathered:

    The layers, points, edges, polygons and display operations are gathered under the HOME tab.
    The meshes operations are gathered under the TOOLS tab (move, rotate, scale, mirror).

    So when you wish to MOVE a whole mesh (or many at once), deselect all, click on MOVE (TOOLS tab), select the mesh(es) to be moved, fill the relative coordinates and click on OK.

    You can move just a point or an edge (or many edges) by selecting them, and clicking on MOVE.

    Remember: Positive coordinates are orientated forward (longitudinal axis), outward (transverse axis) and upward (vertical axis) according to the box you’re filling.

    Remember, too, a few of hydrostatics data are inconsistant with the multi-hull designs: lateral area for example. I assume it’s based on the wetted part along the symetry axis… which doesn’t exists on a catamaran and is not significant on a trimaran (above all with a ship such the one I drew!).

    in reply to: New Hull forms for Ro-Ro Vessels #36060
    Icare
    Participant

    Check for the Wikipedia page:
    http://en.wikipedia.org/wiki/High-speed_craft

Viewing 15 posts - 166 through 180 (of 201 total)