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  • in reply to: Show me your ships! #39447

    ¡Gracias Cruz! Veniendo de ti es un honor.
    Thanks Cruz! Coming from you it’s an honor. B)

    Tell me, I need an engineer advice: Do you have an opinion about their helming system? Do you think these flaps can change the boat rolling angle and then change her route? Will it work even at low speed?

    in reply to: Tutorial for bow stern / modelling #39446

    I guess that the problem is about the new surface closing: it has no deck, so the software warns you that water can enter the hull by the top of the hull.

    There’s a button to identify the points concerned by the leakage problem (to be used in framewire view). If all the pointed out corners are along the top of your new surface, it’ll be the problem I’m talking about, and you’ll have to close the volume, either by drawing a deck (even a fake surface just like a tarpaulin), either by drawing a new surface joining both faces of the skin (the edge’s thickness).

    An other leakage problem can come often from the point along the plane symmetry. Then select them all one after the other (keeping the CTRL key pressed) and change their Y coordinate (which must be blank if there’s a problem) to 0. Coordinate Y=0 mean the points *must* be right on the plane of symmetry.

    in reply to: Tutorial for bow stern / modelling #39434

    If you drew the inner surface of the boarding, there’s a button to order Delftship to draw an OFFSET SURFACE (that is the planks’ other side), but I’m affraid it will draw the inner surface (theoricaly, you’re suposed to draw the outter surface first).

    I checked for the OFFSET SURFACE button’s use, and I found you can enter a NEGATIVE distance, which gives you an INWARD offset, meanwhile a POSITIVE distance will give you an OUTWARD offset.

    I’ll have to read the manual again. :whistle:

    in reply to: Show me your ships! #39433

    A boat has been under repair for years in the port near my place. It’s a racer that, I assume, crashed and a mechanic bought the wreck to rebuild it.
    She’s strange… The screws are facing the bow and the helming system looks like airplane’s flaps.
    I tried to render her figure from memory in this project (10 meters long!).

    in reply to: multi chine race- rowboat #39430

    Hi Rolf!

    I’m back with two models.

    The first one is made of 4 planks (plus the fore and aftdeck) and has vertical sides.

    The second one is made of 6 planks (plus fore and aftdeck) and looks a little more like your picture.

    I drew both of them for shallow water (0.175m draught) and very calm waters.

    According to the software calculation, the first one should weight about 600 Kg and the second one about 550 Kg (gross weight including crewmen) according to the draught I arbitrarily chose.

    They probably don’t look perfect, but you can modify them. 😉

    in reply to: multi chine race- rowboat #39427

    First of all, remember that on this international forum we have to use an only language for every one can follow our discussions. Martin, our webmaster -and software designer- chose english. A pretty good choice because most of us don’t understand the dutch (holländisch) language. B)

    I’ve been using Delftship for years and the basics remains the same…. You draw the model in 3D, that is any change in a view appears automatically in any other view, since you don’t change the view, but the 3D model itself.

    I think it’s better to begin you project using Delftship, because it was designed to draw hulls. Then if you need to draw more and if you can’t do it with Delftship, you may export your model to other 3D modellers to complete it. But for a 6 planks’ boat, I assume Delftship can do it all.

    When you start drawing a new model, you have to enter the boat’s length, beam (total width) and height and the number of polygons (don’t worry, you can change them later). Don’t forget to check for the unit of measurement (meter or foot). then a default model is automatically generated using these data.

    Then, in the MODEL PARAMETERS, you can set the draught and the water density (salinity).

    If you’re not exactly satisfied with this dafault model, you can play with it like with plasticine by changing the points coordinates, moving polygons’ edges, extruding (prolonging) edges…

    For your project, you’ll hace to draw each plank on its own layer, thus you’ll be able to print a cutting drawing. For this, you’ll probably have to delete each plank on after the other and re-draw it in a new layer.

    I’ll try to post you here a quickly made 6-planks model tomorrow.

    in reply to: multi chine race- rowboat #39424

    Hallo Rolf, und Willkommen an Bord!

    What do you mean with “Now i be stuck !“. :huh:

    Do you mean you aren’t satisfied with the default boat automatically presented by Delftship and just don’t know what to do to get THE boat as you imagine it? If so, I assume Delftship hasn’t much changed (in it’s use) since the last time you used it:

    1. Activate the WIREFRAME button (Draht?). It will present a mesh a polygons around the boat.
    2. Move the points at the polygons’ angles (either by clicking and draging them, either by changing their coordinates’ numbers);
    3. It seems you already have a decked hull, so punch a hole in this deck (by selecting polygons’ edges and pressing the DEL key of the keyboard -ENTF-TASTE?-).
    4. Draw a little wall to protect the man-hole from the waves (by selecting the hole’s all concerned edges and pressing the EXTRUDE button -Extrudieren?-).

    I skipped a few of operations, but broadly, you’d get YOUR boat. Then you’ll have to tweak it by dividing polygons to get a well curved deck for example, or by adding cylinders to get the oars’ supports…

    If all this seem too confusing, go back to basics: read the manual and practice at once using an already made hull.

    I hope this will will help you – Ich hoffe, dass das Ihnen helfen wird. 😉

    in reply to: Tutorial for bow stern / modelling #39413

    If you need a model to “play” with, I posted one here a few of months ago. Change the points position and you may get a pretty good base to draw your ship.
    Anyway you can have a glance at the way I positioned them to get the shape of these old fashioned ships.

    in reply to: Tutorial for bow stern / modelling #39409

    Hi Tim, and welcome on board!

    Bow and stern:
    It isn’t easy to explain the way to do. I suggest you look for an already made model that looks like yours, and to get inspired by it.
    My way is to “close the box” first just by creating a more or less vertical surface between the bottom and the flank (I’ll add the deck later). Then I divide this surface in polygons and “inflate” it. when I’m satisfied with the curves, I enter in details drawing.
    Concerning the stern, sometimes with this kind f old ships, it’s easier to draw it verticaly and then to tilt it slightly.

    The hydrostatics calculation must be based on the outside surface of the hull (the inner structures do not must enter in consideration).
    If you drew the inner surface of the boarding, there’s a button to order Delftship to draw an OFFSET SURFACE (that is the planks’ other side), but I’m affraid it will draw the inner surface (theoricaly, you’re suposed to draw the outter surface first). I suggest you EXPORT the surface as a ship PART and IMPORT it again (way to make a copy), then MOVE it slightly outwards (except the symmetry edge), just the distance of the boarding planks thickness.

    Planks’ thickness:
    In the layers’ dialogue box, you can enter the material’s thickness ans density. This is *NOT* drawn on the model, but is used for the total weight and center of gravity calculation. If the model’s layers are heavier than the displacement (such as drawn), there’s something wrong: you must increase the draught.

    Does it help?

    in reply to: Hello from new Member #39397

    Don’t worry: many members of this forum aren’t native english speakers (I’m well placed to say it, my identifier is not “Icarus”, but “Icare”).
    …and sometimes it’s hard to use english meanwhile you know the other member speaks you own language or you know you can use his own language more fluently than english. :unsure:

    If we had to use the software’s designer’s language (Dag Maartin! Hoe gaat het? 😉 ), Many of us would be really puzzled.

    An other solution could have been to let the members to use their own language, but it would quickly get messy… :pinch:

    So, finally, the rule here, is to use english.

    in reply to: Hello from new Member #39395

    Hi Sönke, and welcome! :cheer:

    I never use background images (and a use an outdated version of Freeship :blush: ), so I can’t help you with your present problem.
    But I can give you a few of advices…

    Did you read the manual?
    I think the best way to learn Delftship’s une is to lad an already made model, to read the manual and to test every function using this model at once. Tus you can easily understand the function and its use. And only later you ‘ll be able to work at you own project … without being puzzled by a command you didn’t learn.

    One thing you must understand is the use of the layers. You can consider you’re drawing on transparent plastic sheets (the layers). For example you can use a layer for the hull, one for the deck, one for the transom, one for the masts, and so on. Don’t hesitate to use many of them, it will make you task easier on complex models.
    Each layer has its own characteristics. The “visibility/invisibility” can be tricky, because you can draw a surface on an invisible layer (in that case, it seems you didn’t draw anything, but you actually did it) and because a visible surface remains connected with its neighbouring surfaces (even on invisible layers) and continues sharing their common edge and corners. But the “visibility/invisibility” is very useful when you have to focus on a detail and don’t need see the whole model.

    A last advice for today: there’s a SEARCH button on this very forum. Don’t hesitate to use it, but remember to search without date limit: We probably already met you problem and shared a solution… many years ago… and the discussion vwill probably remain relevant tru the many versions of Freeship.
    Look: Just searching for the words “background image” I found six (!) pages of posts: http://www.delftship.net/DELFTship/index.php/forum/search?query=background%20image&searchdate=all&childforums=1
    I assume you’ll find your answer among them…
    (Don’t forget to search with no time limet: Any date and Newer!)

    Se you soon on the forum!

    in reply to: leak points again #39366

    I didn’t forgot how I’ve been helped when I arrived on this forum. So now, I share my knowledge. It’s my way to thank the community. 😉
    …and it allows me to be considered as the-man-who-knows. :whistle:

    Concerning Icarus problem, I already imagined a solution to help him completing his travel: B)

    in reply to: leak points again #39363

    Hi Jaytee!

    I don’t know how you work, but the transom must be drawn by extrusion from the bottom AND the side at once. This way you’ll be sure it will be connected to both surfaces (Same process concerning the deck: extrude it from the side and the transom at once). For the transom, select the whole aft edge of the ship, extrude it upward and inward at once, then remove a few of points (the angles), eventually a few of vertice, them move the new edge’s points to their final position.

    Concerning the superposed points: As a beginner, avoid using them. They can only put you in trouble because you’ll never know which one you’ll be using. I use them as seldom as possible. Anyway, I use them to connect two tengent surfaces and, if these surfaces are used for the hydrostatics calculations THESE SUPPERPOSED POINTS MUST BE CONNECTED BY A THIRD SURFACE, even if it won’t be really seem. Consider this third surface as putty. 😉
    If you really need to use them, draw them besides their final position (say 10 cm on a small ship), check for the leaking points (by using the CHECK MODEL button), and once you’re really sure, move the points to their final position.

    Concerning the bulkheads (and any inner detail), think of unchecking the “Used for hydrostatics calculations” checkbox in the layers’ dialogue window, because, these surfaces won’t be wet… theoricaly… 😉 Delftships doesn’t like edges and prefers closed volumes.

    I hope this will help you!

    in reply to: start and scale #39355

    Salut Capucin1!

    I feel you’re a french speaker (like me! :cheer: ), but since we’re an international forum, we discuss in english.

    I ‘m still using an old version of Delftship, but it sounds the new version contains a few of bugs. On another hand, Marven (our webmaster and Delftship’s designer) didn’t post any message for more than one year ( :blink: ). Don’t worry, he’s still visiting the forum, but I assume he’s too busy to post anything. Maybe he’s working at the new version… 😉

    So I suggest you to find and download a previous version… thus, you’ll have the convenient tutorial.

    Note: On my *old* version, the SCALE operation uses the origine point (0,0,0) as center, so the scaled object will be moved if it is not centred on the origin point. A solution canbe to move the selction to the origin point, to scale it, then to move it back to its place.

    J’espère que cela t’aidera. B)

    in reply to: Face Normals Get Flipped When Collapsing Edges #39353

    When you change something in a perfect model (punching a hole, collapsing polygons’ edges…), the software can be puzzled between inner and outer surfaces.
    When you click on the “CHECK MODEL” button, it will reconsider the whole model, find the leaking points and flip the surfaces when they look odd in its “eyes”. When the volume is closed (when there’s a deck and no leaking points),the operation works well. But when you have too many leaking points, too many “inside out” surfaces, an open volume (no deck), the software can give you strange results.
    Generally, you just have to click on the “CHECK MODEL” button again, and then you’ll get the expected result.

    You can get many inside out flipped surfaces when you draw polygons one by one by selecting their corners. In the manual it’s said you have to select the points clockwise or counter-clockwise (depending of the camera position: inboard or outboard). Just remember this when selecting the points! 😉

    Mind you: I drew a Klein’s bottle and the software could understand how to flip the surfaces! B)

    The Klein’s bottle is a mathematical curiosity: a non-orientable surface. With such a bottle, there’s only one surface which is inner and outer at once. (Wiki link: https://en.wikipedia.org/wiki/Klein_bottle). It’s a little like the Moebius’ strip (Wiki link: https://en.wikipedia.org/wiki/M%C3%B6bius_strip) applied to the volumes…

Viewing 15 posts - 31 through 45 (of 201 total)