Waypoints and polars

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Waypoints and polars

Postby philippeguerindon1 » Tue Oct 05, 2010 5:11 pm

Hello all,
If anybody knows the answer ...
When placing waypoints onto the user interface of the game, the course will not be represented by an interger.
I wonder how the engine calculates the boat's course.
Are the polars interpolated or is the course calculated according to the nearest integer course (cap in French).
Sorry for my English

Philippe
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Re: Waypoints and polars

Postby omar » Wed Oct 06, 2010 12:44 pm

In the "Other" tab, Track Designer Settings
there is a field "Line snap mode".

Choose "integer courses". Hold the [Shift] key while adding
points to the track. This tells the track to use only integer courses.

If you choose "polar vertices" (and hold Shift) then the
track will snap to nearest polar chart vertice direction
(of course winds and a polar chart must be loaded)
The polar chart vertices are locally optimal courses.
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Re: Waypoints and polars

Postby philippeguerindon1 » Wed Oct 06, 2010 1:56 pm

Omar, thank's for the answer but my question was about the Virtual Regatta interface.
I already use you tip to to use interger courses with VRTOOL.
The question is : how the VR engine calculates the speed when the effective course is not an integer between two waypoints.

if anybody knows ...
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