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RE: [PSUBS-MAILIST] 3D Submersible Simulator
Very cool idea's Ray.
My wife is a Flash Programmer creating digital lesson for a company that
specializes in teaching kids and adults who have difficulty learning to read
and much of the graphics and animation work I have done in the past for the
US Navy and Air Force is theory and operational multimedia instruction
programs. Creating a Digital Submersible "Shore" school, as apposed to a
Flight "Ground" school, would be very doable and would probably be done well
before the Sim is complete. Must also have some basic fluid and thermal
dynamics, ocean and river currents, thermal layers etc.
My goal for the Simulator portion was to have support ships, logistics and
some economics added into the mix. Have to make money to buy better
equipment to get the bigger, deeper jobs etc. Basically running a complete
submersible operation.
A free roam practice mode to just sit and swim is also a must... :)
Thank you for the great input...
Vern
-----Original Message-----
From: owner-personal_submersibles@psubs.org
[mailto:owner-personal_submersibles@psubs.org] On Behalf Of Ray Keefer
Sent: Tuesday, June 27, 2006 6:37 PM
To: personal_submersibles@psubs.org
Subject: RE: [PSUBS-MAILIST] 3D Submersible Simulator
Hi,
I'll go one better. I always had in the back of my
mind a sub ground school software program. Consider
Mark Regan's Pilot Licence the final bit. But before
you go that far you have to pass ground school.
The program would entail three moduals:
Theory
Simulator
Practice
In Theory, the student would be walked through topics
familar to any scuba diver. Boyle's law, nitrogen
absorption, pre dive checks, trip planning, emergancy
procedures.... With neato graphics and quizes after
each section. The quizes being composed of a subset of
a large number of questions that where selected
randomly. What I mean is that each student would be
quized with the same number of questions. They would
all be different. No crib notes. ;)
At the end the student would get a big test, again
selected from a super set.
In Simulator, the student would be running a simulator
much like you suggesting. However in advance modes the
simulator should force pre and post dive features.
Like if you didn't strap your sub to you trailer at
the end of the dive it falls off on the interstate. A
real beginning to end simulator. Not a just cruiz
around in the water simulator.
The test would be to plan, execute, and complete a
dive from planning, checks, travel, launching, diving,
recovery, return, post dive in a simulator
successfully.
In the test gotchas would be randomly thrown in. Like
a scuba tank had no air, did the student catch that an
correct before continuing. How about a nick in a view
port. Did the student catch that in pre-launch check
out. Did the student check battery charge? All kind of
stuff.
In the Practice module, the student can set up any of
the Simulator features and adjust the randomness of
faults with control over the environment. Consider
this the play mode. Something goof around with.
Perhaps even connecting to other computers on the web
to have a multiple sub diving experience.
Regards,
Ray
--- "Smyth, Alec" <Alec.Smyth@compuware.com> wrote:
> Oh neat, really interesting. I would think one of
> the most challenging
> things for a simulator would be the pilot's UW
> viewing experience,
> taking into account things like the optical
> distortions caused by
> viewport geometries and the location of the sub's
> lights. I find my
> K-250 to have great visibility upwards, but it is
> very limited in terms
> of seeing anything on the bottom, and that happens
> to be where one would
> mostly want to look at things.
>
> Once you have the visibility figured out, it would
> be terrific to use
> parameters for water visibility and sub speed.
>
> thanks,
>
> Alec
>
> -----Original Message-----
> From: owner-personal_submersibles@psubs.org
> [mailto:owner-personal_submersibles@psubs.org] On
> Behalf Of Jon Wallace
> Sent: Tuesday, June 27, 2006 1:45 PM
> To: personal_submersibles@psubs.org
> Subject: RE: [PSUBS-MAILIST] 3D Submersible
> Simulator
>
>
> Hello Vern, and welcome.
>
> Who is your target audience for the simulator? I
> think modeling
> the K-250 or K-350 would be interesting for a lot of
> people who frequent
> this list.
>
> Jon
>
>
> -----Original Message-----
> From: owner-personal_submersibles@psubs.org
> [mailto:owner-personal_submersibles@psubs.org]On
> Behalf Of Vern Shurtz
> Sent: Tuesday, June 27, 2006 10:55 AM
> To: personal_submersibles@psubs.org
> Subject: [PSUBS-MAILIST] 3D Submersible Simulator
>
>
>
> Good morning fellow enthusiasts,
>
>
>
> After scouring the web for resource material on
> submersibles, especially design and construction, I
> run across the
> proverbial pot of gold at the end of the rainbow
> with PSubs.org. :-)
> PSubs.org and its crew of enthusiastic sub designers
> and builders have
> got my technical juices flowing. My original intent
> in my search was to
> explore the feasibility of creating a Realtime 3D
> Submersible Simulator
> that was as technically accurate as possible. This
> is still my primary
> objective but now I am contemplating designing and
> building my own
> submersible. My wife doesn't know about the later,
> yet..... HeHe...
>
>
>
> Here is a brief rundown of my knowledge and
> experience.
>
>
>
> My name is Vern Shurtz. I am a Professional 3D
> Computer
> Artist and president of a Digital production Studio
> specializing in
> Technical, Architectural, and Landscape
> Visualizations and interactive
> presentations with an extensive client list that
> includes
> Lockheed-Martin, Sony, Disney, US Navy and Air Force
> to name a few. I
> have worked in the 3D Industry since the early 90's
> when it was in its
> infancy.
>
>
>
> Prior to my career in 3D taking off in 1995 I was
> a
> Nuclear Mechanical Operator in the US Navy serving
> aboard 2 Nuclear
> Submarines, the USS Sunfish (SSN-649) and the USS
> Phoenix (SSN-702), for
> a total of 6 years of underwater adventure. I also
> served aboard the USS
> Hunley (AS-31), a submarine tender, performing
> Radiological Controls
> duties for 2 years and was a Submarine Damage
> Control Wet Trainer and
> Engineering Systems Instructor and Curriculum
> Developer for my last 3
> years in the service.
>
>
>
> I am still in the planning stages for both
> projects and
> would like to get involved with the PSubs
> organization. I couldn't think
> of a more qualified group of subject matter experts
> and beta testers for
> a submersible simulator.
>
>
>
> My first question is what the PSub community would
> like
> to see in a Realtime 3D Submersible Simulator? I am
> planning on
> Submersible Design and Construction being part of
> the Simulator.
>
>
>
> Any thoughts or comments would be appreciated.
>
>
>
> Vern
>
>
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