It is a containership, it's name is "Cargo Princess"
there is place for either 7 of those 40ft containers or 14 at 20ft.
I'm not sure if also other containers fit - didn't test that..
The max speed is about 28kn.
the ship uses 65 ties to lock down all containers and it's net weight is about ~96 tons.
(Note: the name of the map can be seen at the end of the video)
You may mod it use it and crash it as much as you like!
Consider this ship "Open Source" like Rigs of Rods..
authors:
N/B: me
boat hull: me
Bridge-Mesh and skin: it's from a tanker-mesh, I found as a cc0 3ds file from 3dxtras.com - I added the interior and transparency to windows and resized it.
ROR-Team: Please fix the bug with custom sounds for boats soon - I would like to add some.. - thanks in advance.. :-)
ohh btw - it supports skinzip..
but a minor bug in ROR will kill the videocamera as soon as a non-default skin is selected..
the videocamera works only with the default skin!
sorry..
credits:
NB: me
meshes: me for all except the engines wich are made by Deodat CC0
sounds: uboataces.com and me
textures: cgtextures.com and me
A fictional small & fast multi-purpose boat for Rigs of Rods (tested with 0.38.67). Features:
- Thrust vectoring (arrow keys) for tight maneuvers
- Working rudder (F7/F8) for course fine-tuning
- Can tow other boats (F11/F12 for tug rope, click-&-drag to position end of rope, L to lock on)
- Searchlight (F9/F10 to rotate, N to switch on/off)
- Lights (Ctrl+1)
- Emergency beacons (M) on rescue boat version
- 2 different versions (rescue boat and civilian version without emergency beacons), 5 different skins
- Lots of ropables for all your lifting & loading needs
- Works with the skinzip system
UPDATE 1.1
It's safe to delete your old weasel folder and replace with the new one. Changes:
- Lowered center of gravity to achieve more stability and tweaked engine power to account for the changed handling
- Converted all textures to .dds, easing up a few FPS
If you want to release a mod of this boat, follow 2 simple rules:
- Credit the original author (or authors, if you're modding a mod)
- No conflicts with the original version! Change all material names, mesh names, texture names, give it an all-new UID and GUID.
If you just want to make a skin for the Weasel, make a *.skinzip. After all, that's precisely what the system was designed for. The good news is you won't have to worry about conflicts with the original.
Here is the most recent C1 catamaran boat, also included in the pack is the boat loader off-road transport and boat transport trailer.
the boat has working rudder controlled with F7/F8, adjustable trim tabs F9/F10 and prop depth F11/F12
this boat is also a .load so that you can spawn it at a load bay to load onto a trailer or truck to take it to the water
the off-road boat loader is based off the Oshkosh LVRS by cadillac84 with the addition of a tow hook F5,6,7,8 to adjust position, and the boat loader, F3/F4
the boat transport trailer is based off the default semi.trailer and has the boat loader operated by F3/F4.
instructions for boat loading onto the trailer
- Back the semi onto the trailer and hitch it up like you would any normal trailer
- Press F4 to move the boat hitch back (press once)
- Once this is all the way back, get out of the truck and into the boat.
- Drive the boat up to the back of the trailer hitch so the prongs of the boat are close to the hitch – when close, press ‘o’ and watch the ropes attach and then wait for them to shorten.
- While still in the boat press F3 (commands are forwarded to the trailer) and the boat will be dragged up onto the trailer.
- Once its all the way up, get out of the boat and into the truck, press ‘o’ to lock the boat onto the trailer.
- Then drive away.
Instructions for loading onto the off-road loader
- Press F4 to move the boat hitch back (press once)
- Once this is all the way back, get out of the truck and into the boat.
- Drive the boat up to the back of the trailer hitch so the prongs of the boat are close to the hitch – when close, press ‘o’ and watch the ropes attach and then wait for them to shorten.
- get out of the boat and into the truck - F3 and the boat will be dragged up onto the loader.
- Once its all the way up press ‘o’ to lock the boat onto the loader.
- Then drive away.
for both of them, execute the procedure in reverse order to unload, this can be done on the dry dock or into the water (load and unload)
This pack includes the 'Atlas' class tugboat for Rigs of Rods (version 0.38.67) and 3 different unpropelled barges designed to work with the tug.
The Atlas tug features:
- Nav Lights (Ctrl+1)
- A pair of rear hooks (F9/F10) designed to link to the barges (L).
- A main hook (F11/F12) that can link to most other loads or boats (also L).
- 4 skins
- Works with the .skinzip system
The barges feature:
- An empty generic barge (100 tons)
- A loaded bulk barge (425 tons)
- A liquid goods barge (300 tons)
- Pairs of hooks on each end (F1/F2 and F3/F4) that can link to the tug or other barges
- If two barges are lined up and close enough to one another, they will link automatically (Alt+L to unlink)
FIX
Liquid goods barges wouldn't link to one another. If you downloaded before this fix, please replace your old Atlas-n-barges folder with this one. Sorry for the inconvenience.
Here's a quick tutorial of how to best dock the tug with a barge:
- Spawn a barge and an Atlas tug and line up with a barge. That should get you used to the tug's controls. Keep an easy hand on the steering wheel, she's slightly nervous.
- Extend your rear hooks a bit (F10), that'll make things easier. Not too much though.
- Add some reverse throttle and back up towards the barge slowly and carefully. Keep an easy hand on the throttle.
- If you're really close to the barge (and still lined up), bring the tug to a halt. Once stopped, hit "L" and wait for the ropes to link up.
- Now extend your rear hooks further for some safety margin between the Atlas and the barge. Congratulations, you're ready to go.
If you want to release a mod of the Atlas or barges, follow 2 simple rules:
- Credit the original author (or authors, if you're modding a mod)
- NO conflicts with the original version! Change all material names, mesh names, texture names, give it an all-new UID and GUID.
If you just want to make a skin for the Atlas or barges, make a *.skinzip. After all, that's precisely what the system was designed for. The good news is you won't have to worry about conflicts with the original.