![]() The function of the bilge keels in this case varies from that of the other classes in that the keels need to be sacrificial when the boat is at sea but maintain their integrity during slipway operations. There was good operational and through-life experience of bilge keels on the Severn and Trent classes to help protect the rudders and propellers, but with these two classes being afloat boats, additional knowledge was required during the development of the Tamar class as this is a slipway launch lifeboat. One example where further testing was carried out was in the case of the Tamar class bilge keels as shown in Fig. 3.6. In experiments, we design some challenging scenes as from the tracking point of view, such as camera movement and optical zoom, high speed and agility of satellite, satellite pose variation in pitch, yaw and roll, occlusions due to our preset strong light spot, specular reflections from the satellite surface and solar array, and background clutter caused by bright stars.ĭepending on the familiarity and importance of a particular adhesive joint, the RNLI also assesses the need to carry out further evaluation to support the design calculations. We designed a curve approach experiment to test our algorithm. Lights systems, background simulation, and any other environmental factors can also be separately or jointly controlled. The 6 DOF can be controlled separately or jointly by PEWIN32RO installed in PC, including their amplitudes, velocity, and acceleration. We have a 6 DOF motion platform composed of a 2 DOF slipway, 2 DOF (pitch and yaw) revolving table, and 2 DOF lifting and roll platforms. ![]() A Chang'e-IIsatellite model is used, the main body of which is a 70 × 70 × 60 mm 3 cube. We designed several semiphysical experiments to simulate the real scene in our lab, as shown in Fig. Fan Zhang, in Tethered Space Robot, 2018 3.4.6.2 Design of Experiments It would be nice if the tutorial included some kind of reference for planet types, what they require, and what they produce.Panfeng Huang. The tutorial helps a little, but it takes a fair bit of tinkering to figure out the optimal way to go about things, especially when you're brand new to the game. It's not very clear what you should be trying to do early on. If you're doing a PC version I'd say this is a pretty high priority. I realize, as was stated, this is a limitation of the engine. It's hard to have a big picture idea of what's going on with the limited viewing area, I do a lot of scrolling back and forth. I had a great early-game setup going once, but then I couldn't put a slipway between my bots and where they were needed due to these limitations. I spend a lot of time restarting because I can't get even basic networks going without running into one of these problems. Also the inability to drag a slipway between two planets if there's a third too close to the line. ![]() The idea of slipways connecting planets is a neat one, but it seems to be very limited in game - I know there's research to fix the length, but I'm not sure if the inability to drag one slipway across another is intentional and it really hampers my ability to get into the game. ![]() I largely agree with /u/nanothief's criticisms, but I have a few of my own to add. So, I really love the idea of this game, but it's hard for me to play it because the screen space is so limited.
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