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MSFS Global AI Ship Traffic FSX, P3D and MSFS2020

So, I have now also finished the Baltic Sea. From now on you can download 280 additional routes for our eastern sea in the SimDocks filebase. As always, you do NOT need to register or log in. So there are now a total of 6 additional route packages from the Baltic Sea, the North Sea, the Bay of Biscay to the Mediterranean as free downloads.

gaist-baltic-sea-routes.JPG
 
Is it now actually possible to create inland waterway transport, such as on the Danube, Main, Rhine, Elbe and Kiel Canal?
 
Unfortunately, the test to allow AI ships to sail on the NOK (Kiel Canal) was not really successful. From Kiel, the ships disappear directly at the Holtenau lock. From the river Elbe, the ships travel along the canal to the "Hochdonn" railroad bridge (approx. 10 km from the Brunsbüttel lock) and then disappear there too.

I hope that this will be better with the MSFS 2024.
 
Unfortunately, the test to allow AI ships to sail on the NOK (Kiel Canal) was not really successful. From Kiel, the ships disappear directly at the Holtenau lock. From the river Elbe, the ships travel along the canal to the "Hochdonn" railroad bridge (approx. 10 km from the Brunsbüttel lock) and then disappear there too.
The circumstance of ships disappearing on inland waterways can sometimes be addressed by editing the sim.cfg file to compensate. This really only works on level water, for example if a river is broken into lakes chained by locks. Unfortunately, there is no easy calculation that I know of, in an instance where the river was approximately 200 feet above sea level, the setting of static_cg_height=80.0 allowed the ship to travel from lock to lock.

Barge two.png
 
Hello rk,
thanks for the tip. I know that's how Henrik created the shipping traffic for the Great Lakes.
But the Kiel Canal runs through flat land and connects the North Sea with the Baltic Sea.
There are only locks at both ends of the canal and from the North Sea side ships can sail a good 10 km into the canal until they suddenly disappear. At least visually, there is no difference in height at this point.
 
Well that actually sounds promising. It's not too hard to get "bathymetry" of a river, you can start with 100 or 200 as your offset and the ship will just be floating in air, the wake will still be where it belongs, even if the ship is too deep and it's submerged. So you can measure what you'd need to have the ships be at the surface. You could make two or more routes, each covering a leg of the passage using different offsets that will not "swamp" the ship. This happened on an island scenery I'd done, presumably because it was a ring lagoon, although it only happened in half the lagoon and also outside in the open ocean. For that circumstance only submarines and deep drafted ships were sent to the deep side, the offset was only about 3 meters and didn't really show on them.
 
Is there any help video or help files how to create ferries in Croatia? I have tried it with aibtc2 decompile and compile, bud didnt see any ferry.
Can you help me for create demo kml and txt files for ferry Porozina-Brestova?
 
Well that actually sounds promising. It's not too hard to get "bathymetry" of a river, you can start with 100 or 200 as your offset and the ship will just be floating in air, the wake will still be where it belongs, even if the ship is too deep and it's submerged. So you can measure what you'd need to have the ships be at the surface. You could make two or more routes, each covering a leg of the passage using different offsets that will not "swamp" the ship. This happened on an island scenery I'd done, presumably because it was a ring lagoon, although it only happened in half the lagoon and also outside in the open ocean. For that circumstance only submarines and deep drafted ships were sent to the deep side, the offset was only about 3 meters and didn't really show on them.
Hi Rick, I will definitely try to let ships sail through the canal at other heights.
 
That would be very cool if you got it working, I'm sure you could.
 
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