OGF:Shipping lines

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Achtung.svg Recommended for advanced users only.

The sea is relatively free. That means, you can draw shipping-lines over the sea and over other shipping-lines. Keep in mind the rules of the sea.

Before drawing

That means not

  • to draw islands in the middle of the ocean as stops for your shipping-lines. These islands will be deleted, if they are drawn without permission of an administrator. Additionally, small islands do not have the resources for large passing ships and unnecessary for the captain to keep time. It is not the time of the sailing-ships anymore.
  • change or destroy other shipping-lines, without asking the owner. In shipping-lines are a lot of work.
  • go with your shipping-lines to a strange harbor without permission. If the landowner does not want such a line, you had to delete your line and the work for it is thrown away.
  • logically the line have to avoid land or islands or tidal-land if drawn at the coastline

Check:

  • is the destination a useful and realistic harbor? If not, communicate with the landowner to develop the harbour.
  • has the owner of the land approved the ferry line (message your neighbour on this)?
  • what positions where the ferry need to turn (at caps, straits etc.)?
  • is the starting-point at my land a reasonable harbor? If not, develop it.

So then you have a list of geographic points, where your line can go in a straight way. A careful captain will go aside some miles from dangerous caps (let us say three).

Canal of Mecyna

Please draw nothing more in the Canal of Mecyna. Your shipping-lines landed at "Pilot West" or "Pilot East" in a node for each line. Between both points there is a pilot-guided line through the canal.

Work with Potlatch 2

You tag the line with "route = ferry" in the same manner as a short ferry from island to island. Both ends of your "ferry" must have a direct node at the coastline, no in the sea or on land. In other words, it must end at the harbour itself or a ferry terminal.

First, you sail out of your harbor. Make not too sharp curves - a great ship has a radius of roundabout 7 km with own power. Only in harbors with pilot and small tugs the radius is smaller.

If there is the point, where the straight route begins, there is much patient work to do for you. You take the endpoint of your line over the screen without setting a node, go back to the other side of the screen and set new your line - 100 or 1000 times. Think not in seconds, but in minutes. You must have a calm wrist.

In the Potlatch 2-editor you can show the geographic position of your cursor (see right above at "Optionen" (in German - "options" or so in English). Potlatch has a maximum-edit zoom at zoom-level 14 ("1 km"), one screen is only round 12 or 15 km. See always, where you are, that you have the right course. If you reach the point, to change the course, then set a node. Make a smooth curve with your ship and then take the next part of your line.

If you had set a node in your course, it is no great mistake. Then you move this node to the point, you will reach. So to work is possible too, but I think, it needs more time.

If your route is finished, you can give her a name. In the "histor-style" you can see a mark at your line as shipping-line with a little ship. Please set this mark not too short at the coastline - so 5 or 10 "screens" away. You set a node direct at your shipping-line and tag it "service=shipping" and "name=Xyz".

If there is no node, you see nothing (of the coastline etc.) in the edit mode. If you want clearness, you must move a while around to catch a node, then the coastline can be seen. If so your shipping line goes over land, you can change it, if you set a node and draw the node in the open sea. If your line makes curves, you can throw some nodes of the line, to get a straight route.

Work with other editors

In JOSM, you can use the splinex tool to draw curves or curve them by pressing O. Combine the ways into one using either a relation or clicking all of them and press C. Download the necessary areas first before drawing the ferry lines, so as to watch out for any coastline or islands.

Line-Relation

To show your shipping-line in the OGF-wiki, you can set the line into a relation. All ways of one line are to bound into one relation. But not the ways of other lines. Each line is to bound in an individual relation. That means, you create a new relation with (type = route), (route = ferry) and (name = line-number or town-name and line-number or target-harbour) and (ref = your shortcut).

In the wiki you can make a link like "opengeofiction.net/relation/number of the relation" then your shipping-line you can be shown in the OGF-wiki as an orange line at the map. An example can be seen at the Porto Colon Interconti - please see Porto_Colon_Interconti_Shipping

In all cases - bon voyage.

In summary

Shipping lines require the permission of users at both ends. Do not delete or edit others' shipping lines. Shipping lines shouldn't have unnecessary detours or sharp angles. They should be reasonably straight and bend in wide curves when turning. Shipping lines should leave ample room when rounding capes. They should not cross over islands or tidal land.
Shippingrules01.png Shippingrules02.png Shippingrules03.png
Shipping lines serving the same point should not cross. The curves of shipping lines should be smooth, not jagged. Do not create islands in the sea to serve as "stopping points" for your ships.
Shippingrules04.png Shippingrules05.png Shippingrules06.png