VSTEPLXP is our new web-based platform which acts as a learning passport for the user. As a user, you can create your personal learning profile, through which you can activate your NAUTIS Home license, download the simulation software as well as find the courseware with theoretical explanations behind the training scenarios in NAUTIS Home.
Until now, maritime simulation was only accessible with professional, large simulators at training locations or through companies and schools. NAUTIS Home is here to change that! We want to make ship simulation available for everyone.
NAUTIS Home offers affordable, accessible simulation training to continue learning and practicing nautical skills for the (ex)-maritime professionals for a lifelong learning. It is also ideal for soon to be maritime students wanting a low-threshold intro to ship simulation and getting a head start.
Our vision is to ensure that simulation-based learning becomes a vital part of maritime education and training by making ship simulation accessible on a larger scale for maritime professionals. NAUTIS Home will contain standardized courseware for individual training and assessment focused on different aspects of nautical training such as basic navigation and manoeuvring.
The NAUTIS Home Community is the central place to interact with other users. You can browse topics, share your experience or get in touch with our Support Team. You can find helpful tips and tricks, read the product updates or leave your feedback on what you would like to see in NAUTIS Home.
The NAUTIS Home software will stay under continuous development which means our team will introduce new features, add new vessels and environments, and improve the overall simulation experience throughout.
It is our goal to create an enthusiastic community with dedicated users. For that reason, multiplayer has a prominent place on the roadmap and will be rolled out in phases next year. Our aim is to have a feature complete NAUTIS Home ready by the end of 2023.
The scenarios available in NAUTIS Home are based on the aspects of nautical training such as basic navigation and manoeuvring. New courseware is being developed with specific maritime operations such as mooring and anchoring.
In the first release, NAUTIS Home will contain 10 vessels, 8 environments and 2 courses. We are already working on new content and features . Curious? Read more about what is coming up in the Community.
You can access NAUTIS Home through our Learning Experience Platform. On this platform, you can create your personal learning profile. Here, you get insight into the courseware and your training results.
The NAUTIS Home Community is the central place to interact with other users. You can browse topics, share your experience or get in touch with our Support Team. You can find helpful tips and tricks, read product updates or give feedback on what you would like to see in NAUTIS Home.
Do you need help? You can always reference our FAQ page in the NAUTIS Home Community to help you further. Is your question not there? Please contact our Support Team in the Community. They will help you with your support request.
We are therefore very happy to announce that we have started the Alpha prototype development of NAUTIS Home - the successor of the Ship Simulator series. NAUTIS Home aims to make next-generation ship simulation available for all. A new chapter will soon start and you can be a part of the journey!
The last one. DCS: CA have Land and Air warfare, but ships no enter into the equation. A DCS: Hardcore module has very improbable, but a multi-crew mid leve ship has very interesting into CA environment (similar to DW style). And open very interesting features and tactical options no available in the present teathers (shore bombardier / naval landing operations / relift / convoy escort / Sea deny / ASW operations).
Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
Don't know how this could play out in DCS though, as in crew positions. Everything that's DCS so far has a set pit where the player sits and controls his aircraft from, don't know how that can translate to ships unless it would be more like FC3. As in, keyboard commands to do everything and the player acts as a commander.
No, you would just have people playing different stations, and then be able to move between them. Just like sitting at a cockpit being able to look off at people at the other stations. Only difference is you can stand up and move over behind someone else to look at their station, etc. Just like in Arma where you are walking around the ship.
Well, that would work but ships generally have dozens, if not hundreds of crew. Seems like quite a workload for what I can imagine will only be a handful of players per ship. And switching between all those positions would be a mess... And even if you got enough people, that would pretty much be the entire server's players on one ship, not to mention that a server wouldn't be able to support anywhere near that many users at once.
It would be kind interesting, but at the same time kind of difficult. A lot of the tasks would have to be automated or otherwise require assistance. If you think about a hardcore aircraft simulation, only the pilot is required to make it authentic. But for a hardcore ship simulation, so many different components and aspects exist, that it would be difficult to manage with just one person, or even ten. Not only that, but the shear amount of effort required to do a hardcore ship sim ala A-10C, would make this project infeasible from the start. The work required to simulate all aspects of a living, breathing ship would be absolutely staggering when compared to the modules we have right now.
That being said, a Dangerous Waters type simulator would suit the DCS environment plenty well given slightly enhanced damage and systems models. They would need to be functional, but not functional to the point of it being inundating for the development teams.
For a small multi crew vessle you could always do a PT Boat to complement the WWII era, PBR for the Vietnam era (also an ideal peice of cargo for the Huey!! ;) ) or Somesort of fast attack craft for more modern era!
Start small and build up. As for players, if you get the Arma / FPS crowd coming over, you'll have players. Look at how many players MMO's handle ( thousands ). If they can handle it, we can figure out a way to handle it.
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