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Project 3A, AV 7.0 - Cargo Ship Control Room 2-User Shared Map

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2 Players Simultaneously (space shared with )

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(Pair of Screens per Control Center) like Nintendo DS

ideal if we give them tasks “pleasure of controlling the ship”
each person controls a ship in the same Manila Bay
Driving simulation game, go around Manila Bay
One monitor display (1), and one touchscreen to act as controls (2)
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MANILA BAY DEPARTURE & NAVIGATION OPERATIONS

User Experience: Two visitors simultaneously experience authentic cargo ship departure procedures from Manila Bay anchorage. Using professional-grade ECDIS displays and realistic bridge controls, each person commands their own vessel through the complete departure sequence—fuel checks, anchor weighing, pilot coordination, and safe navigation to open waters. Both captains can observe each other's progress on shared displays, creating natural learning moments and authentic maritime teamwork.
Optional Value Add: Experience culminates with split-screen aerial tracking showing both vessels' plotted courses overlaid on real Manila Bay satellite imagery, demonstrating how professional maritime procedures ensure safe navigation through one of Asia's busiest shipping channels.

Success Metrics:

Visitors complete authentic cargo ship departure sequence following real maritime procedures used daily in Manila Bay
Professional ECDIS interface and bridge controls provide genuine insight into modern merchant marine operations
Dual-captain setup encourages observation and learning from other participants' navigation decisions, and highlights both the difficulty and importance of navigating with other ships in mind
Experience delivers clear understanding of cargo ship operations, navigation technology, and maritime safety protocols
Authentic audio including Manila Harbor pilot communications and proper radio procedures enhances realism
System operates reliably with instant reset capability for continuous museum operation
Visitors gain appreciation for skilled seamanship required to safely navigate 40,000+ vessels annually through Philippine waters

Maritime Authenticity Framework

Real Manila Bay Operations: Experience uses actual departure procedures from designated anchorage areas through Corregidor Channel to open West Philippine Sea Waters. Visitors will see authentic radio communications, proper use of maritime signals, and compliance with Philippine Coast Guard traffic management protocols.
Cargo Ship Realism: Interface reflects actual bridge equipment layouts with professional throttle controls, rudder indicators, GPS positioning systems, and engine monitoring displays. Ship physics accurately represent the massive scale, momentum, and turning characteristics of loaded container vessels navigating restricted waters.
Educational Context: Each procedure illustrates its real-world importance, with precise navigation preventing costly port delays. Visitors understand both the technical complexity and economic significance of Philippine maritime operations.

Technical Implementation

Dual-Station Bridge Setup: Each captain's vessel appears distinctly marked on both displays (shared map of Manila Bay).
Authentic Response Timing: System delivers realistic ECDIS update rates, radar sweep timing, and ship maneuvering physics that match actual cargo vessel performance. Audio mixing provides immersive bridge environment with engine noise, radio chatter, and procedural announcements synchronized to navigation actions.
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Image used as reference only - we needed a high res chart, but for this concept art we just used Google Maps. We’ll need to work with your team to request rights to use an actual naval chart.

Eye-Level Display (1 x 43” non-touchscreen)

This display functions as the player's primary information source, showing a combined view of the navigational chart, radar, and real-time ship data. The screen would be partitioned into distinct, logical sections.
Left Section (ECDIS View): This would occupy the majority of the screen, providing a detailed electronic chart of Manila Bay.
Central Map: Shows depths, shipping lanes, buoys, and shorelines. As the ship moves, the chart automatically pans and scales.
Ship Icon: A clear, to-scale icon of the player's vessel, oriented to its heading.
Overlays: Includes the ship's track line, the planned route with waypoints, and other vessels represented by AIS targets.
Navigational Aids: User-defined safety contours (shallow water warnings) and dynamic bearing/range lines to specific targets or waypoints are also displayed.
Right Section (Radar & Conning): A vertical strip on the right side of the screen would be dedicated to supplementary data.
Radar Scope: A real-time radar display showing echoes from landmasses and other vessels. The AIS targets from the main chart are overlaid here to correlate with radar echoes.
Conning Readouts: Below the radar, a digital display of essential information would be arranged for quick reference. This includes:
Speed Over Ground (SOG) and Speed Through Water (STW)
Heading (HDG) and Course Over Ground (COG)
Rate of Turn (ROT)
Engine RPM
Rudder Angle
Water Depth
Distance to Waypoint (DTW) and Time to Waypoint (TTW)

Hand-Level Touchscreen Console (1 x 43”)

This is the player's all-in-one control center. It's used for every interactive command, from steering to communicating with port authorities. The UI would be split into panels or tabs for different functions.
Departure Checklist: An interactive list guiding the player through each step of the departure process, from casting off lines to releasing the pilot.
Helm & Propulsion Controls:
Steering: A virtual rudder angle indicator and controls (buttons or a virtual wheel) to command the rudder position.
Engine Telegraph: A digital replica of an engine telegraph with selectable settings (e.g., Dead Slow Ahead, Full Astern).
Thrusters: Controls for the bow and stern thrusters.
Communications: A dedicated panel with virtual VHF radio controls to communicate with the pilot, tugs, or port control.
Navigational Tools: This panel allows the player to manipulate the eye-level display.
Chart Controls: Zoom in/out and pan the ECDIS view.
Radar Controls: Adjust radar gain, range, and clutter.
Target Management: Tap to select AIS targets to view detailed information.
Port Operations: This section includes controls for tugboats assisting with departure and the status of mooring lines as they are cast off.

7. Base Estimate (Core Setup)

Project 3A – Base Estimate
Milestone ID
Milestone Name
Task
Detailed Deliverables
Sourcing
UX/UI D
Eng Man-Hours
TPM & QA Hours
Pass-Through
Total Man-Hours
CS-M1
Design & UX, Game Development
Maritime Control Interface Design
Realistic, but not simplified versions of the following
Navigation Flow Design: Two-player (separate ships) berth‑to‑sea progression; skip‑departure option; ghost-visibility logic.
Mocked Displays UI: Simulated chart and radar/radar-style displays visually mocked in-house (not actual ECDIS integration).
Concept Art: Manila Bay harbor environment; cargo ship bridge interiors; weather & maritime traffic visuals.
Control Interface UI: Helm & telegraph controls; radio & nav panels; status widgets; CPA warnings.
Maritime Procedures: Departure sequence docs; pilot/VTS comms; safety overlays.
In‑house by WW + maritime consultant research
80
110
16
206
CS-M2
Audio Production
Maritime Communications & Environmental Audio
Radio Communications: Authentic Manila Harbor pilot dialogue; ship‑to‑ship; coast guard & VTS control audio (≈15–20 min).
Ship Environmental SFX: Engine machinery; line handling; water & wake; bridge equipment & alerts (≈30 WAVs, normalized & loopable).
Pass‑through VO + Licensed Maritime SFX
24
0
9
$1,200–1,800
33
CS-M3
Simulation Engineering
Core Simulation & Reset Infrastructure
Simulation Engine: Cargo‑ship physics tuning; grounding & collision detection.
Networking: Deterministic tick sync across 2 PCs; ghosted other‑player rendering.
Reset/Recovery: Watchdog ≤3s reset; deterministic spawn & route state.
In‑house engineering
0
90
16
106
CS-M4
Hardware Integration
Display & Touch Console Integration, Launch
Displays: 1×43” non-touchscreen monitor per player at eye level (mocked ECDIS on left, mocked Radar/Conning on right). Optional overhead auxiliary for cinematic cut-ins.
Touch Consoles: 1×43” per player with UI flow.
Museum Housing: Mounting, cable management, UPS.
Ops: Health checks and kiosk lock‑down.
Museum integration
16
48
8
$1,000-$1,500
72
CS-M5
Map Render Game Flow and Visuals Implementation
Accurate Ship HUD, Animations and VFX, Game Flow
Convert a Raster Naval Chart to Raster Tiles
Hud Animations and VFX: Implementation of all animations or visual effects
In‑house engineering
30
80
12
122
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150
Sum
328
Sum
61
Sum
539
Sum

8. Peripherals Add‑On Estimate (Optional)

Project 3A – Peripherals Add‑On
Milestone ID
Milestone Name
Task
Detailed Deliverables
Sourcing
UX/UI D
Eng Man-H
TPM & QA
Pass-Through
Total Man-Hours
CS-P1
Peripherals Input Integration
Steering Wheel & Telegraph Programming
Wheel Integration: Continuous helm input; dead‑zone/response curve tuning; visual wheel sync.
Telegraph/Gear Stick: Discrete speed commands (Stop/Dead Slow/Half); override/timeout logic.
Button Box: Physical shortcuts (Pre‑Sea, Autopilot, Reset).
Coding & Calibration: Device detection, calibration UI, fail‑safe fallback.
In‑house programming + off‑the‑shelf hardware
12
80
12
$2,000–3,000
104
There are no rows in this table
12
Sum
80
Sum
12
Sum
104
Sum

9. Appendices (To be Expanded)

Appendix A: Full Pre‑Sea Checklist (all items explained)
Appendix B: Manila Bay Traffic Separation Scheme (map + notes)
Appendix C: Control Mapping for peripherals


Cargo Ship Bridge – 2-User Navigation Simulator (Detailed UI & Display Spec)

1. Overview

Museum-grade, multiplayer bridge simulator. Two visitors each command their own cargo ship on parallel stations, tasked with safely departing from berth in Manila Bay and navigating outbound into open water.
Session Length: 60–90 seconds (default), or 30 seconds (fast mode)
Players: 1–2, each commanding their own vessel
Win Condition: Reach open sea and engage autopilot
Fail Condition: Grounding or collision with AI traffic/obstacles (players cannot collide with each other)

2. Station Layout

Each player station includes:
Main Displays ( 1 x 43” non-touchscreen display per player, at eye-level)
ECDIS Display (Left): Electronic Chart Display and Information System
Radar/Conning Display (Right): Navigation radar with AIS overlay + conning readouts
Auxiliary Displays (optional overhead): Cinematic cut-ins for pilot boarding, line handling
Touchscreen Console (1x 43” per player at hand-level): Primary interactive interface for departure steps and helm controls
Optional Hardware: Steering wheel, engine telegraph lever/gear stick with buttons

Reference Images:

ECDIS
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Ship Radar Display Example ​
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Steering a Cargo Ship ​

3. Game Flow with UI Details

(a) Pre-Game Setup (Mode Selection)

ECDIS Screen: Manila Bay chart zoomed on assigned berth, dimmed overlay with “Select Options.”
Touchscreen:
Control Mode Selector:
Touch Only
Wheel + Gear
Advanced Peripherals
Skip Departure Toggle: On/Off
Confirm Button: Large, centered “Begin Simulation”

(b) One-Tap Pre-Sea Check (00–03s)

ECDIS Screen:
Semi-transparent overlay checklist slides in over chart.
Items (Engine Ready, Nav Lights, Radios, Fuel, Safety, Passage Plan) tick sequentially with green flashes.
Touchscreen:
Button: Large rectangular “Pre-Sea Check”
Animation: Auto-scribble effect across checklist, ending with animated rubber stamp: “Cleared to Depart.”

(c) Pilot & Letting Go Lines (03–07s)

ECDIS Screen:
Cinematic inset: Pilot boat approaching, small animated boarding ladder.
Mooring lines visually slack and drop from bollards.
Status bar bottom: “Pilot aboard. Lines released.”
Touchscreen:
Button 1: “Call Pilot” → disables after tap
Button 2: “Let Go Lines” → unlocks once pilot aboard

(d) Engine & Movement (07–15s)

Radar/Conning Display:
Telegraph lever graphic animates from “Stop” to “Dead Slow Ahead.”
Conning corner: Rudder angle 0°, Speed slowly increasing (0.0 → 2.0 kts).
ECDIS: Vector arrow extends forward from ship symbol.
Touchscreen:
Button: “Dead Slow Ahead” (large, amber)
Brief pop-up: Engine telegraph dial with needle moving

(e) Steering Out of Manila Bay (15–75s)

ECDIS Display:
Magenta outbound track line clearly visible.
Next waypoint pulsates with arrow.
Red glow highlights shallow contours.
Radar/Conning Display:
Radar sweep showing AI vessels, AIS tags (M/V [Name], CPA, Speed/Heading).
Conning readouts: Course, Speed, Rudder Angle prominently displayed.
Touchscreen:
Helm Wheel:
Touch-only: Drag wheel graphic left/right.
Peripheral: Physical wheel input.
Speed Rocker: 2-stage toggle (Slow / Half Ahead).
Alerts: Pop-up banners (e.g., “Give-Way Warning – CPA 0.4 NM”) with dismissible tap.
Autopilot Button: Locked until exit zone.
Multiplayer Interaction:
Other player’s ship visible on radar and ECDIS (ghosted).
“Close-Pass Warning” banner if within <0.5 NM.

(f) Exit & Autopilot (75–90s)

ECDIS Display:
Chart zooms out as vessel clears pilot station.
Banner overlay: “Clear of Manila Bay.”
Radar/Conning Display:
Telegraph returns to neutral.
Touchscreen:
Button Unlocks: “Engage Autopilot.”
Tap triggers celebratory overlay + VO: “Autopilot engaged. Voyage continues.”
End Screen: Recap of track, run time, success badge.

4. Fail Conditions (Display/UI States)

Grounding:
ECDIS contour flashes red, overlay “GROUNDING – Simulation Ended.”
Touchscreen: Large red “Reset Simulation”
Collision:
Cinematic cut, siren alarm, “COLLISION – Simulation Ended.”
Touchscreen: Large red “Reset Simulation”
Player vs Player:
Ghosted ships; only yellow “Close-Pass Warning” appears.

5. Technical Implementation

Displays per Player: 2x ECDIS, 2x Radar/Conning, 1x Touchscreen
Hardware: 2 PCs (1 per player), watchdog reset ≤3s but networked together
Input Options: Touch or steering wheel + telegraph peripherals
Logging: Player performance, common hazard zones, average completion times

6. Interaction Principles

Only “Let Go Lines” requires a 2-second hold gesture
All other interactions are single-tap
Diegetic comms: short pilot + VTS VO cues
Clear visual & audio success/fail feedback

9. Appendices

Purpose: To provide players with an educational but simplified overview of the critical checks performed before a cargo vessel departs from berth in Manila Bay. In the simulation, these are abstracted into a one‑tap “Pre‑Sea Check,” but here the underlying real‑world elements are described.
Copy of Appendix A: Full Pre‑Sea Checklist
Checklist Item
Description (Simulation Treatment)
Engine Room Ready
Confirmation from engine room that propulsion and auxiliary machinery are operational. (Auto‑ticked in game, VO: “Engine Room reports ready.”)
Navigation Lights
Verify correct lights (masthead, stern, sidelights) are illuminated. (Checklist flashes green instantly.)
Radios / GMDSS
Communication equipment tested and operational. (Checklist tick with radio static sound.)
Fuel Status
Sufficient bunker fuel and lubricants checked. (Icon shows fuel gauge briefly before auto‑tick.)
Safety Systems
Fire pumps, emergency systems, alarms tested. (Checklist flashes safety icon, green tick.)
Passage Plan Loaded
Course plotted via mocked ECDIS, route through traffic separation confirmed. (Chart overlay animates route line.)
Pilot Confirmed
Manila pilot scheduled and on approach. (Triggers next step: Call Pilot.)
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Appendix B: Manila Bay Traffic Separation Scheme (Map + Notes)

Purpose: To educate players on real‑world maritime navigation constraints in Manila Bay. In the simulator, this is visualized with magenta outbound tracks and shallow water shading.
Inbound Lane: Vessels arriving use inbound corridor east of Corregidor Island.
Outbound Lane: Departing vessels steer via outbound lane west of Corregidor.
Separation Zone: Neutral buffer; crossing not permitted.
Pilot Boarding Area: Located off Corregidor Channel, where pilots disembark.
Simulation Treatment: Players follow magenta outbound line with glowing arrows. AI vessels simulate inbound traffic for collision‑avoidance practice.


Purpose: To document optional hardware control mappings if steering wheel, telegraph lever, and button box are installed.
Copy of Appendix C: Control Mapping for Peripherals
Steering Wheel
Arcade or marine‑style wheel
Direct rudder angle input; turns ship on mocked ECDIS/radar displays
Telegraph Lever / Gear Stick
Sets engine telegraph state; updates conning display and speed vector
Button 1
“Pre‑Sea Check” trigger
Button 2
“Call Pilot” trigger
Button 3
“Let Go Lines” trigger
Button 4
“Autopilot Engage” trigger
Haptic Module (if installed)
Triggers on grounding/collision
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References

Cargo Ship Control Room

Modern cargo control rooms centralize the monitoring and control of cargo systems, valve operations, pump controls, and tank level monitoring, while ship bridges house navigation equipment like ECDIS (Electronic Chart Display and Information System), radar systems, GPS, autopilot, and communication systems. ECDIS has become mandatory on cargo ships over 3,000 GT and displays real-time vessel position, electronic charts, radar overlay, weather data, and AIS (Automatic Identification System) information.
Modern integrated bridge systems use multifunction displays that can switch between ECDIS, radar, engine monitoring, and alarm management, with intuitive touchscreen interfaces designed for 24/7 operation in harsh marine environments
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Manual reference

MDG Brief

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