Get started
Two steps: put a script in an object, then tell it your fleet id by typing one line. No notecards needed. Already have a boat from someone else? First check whether SimWind can drive it — for most ready-made boats it cannot, and that is not something you can fix from the outside.
1 · Put a script in an object
Rez a prim, drop a script in (New Script → select all → paste → Save). Start with the receiver: it is a plain prim that just shows the wind, so you can see SimWind working before you build anything.
- simwind_setup.lsl Setup HUD — wear it, type your fleet id once, all your objects follow.
- simwind_receiver.lsl Test object — shows the live fleet wind as hovertext.
- simwind_windvane.lsl Met mast — wind vane + cup anemometer + readout (shore display).
- simwind_hud.lsl Instructor HUD — set the wind in-world (needs the API key).
- simwind_bridge.lsl Bridge — drives other wind engines (BWind broadcast + SFsail setter).
- school_sailboat.lsl Sailboat that sails the shared wind (sail polar + motor).
- SimWind.txt Config notecard template (KEY = VALUE).
2 · Tell it your fleet
With a fleet id you would type /9 simwind your-fleet-id next
to the object, and it would be done. Log in to see the exact
line for your fleet.
Without one the scripts still run — they just sail their own built-in weather instead of your fleet's.
Notecard for boats & compasses (optional)
You do not need this for a normal setup; step 2 replaces it. Use it when you want to override the server URL or the built-in weather, or when you would rather hand out a boat that is already configured. The instructor HUD needs a different card — see below.
Log in to generate a ready-filled notecard for one of your fleets.