May 2nd, 2008
Inevitable – the rebuilding of a classic Feadship yacht
By Merijn de Waard
In March 2006 the US owner of Inevitable contacted De Vries Makkum with the request to refit his 1990 Feadship yacht Inevitable. A year before he had purchased the 51 meter yacht with the intention of rebuilding her to his own wishes. It was not his first big yacht, as he previously owned a 40 meter blue hulled Palmer Johnson yacht with the same name.
The refit team in Makkum, headed by Ico Vergouwe, sealed the contract and in the Autumn of 2006 Inevitable arrived in Amsterdam, The Netherlands. She crossed the IJsselmeer to Scheepswerf Balk in Urk, who have a special slipway installation and can lift yachts up to 1200 tonnes and 60 meters out of the water. Balk placed the yacht on a pontoon and she was towed to De Vries Makkum, where she entered the “Makkum Cathedral” through the backdoor.
As soon as she was inside the yard, work started with the removal of the complete interior. At the main and bridge decks everything was removed, including all the walls, and at the lower deck only the interior was removed. Whilst the yacht was being stripped, Shipyard Ceelen in Leeuwarden built her new stern and Bloemsma Aluminiumbouw built the extended boat lounge and sundeck construction.
Inevitable was originally launched from the Feadship De Vries shipyard in Aalsmeer in 1990. At that time she did not had a bathing platform, but a few years ago, during one of her previous refits, a platform was added, as well as lengthening the overhang at the upper aft deck. Both extensions were removed in Makkum and replaced.
Feadship’s in-house naval architects, De Voogt, designed the new profile of Inevitable. By making the new buoyant bathing platform and raising it with 20 cm, her initial stability and water line length were increased, to compensate for the extended superstructure.
Tags: card, game, pontoon
9 Responses to “Inevitable – the rebuilding of a classic Feadship yacht”
During the 2004 elections, I (along with some help from my buddies) designed a political card game to poke a little fun at the process of elections. Really, the point of the game is to screw the opponents over to the point they cannot win an election!I had every intention of taking it further, but my schedule won’t allow.We did take it to a gaming convention and sold out of the 50 copies we had produced before it was over. I really do think this game could do well (of course, that’s probably a biased opinion).Here’s a review:http://www.spewgilist.com/portal/GameReviews/CardGames/Mudslinger/tabid/139/Default.aspxReply here if anybody wants it. I’m willing to give this away. If you’re not interested, have a heart and vote up so more people can take a peek at it - who knows what may happen.Reply to me or here if you’re interested in receiving a copy.Edit: In the review, there are dead links to the old site we used to sell it on - was more trouble than it was worth as it was inconvenient to produce small runs periodically. Sorry about that.
Nurture. The nature side of it has nothing to do with parents, siblings, or environment, but the static nature of a personality.If you reread my comment, I’m not limiting anything to just the parents. I’m pointing out that there is more to it than just parents.As an aside; depending on the way the parents involve the older sibling, or exclude the younger, it can affect the way they grow. I’ve done my best to allow for my youngest to grow into herself organically, rather than trying to fill a place in the family unit as often happens.
I was wondering the same thing. It appears that the idea of the game seems a whole lot cooler than how they chose to implement it.Instead of conveying elements as mythical creatures or powers, I think it would be a whole lot more powerful (from a game mechanics perspective) to have elements and reactions (oxidation, reduction, ionic bond, covalent bond, etc…) more as “building-block” or resource cards where players amass many oxygens, hydrogens, and sulfurs, then tap certain reaction cards to create Sulfuric Acid (separate card) which would be the mythical creature card with different powers.The way that they (seemed) to have implemented it appears to be mostly arbitrary, and thus I think the game would be a bit boring to actually play.Still! Fantastic idea for a trading card game! I would like to see how it actually works, as I only have my own speculations.
This is great, I wish we had more 8th Graders with this kind of spirit.
Remember kids, always follow the advice of waffleninja. When you’re done listening to him, you can eat him! (If you can find him, that is.)
This might do better if it were an MTG expansion. People would be all over it then. I know I would be, back when I was in eighth grade, and all my friends would be too… Both of them…
I only played it a couple times with a few friends in HS, but it was a blast. I actually kind of miss it.
“CEO, Alchemist Empire, Inc.” - now that is badass.