DAMAGE: Improved response to damage, maintaining inertia. ANIMALS: Improved randomness of animal movements, not just moving in circles around you.ġ0. You really can't hear sounds from other vessels more than a few meters away.except maybe noisy outboard motors.ĩ. EXTERNAL SOUNDS: Drastically reduce or eliminate external sounds like machinery and wave noises from other vessels (except for gunfire). SMOKE: Allow more gradual fade of smokes, plumes, fires, etc.and show wind/gust effects.Ĩ. On our present boat, it's almost 4 full revolutions of helm for 1 full rudder swing.ħ. Helms generally make many revolutions for full rudder swing. STEERING: Adjustable wheel turn/rudder angle ratio. AUDIO/VISUAL: Coordinated splash visual/noise on wave impact based on wave size, vessel speed/size.Ħ. 3D VISUALS: Show vessel displacement as in Fire Flight, bow wave, quarter wave, V-shaped wakes behind boats.ĥ. Celestial navigation with accurate skychart and sextant.Ĥ. Make it possible to navigate using visual bearings, radar ranges, GPS, etc. Option to hide ID/CPA of vessel blips on radar, map/chart, GPS.a "Realistic" mode. Radar with blips, sea return, rough landmass contours, adjustment knobs. INSTRUMENTS: Improved realism for instruments, such as those in Naval Mission Simulator alfa/beta. Sheets and running gear for sails when set, similar to mooring lines.ģ. If too many sails to permit individual controls for all, link corresponding sails on each mast to reef/furl together.ie fore royal, main royal, mizzen royal together. Square sails reef/furl upwards to their respective yards, not down like venetian blinds, and they retain width (X axis) while shrinking height (Y axis). Maintain proper proportions of mainsails when reefing/furling, so that foot of sail shrinks at same rate as leech and luff. Without the P, limit speeds to about 1.5 or so.unless surfing down big waves.Ģ. I suggest a 'P' factor in cfg to tell VS that vessel can plane if there's enough power to get past 2.0. The resistance curve is very steep from 1.34 to 2, where it begins to recurve.and rises more gently beyond 2.5 sq rt WL. As a general rule, it takes about 7 times more power to get an average boat fully on plane, than it takes to reach hull speed. But it takes a lot of power to get up out of the 'hole' and get on plane. Planing begins to occur around 2 times square root WL, and is considered fully on plane around 2.5 times sq rt WL. Even small vessels have a tough time exceeding hull speed by any significant amount, unless they can plane. Plotting this curve, you can see why adding more power would provide very little additional speed. Two engines ahead full, 1800HP, max 13.5 kts. With only one engine online full ahead, 900HP, max speed 10 kts. The ship was 205' overall, perhaps 190' WL, 1800 tons, powered by 4 GM V16 900HP locomotive diesels each driving a DC generator, connected to 4 DC motors turning one huge bull gear on the single shaft. I commanded a ship which clearly illustrates this phenomenon. Initial resistance is relatively low up to approximately 1.0 times square root WL, where resistance begins to rise exponentially. Hull speed (knots) is defined as 1.34 times square root of waterline length (feet). Beyond this speed, quarter wave moves aft of the stern, causing stern to begin 'squatting', and vessel is trying to climb uphill. SPEED: Create two distinct speed patterns, Displacement (by default) and Planing.ĭisplacement vessels are limited by hull speed, the point at which distance between moving wave crests equals waterline length of the vessel. I'd like to input some suggestions for the new NG VS:ġ. This is the most importants things in my eyes for a good simulation game. have wakes when propeller turning despite the ship is on slow speed. have more possibilities for config the ship behaviour. have 3D sounds, I mean, when we are close to the funnel, the sound is more loud. when docking, have a good behaviour when touching the dock. have pitch propeller or fixed propeller consider the flow of the propeller for rudder consider the shape of the ship for the wind => big ship, high wind consideration have the possibilities to have a lot of animations like anim.x anim1.x anim2.x etc. bow and stern thruster can have his own power (HP or kW) So I hope to see on this new simulation this kind of features : Like I said to you the most important is behaviour. Nice to see the official announcement of this new generation game
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