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Old 06-12-17, 06:53 PM   #33
ScreamingElectron
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Join Date: Nov 2010
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Quote:
Originally Posted by FPSchazly View Post
That is a good point. Are there any real-world submariners out there that can comment on this? It's like driving a car. Cruising on the highway, you're using a certain throttle (making turns for that speed, as it were). If you were to accelerate to that speed using the cruising throttle, it would take forever (infinitely long in a mathematical sense). So, you use more throttle to accelerate to that cruising speed and then reduce throttle to maintain that speed once you attain it. I'm curious as to the distinction for this in naval turns. "Make turns for x knots" means (I would think) turn the propeller at the speed necessary to maintain x knots indicated. Would there be a situation where you apply more throttle to get to speed x more quickly and then reduce throttle?
Also, consider that cavitation will reduce the output thrust of any propeller. A spin speed adequate to run 25kts on the surface will (if cavitating) generate a higher speed at non-cavitation depth. There are tons of variables and factors to consider here. Being a Unity developer myself, and having looked at the source for this game, I can assure you that the poor programmer(s) is already dealing with a mind-crushing amount of variables and functions.
Give them some more time to fine tune.
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