Time for another update!
I meant to post this a few days ago, but I'm still busy working on this.
I think the sinking issue is solved. I still have to do final tests, but I don't anticipate any problems. I'm tinkering with the stability of the ships now, so I want to test sinking after I've made the changes. There is no problem with the ships being unstable; rather the reverse, the GC values I used in v2.0 seem to make the ships too stable. I want them stable in calm weather, but they should roll about some in rough seas. Unfortunately, there is no formula I can use to calculate/predict results. I must use trial and error, so this is a tedious process.
I've finished with a new turning scheme. It should help the 'constant helming' issue significantly. I think this is worth some elaboration:
There are 3 basic factors I had in mind here,
1. power and acceleration
2a. turning circle
2b. turning speed
Note, that I divided turning into two parts. To a large extent, improving these are contradictory objectives. I tried very hard to reach targets that would allow realistic performance in all these aspects, but try as I might, I could not get the numbers to stretch that far. I could have any 2 out of 3, but not all of them. In v2.0 I made the turning circle a priority and didn't worry too much about the turning speed.
Later, retesting some merchants produced some discouraging results. Not all ships suffer the same speed loss in turns. It is more dramatic in big, underpowered ships like old battleships and merchants. Of course, this leads to the very unrealistic slow-downs when ships do the 'constant-helming' thing. I could forget about realistic power/accel. and simply "dial up" the power of slow ships, but I certainly don't want to do that, nor are the other choices very appealing.
After much thought about the problem, I decided on a two-pronged approach: Reduce the rudder drag and speed loss for larger ships, especially capitol warships and merchants, and consider turning circles to be secondary here. For the escorts, ASW ships, and most smaller ships, make the turning circles tighter and realistic, and consider turning speed secondary.
The large ships (and the merchants, especially) are underpowered, and need to have the best possible turning speed. If they are configured to turn tight, they slow down badly, and they cannot get back up to speed, quickly. These ships benefit most from using a minimal rudder drag.
The escorts, most of which are faster, ships do not slow as badly as the merchants, and can accelerate quickly coming out of a turn. I consider it more important for these ships to have a tighter turning circle. Obviously, this helps them lay out DC patterns.
In terms of game numbers, I've found that lowering the LR (left-right) drag does not produce a linear effect; As one tries low values below 0.1 and even more so below 0.05 there is little improvement in the turning circle. At '0', all control is lost; the ships slides sideways and slows down drastically. For the Nagara Maru, 0.02 seemed to be the threshold for stable turning. In terms of the circle diameter, there is no appreciable benefit of .02 over .05. I chose to keep the LR at 0.05 or above.
The rudder drag and prop factor are the other side of the coin. The prop factor, in itself, doesn't seem to cause any speed loss, but trying to use a zero drag with a high prop factor leads to unstable turning, where the ships turns past the desired course. By experimentation, I found I could use a rudder drag as low as 0.0025 with a prop factor of 0.5, provided the LR drag was not too low. For tighter turns, it is necessary to increase both the rudder drag and prop factor.
I haven't had time to do any specific tests related to the performance of these ships when 'constant-helming', but I am hopeful that they will be able to keep up their speed a lot better. Of course, this isn't a complete fix, but, perhaps, the next best thing.
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