02-15-14, 09:14 PM
|
#10
|
Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Cdp44,
I installed and used GFO and your ship pack to test a few examples so I would have an idea how bigger/faster ships will work, and to assure myself that what works for the subs will also work on the ships. I'm pretty happy with the results. I didn't really do anything with the turning yet, but checked the acceleration of the Northampton CA, Fletcher DD, and fishing boat (I wanted a slow one for contrast). Your ships have provided valuable data already. 
Some of what I've discovered so far:
The mass/displacement of the ships doesn't really seem to change their behavior; rather it is the maximum speed and h.p./ mass ratio that I have to take into account.
Here is a little taste of what I experimented with:
fishing boat _______ 92 tons, max. speed 9.5 kts.
I gave it a 100 hp engine
stock behavior
starting from 0 kt.
to reach 5 kts. __________ 08"
to reach 9 kts. ___________25"
altered behavior
starting from 0 kt.
to reach 5 kts. __________ 45"
to reach 9 kts. ___________ 1'37"
Fletcher DD ______ 1500 tons, max. speed 38 kts., 60,000 h.p.
It must be one of the zippiest ships; if it moved any faster, it would fly. 
stock behavior
starting from 0 kt.
to reach 10 kts. __________ 04"
to reach 20 kts. ___________07"
to reach 30 kts. ___________12"
altered behavior
starting from 0 kt.
to reach 10 kts. __________ 16"
to reach 20 kts. ___________ 35"
to reach 30 kts. ___________ 1'11"
[tops out at 33 kts., increased to 38 kts. at battle stations]
If I dampen the acceleration more than this, it doesn't reach it's "maximum speed", so there is a limit as to what can be accomplished here. Still, it is much better than stock.
I will probably go back to the subs now and finish those before returning to the ships. When I've gotten the work with those done, I will post a tutorial here, so anyone who has custom ships, can easily configure them to work well along these guidelines.
So, what do you all think?
|
|
|