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Old 03-30-06, 03:49 AM   #9
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
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Both currents and winds works same. They add specific vector to platform speed. Currents for subs and surfaces, winds for surfaces and aircrafts. So far so good.
Major problem with currents is that all critical speeds (wires, launches, masts, cavintation) ale considered against ground. So if there is 2 kts current, and your mast breaks at 10 kts, you order 10 kts (which means water speed) and at 9kts the mast will break. It's because you already have 11 kts against ground (depends also if you go against the current or with it).
All critical speeds should be measured against the medium, ie. water.
It would be grat do design mission with strong tidal current, which could be used to get quietly in a bay (or out), but with this bug you can cavitate even at 'all stop' bell, or be unable to popout any mast, except at high speed heading against the current.
Winds are not such big problem, because there is not so many speed limits. For aircrafts winds are ok (I don't see any trouble). But for surfaces (OHP) there is problem.
The wind works absolutely same as current. If there is 5 kts wind, it will add 5kts vector of speed to speed of the platform. 5kts wind will move OHP at full stop at 5kts speed. OHP will have to ortder 5kts to negate the wind. And 5kts wind is weak wind. With stronger winds, OHP can do just nothing and 'sail' with the wind.
In reality, wind has much lower effect on the surface ships. The effect also depends on aerodynamics, mainly on area exposed to the wind. If you turn ship against wind, there is much less effect than if you turn ship so wind strikes it from the side. Non of this is simulated in DW.
I think (I'm not sure) that the wind trouble is new in 1.03 .. I did not notice it before. The current trouble is there since 1.0.
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