Thread: Tide & current
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Old 05-21-07, 04:45 AM   #8
KPII
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Join Date: May 2007
Location: 45 degrees abeam with flooded tubes
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Thanks a lot for the responses - I have done a few more tests and it does look like the helm is correcting for wind (CTRL-W gives a weather report in TM v1.0), but the corrections are not consistent, as they will sometimes be with the wind when not following a plotted course.

Quote:
Originally Posted by -Pv-
I have seen no evidence there is tide or currents in the game. On the surface wind seems to influence the boat. This is easily seen in reduced headway in storms. The helmsman/planesman animation is for looks.

There are many infamous areas in the pacific with strong currents reducing speed to 1 knot at ahead full. If these were being simulated I'm sure we'd be hearing a lot from the "outagas" crowd.
It would be an excellent feature to have in - perhaps as a realism option so the "outagas" crowd can opt out. Tidal navigation is a tricky business on the surface, so I would expect it to be even more complicated when submerged. This would of course require a map with the tidal streams, detailed depth information and some basic almanac information, but that could be made very basic so it doesn't get too complicated. For example, just include arrows on the map with some major tidal streams and an average value, a basic table with tidal heights for each major location (example below) and then a small conversion formula for the skipper to calculate the speed and direction of the tide as well as the speed of the major tidal streams.

Manila:
0600: 8 meters
1200: 2 meters
1800: 10 meters
2359: 4 meters
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