Thread: Subsims, eh?
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Old 11-09-14, 07:45 PM   #11
v-i-c-
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Quote:
Originally Posted by Wolfstriked View Post
Stuff like realistic turn rates is another one.
This was another hard part of the development. I've wrote an (unreleased) flight sim based on the blade element theory some years ago (similar to what X-Plane does), I always thought this was complicated. But ships are actually much more complicated to calculate than aircrafts and the different necessary formulas are usually always weird estimations for certain types of ships. There are so many factors, you can't take them all into account for a real time simulation (some is really weird stuff like the vacuum in the water created when a ship is turning).
And then there is hull fouling etc.
I'm happy with the results I've got which match the historical data by 90%. I had to fine tune the hull parameters a lot till it matched the data to at least 90% at all speeds in calm sea.
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