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Showing results for tags 'Turn Radius'.
The main idea here is to modify the behavior of ships during the turning maneuver, so that the turning would be simulated more realistic and intense like in real life, which would also bring much more variety and another dimension into the sailing, specifically in turning maneuvers. Turning Acceleration vs Linear Acceleration Currently ingame, the maximum turning speed of different ships vary according to the ships features and different sizes. The turn speed variance makes different ships feel like turning faster or slower. A Santisima is turning slower than a Cutter, which makes sense. However, there is a problem with the current turning dynamics. Currently in game, when you initiate a turning with A or D keys, the ship waits like 1 second and then suddenly reaches its maximum turn rate. This is the same for all ships from Cutter to Santisima. On the other hand in real life, there is another dimension than the speed itself. It is the acceleration. In analogy with linear acceleration, when an object starts turning, it builts its turning speed in a definite period of time according to the torque/moment applied on it. The similarity between linear and angular motion is also listed in below formulas. Now, If we compare the current turning speed with linear speed of the ships, it would mean that ships would reach their maximum speed in 1 second after they set full sails. A Santisima reaching 10 knots and a Cutter reaching 12 knots in one second after pressing the W key, which results in unrealistic and arcadish behavior. In other words, when you set sails, it takes some time like 40-50 seconds to achieve the maximum speed depending on the acceleration of the ship. As in linear motion, it is similar in angular motion. So, when you begin your turn, it would take some time up until you reach your maximum turn rate. Turning acceleration is what we are lacking right now. This is the exact reason why turning ships in Naval Action feels kind of arcadish. Real Life In real life, it would take some time as shown in the graph below to reach a constant turning rate( r ), which is phase 3. During the phase 1 and 2, the turn rate increases for a definite amount of time. The dh graph here is the rudder angle. The turning behavior currently ingame, represents actually the change of rudder angle. As you can see from the graph, you won't reach to your maximum turning rate, as soon as the rudder is turned to its maximum angle. Some period of time had to pass by, until the ship responses on the deflected rudder angle. Comparison Finally, I would like to add a comparison between the current turning behavior and the suggested one. As seen in animation below, the ship on right builds slowly its turn rate and after some time it reaches its maximum turn rate and it begin to turn with a constant turn rate. On the other hand, the ship on the left begin to turn with constant turn rate slightly after the start of the turn, which is the current state in NA. Turning acceleration feature if added, would add: much more realistic ship behavior while sailing and turning, much more variety to the ships, and each ship will have its own characteristics for turning. (Even similar ships with same maximum speed and maximum turn rate, one has higher turning acceleration than other. Even this would make the ship with higher turning acceleration more agile and nimble ==> much more variety) a gain/loss factor for all ships, for instance a ship of line would bring more gun power in return of slower turning, whereas, frigates and smaller ships would act more agile and nimble in return of less armor and guns. (Not everyone would rush for biggest and strongest ship, which is Santisima right now. Some could use the maneuvurability of the frigates, some could chose sheer firepower of rated ships => much more variety and less monotony like Santisima spamed PB's) Captains would need to plan their turns and moves in advance bringing more strategy and depth to sailing. This suggestion is actually the last part of the feedback for sailing dynamics in this thread. There were many other parameters mentioned in that thread, however, in my opinion turning acceleration is one of the most important concept which needs to be implemented to NA.