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Showing results for tags 'acceleration'.
“Make a quick write-up”, I thought. Yeah, well… TL;DR at the bottom. We’ll get to play with new-old acceleration soon that some of you whippersnappers might not have tried. The idea is to (hopefully) drastically reduce acceleration globally. I hope we also get acceleration based on hull size and shape. There have been differences in acceleration all along, but now with speed-Bellonas, Aggies and Rättvisans having much more firepower than the superfrigates, the game could use some help with viability between those “classes” in particular: The old school fat-bodies and the Napoleonic box ships. Here’s a reference of how much acceleration has increased since it was originally balanced. To my knowledge the increase hasn’t been deliberate and intentional but rather a by-product of various other changes and increased fidelity of the sailing simulation. We now have Endys that that can broad reach from 0 to 10 knots in 10 seconds or Connies that can do the same at beam reach in 22 seconds where it took about 80 seconds before. Even with the partly accelerated instance dynamic, it is clearly way, WAY too much to represent these ships in the best possible manner. “What’s it to me, jodgi?” Two things mainly. You may experience a loss of comfort when your ship accelerates slower than what you’ve grown used to. Feel free to use your cognitive abilities to keep the inevitable emotions in check when it hits you. Slower acceleration will also tax your planning and ship handling abilities. I suppose some of you have experience with driving large vehicles and can attest to the added mindfulness and planning that is required for the safe operation of humongous kinetic energy vehicles. I’ve had to read up to get learnt about ships, speed and acceleration. I currently know enough to make a complete fool of myself by boldly speaking of things I now should know I know too little about [breathing and contemplation pause]. “Principles of Naval Architecture, Vol II” has a section concerning the resistance a body is subjected to when moving through a fluid. Since you’re all a bunch of monkeys I’ll just point out some highlights. The total resistance is broken up in parts. A ship has to push away water according to its displacement (The old guy in the bathtub, remember?) waves and eddies form and that makes up 15-20% of the resistance. 80-85% of the resistance is friction. Some old English dude (duh) called Froude did some pretty nifty studies on planks he towed around in water. (Oh, look! another old guy in a bathtub!). Up until then shipbuilders relied on true and tested ideas with some rough rule-of-thumb math like “hull speed” (Vhull = 1.34 ∙ √Waterline length). Froude found that short planks had higher friction per unit area than long planks, he attributed this to water being accelerated along the length of the plank thus lowering relative speed which in turn result in less friction. The takeaway is this: Canoes suffer less friction moving through water than stunted prams. There is, of course, more to this story but if I drone on this particular subject I’m afraid you’ll start eating your crayons. Let’s look at our ships. Let’s assume the surface areas exposed to water on Constitution and Rättvisan are the same, they prolly aren’t but play along, please. The ship with the highest length/girth ratio would have the lower resistance and thus the highest potential for both top speed and acceleration. Yes, simplified, specifically for you, dear. Wouldn’t that be neat as a balance parameter? The simplest way is to make acceleration a function of speed. But we can mix it up with our ships that sometimes have very similar speeds but clearly different length/width ratios. If we use the simplest ratio almost ignoring the area of the wetted surface a Connie could accelerate 12% better than a Bellona, I suspect this would make negligible difference in the game so we could bump it to 25% and balance shit from there. Froude even towed a whole ship around and measured total resistance. It catches my interest because then we can clearly make out how much force (component vector along the line of travel) the sails would have to produce to propel the ship to a given speed. Just look! That's eight and a half metric tonnes of wind thrust to maintain almost 12 knots for the Greyhound! You can see that the increase in resistance with speed pretty much matches our in-game acceleration curves. Neato. I wonder if our deceleration curves also reflect this? I should do a test… Buckle up, Busters! NA is about to get more real! TL;DR Hell, no! If you can’t read it all and frikkin’ enjoy yourself in the process you have no business playing this game!