I have been getting back into a large ship building project I had abandoned (actually forgot how I was doing the railing), and an old problem instantly caught my eye: The ship, which is normally capable of over 50 kn in a straightaway, drops over 50% of its speed when it turns. I have had similar issues before with an earlier, slower, larger ship, but it was a cargo ship so the issue wasn't as important. I know that this is probably something I should figure out for myself, but I'd rather have an answer that'll always work.
Some information about the vessel
Top speed: 52 knots after lengthy acceleration time
propulsion: equivalent of 21 VOTL engines going through 6 ports at stern (2 steer) and 4 at bow (all steer). Each port is on a rotator to allow it to reverse thrust. Also has 2 50 hp propellers (for looks in editor, to be seen at high water, doesn't reach 2d speed_
Steering: 6 VOTL ports (2 at stern, 4 at bow), 2 rudders (mostly decorative). Very powerful gyros, provides most torque, however effect seems to drop off over time. also provides stability (HOWEVER SHIP ALSO HAS SLIGHT LIST TO PORT (I think). SOLUTIONS APPRECIATED).
Any other questions about the vessel will be answered, if neccesary to find solution.
Thank you
Stay fresh
@KudaOni it never came
@CrimsonOnigiri I'll have to figure out how to do that. It probably won't come for a long time since railing fuels procrastination.
Oh and... Tag me when you post it~
Goodluck!
@CrimsonOnigiri @FishMiner @WarshipDude @AsteroidAsteroidTheBook
Thank you all for lending advice. I've managed to solve the list by just adding a manual anti list gyro (which seems to stop list from even happening, despite auto orient being off). I just increased yaw power, and that allows it to turn much faster. shorter turns also makes the speed loss more reasonable (huge speed loss with almost no turn isn't the most realistic, from my point of view).
Thank you
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Thank you for your assistance
Stay fresh!
@CrimsonOnigiri I was considering that, just on rotators for reverse mode
Or maybe you could just add a thruster on both sides of the ship that activates when you turn to help increase the turning speed and speed as well?
That's just how ships are, especially really fast ones like yours.
@WarshipDude that could be something to consider, however getting an engine to only activate at a certain speed would sound to me like something funkytrees related, which I have no knowledge of, and it could conflict with the reverse mode. thank you for the suggestion
@CrimsonOnigiri Dragscale 0 on many high drag parts, limited the speed to 21 kmh. definitely not ideal. I'll have to try something else
To be exact, for such a fast ship, it is quite realistic on how much the speed was lowering, i usually use 2 very strong engine, one facing front one facing back, the one with the nozzle aimed at the front will only activate if the ship had hit a certain speed, when turning, the ship will stay at an aproximately the same speed as when you're going forward, of course this is not realistic but that's one way of doing it
@CrimsonOnigiri I assume that is turning the "culculatedrag" thing to "false" (or whatever it's called")
@Graingy Yup. But I also recommend trying @AsteroidAsteroidTheBook 's advice too
@CrimsonOnigiri how is that done? is that the dragscale right next to massscale in overload? If yes, I'll try that.
huh. by the time i posted it had updated
@CrimsonOnigiri That is appreciated. If you have any advice, I'm all ears- er, eyes
@CrimsonOnigiri Disabling drag calculations makes it a lot less laggy when it gets scaled up.
@AsteroidAsteroidTheBook if he disables drag calculations, he will also have to disable drag calculation on the interior parts which usually has no drag.
I recommend just setting drag scale to 0 instead
The speed of my Kiev decreases a little when turning, as is to be expected. You should disable drag calculations on everything and then use an airbrake if necessary. Or just have one block with all the drag
Imma upvote this so people who can actually help see it okay?