RMS Oceanic
4,729 Atoka220
3.4 years ago
This version has been modified to use the actual rudder for turning instead of a powerful gyro
Also made the helm's movement directly proportional to the rudder's
It feels more like turning a 215m long beast now
Controls:
Throttle - Forward
Brake - Backwards
VTOL up - Turn to starboard
VTOL down - To port
Ag1-2: Lights
She still handles poorly in heavy seas using Gestours ocean mod tho
Any help in making it more seaworthy for waves is appreciated
Check out the original longer post here
This has absolutely nothing related to the post but hey, it looks like the Titanic lol
Specifications
Spotlights
- EternalDarkness 3.4 years ago
- ThomasRoderick 2.5 years ago
- BMilan 3.4 years ago
- BoeyingOfficial 3.4 years ago
- Ayanon 3.4 years ago
- Tookan 3.4 years ago
- Cereal 3.4 years ago
General Characteristics
- Successors 3 airplane(s) +21 bonus
- Created On Windows
- Wingspan 71.5ft (21.8m)
- Length 705.3ft (215.0m)
- Height 186.6ft (56.9m)
- Empty Weight N/A
- Loaded Weight 32,501lbs (14,742kg)
Performance
- Power/Weight Ratio 0.691
- Horse Power/Weight Ratio 0.015
- Wing Loading 101.5lbs/ft2 (495.5kg/m2)
- Wing Area 320.2ft2 (29.8m2)
- Drag Points 419245
Parts
- Number of Parts 1010
- Control Surfaces 0
- Performance Cost 3,571
No buoyancy at the bow?
How i sink it
@Atoka220 could you please build ss suevic.
@EternalDarkness
lol
@Atoka220 you can find a link to the server in the list pinned on the forums. It's near the top (totally not because it's my own server).
Nice
@EternalDarkness Ah damn that's what i do to get 0 mass scale on all major parts
And No, but i'll look it up
Sounds better than flooding forums and posts lol
Thanks
Oh, and another suggestion. Quit posting them from the side against a black background. Be a bit creative with each thumbnail. Load a image into the editor as blueprint and take a picture of it instead of the build itself.
Are you in PortSP Discord server? We discuss this kind of stuff all the time there.
@Atoka220 when you start building, set that property to the very first fuselage block you get. Then just build the rest by cloning that block (right click the block and drag). That way all fuselage blocks you use will be drag free. Set the same property to any inlets and hollow blocks you use. Then, when you're done, give drag back to the biggest block you can find and adjust
dragScale
. The property is inpart
tab of Overload.My technique is to have an enormous buoyant block, as long and wide as possible, placed exactly on the center of mass. Move it up or down and adjust buoyancy, and have those four on each side simply to trim it a bit as CoM moves and to improve stability a bit.
@EternalDarkness I might try that
It has 4 hidden boyant blocks in the sides and the black part of the hull is all set to max buoyancy soo
Isn't it the same? heheh
So where do i have to put that line? Part properties with overload or it gets applied to the whole build?
Also will it then calculate drag for the part behind, or eliminate it completely?
It is made up of quite a few parts after all heh
You can make her behave realistically in the waves by using a single huge fuselage block for the bulk of buoyancy. Then have one small buoyant block on each side of it to trim the ship. Set center of mass realistically low, and it will pitch and roll realistically.
As stevemc01 mentioned,
calculateDrag = false
makes builds run better. It will also help with performance, as you will be able to easily adjust drag with a single huge part to get both realistic speed and acceleration. I advise giving the underwater part of the bow some love too.Nice, I always liked Oceanic. The second superstructure and two fewer funnels give her a bit of flavor.
You gotta de-drag a lot of those parts for that to be runnable... all things inevitably have a cost.