1. #331
    When turn on the water the ship have a circular pathway and the stern follow the bow



    The UBISOFT Ships do not have a normal circular pathway when turning , the wake of the UBISOFT Ship have a kink and therefore is not normal circular





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  2. #332
    tuddley3's Avatar Banned
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    Originally posted by walkirie:
    When turn on the water the ship have a circular pathway and the stern follow the bow



    The UBISOFT Ships do not have a normal circular pathway when turning , the Stern of the UBISOFT Ship slide towards the side of the ship in a wrong fashion way.
    The picture above would represent the rudder being located in the center of the ship. For the stern to follow the bow as you are thinking, the rudder would have to be placed under the bow. But since the rudder is placed under the stern, the propulsion gets redirected to port or starboard. Such as like with an outboard motor in a small fishing boat, and as mentioned above, kind of like rear wheel steering and rear wheel drive all in one.

    The exception to the rule, would be if there was thrusters under the bow such as like a modern container ship.

    Now as far as the screenshot from SH4 above, what the devs could do to fix the somewhat "optical illusion" would be to curve the bow wake. The physics of the propulsion wake are correct.
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  3. #333
    Any ship will follow a circular path if the rudder is set off-center at any angle...but the radius of the circle it follows will get smaller with increased rudder angle. So, if you set your rudder at a high angle and leave it there for a full 360 deg loop, the radius will be smaller than if you only had it, at say, 5 deg.
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  4. #334
    Originally posted by maximichael:
    Any ship will follow a circular path if the rudder is set off-center at any angle...

    I agree , the ship must have a circular path , but there is something wrong the way the UBISOFT ships turn on the water surface

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  5. #335
    Man, let me propose something:

    Let the dev team will improve first playablity bugs, and at next step this and other graphical bugs.

    Game with excellent graphics will be nothing if the playablity is full of bugs. And vice versa - a perfect game can be graphically weak (vide SH2 VS DC).
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  6. #336
    About the slipping when the boat is doing a turn - it's not like a car with the rubber tires meeting the road...there is much less friction between the boat's hull and the water, so maybe this is what you're seeing..the boat slipping as it makes a turn.
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  7. #337
    I think the problem can be the conflict between the wake of the bow and the wake of the stern , the wake of the stern shows the ship is turning , but the wake of the bow show the ship is going just streight forward

    Therefore I think to solve this problem the wake of the bow must somehow become short/reduced when the ship turns left or right




    Today I was checking GWX Gold installed with my SH3 , and I have found that the ships have a much better turning wake therefore I think it is only a matter of passion and take care about the details in this Silent Hunter game

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  8. #338
    Originally posted by walkirie:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by maximichael:
    About the slipping when the boat is doing a turn - it's not like a car with the rubber tires meeting the road...there is much less friction between the boat's hull and the water, so maybe this is what you're seeing..the boat slipping as it makes a turn.

    The rudder go down inside the water , therefore the stern cannot slide/glide



    . </div></BLOCKQUOTE>

    I will only explain this once. Dont want to fill up a q&a with technical babble.

    1st off the ships all steer from the rear. The rudder isnt so much cutting into the water but redirecting the thrust of the screws or props located infront of it. If the rudder is hard over to port this will cause the thrust from the props to be directed to the port side which pushes the aft end of the stern to starboard. This in turn causes the bow to swing to port creating a port turn. As has been stated before this is very simple logic when you look at it.

    For instance one ship I have researched the mechanicals for a long time, the Titanic she pivoted roughly above her engines which means her back end from the engines aft would swing to port while from the engines forward would swing to starboard. That is the central part of the ship in a turn. The only reason you see some ships turning different is because some ships if not most ships dont have rudders anymore. They use a hybrid combination of electric motors powered by diesel engines. Then ontop of that these electric motor pods are able to swivel 360 degrees. Some boats even have them placed under the bow as well as under the stern giving them the ability to push a boat sideways up against the dock without the help of tug boats.

    So hopefully this will explain why what you think is an inaccuracy in the game is actually very accurate.



    Now back to the Q&A. I havent looked through all 17 pages to see if this question has been asked before but this is my question.

    1. Will there be any new ships in the game? I am curious if we can expect to see new warships that wasnt in SH III or SH IV. If so which ships would be added?

    2. Could we expect to see any convoys being escorted by battleships? It actually happened in WWII and I would like to know if this would be added in.
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  9. #339
    Will the player receive an all-new crew when upgrading to a new class of U-boat? Currently, this a problem especially in SH4, when the player upgrades from a small sub like an S boat to a large fleet boat. The end result is that a lot of crew slots are left empty with the new boat.
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  10. #340
    1. Do escort ships have an unlimited number of depth charges.

    2. Is thermal layer implemented in the game? It is true that Germany did not have the methods to the detection of layers, but their existence have impact to the ability of submarine detection.

    3. Does impact of thermal layer (if they are will be implemented) is described as the solid damping factor (as in SH4) or will be described by a simple mathematical model.

    A simple mathematical formula (partial reflection):
    If the submarine is below the thermal layers then: layer damping factor = 100 - (50 * (1 + cos (2A)))
    A - angle between the line DD-SUB and a layer of thermal
    If <45 degree the dumping factor is very high (asdic's signal is reflected by thermal layer)
    On 45 degree the dumping factor is 50%
    If >45 degree the dumping factor is very weak
    If 90 degree thermal layer doesnt' work (DD is directly over SUB)

    Adventages:
    # Simple
    # Variable depend from position of detected submaine
    # Value can be changed by fans
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