![]() ![]() bow and stern thruster can have his own power (HP or kW) So I hope to see on this new simulation this kind of features : Like I said to you the most important is behaviour. have pitch propeller or fixed propeller consider the flow of the propeller for rudder consider the shape of the ship for the wind => big ship, high wind consideration have the possibilities to have a lot of animations like anim.x anim1.x anim2.x etc. when docking, have a good behaviour when touching the dock. have 3D sounds, I mean, when we are close to the funnel, the sound is more loud. have more possibilities for config the ship behaviour. Have wakes when propeller turning despite the ship is on slow speed. This is the most importants things in my eyes for a good simulation game. ![]() I'd like to input some suggestions for the new NG VS:ġ. SPEED: Create two distinct speed patterns, Displacement (by default) and Planing.ĭisplacement vessels are limited by hull speed, the point at which distance between moving wave crests equals waterline length of the vessel. Beyond this speed, quarter wave moves aft of the stern, causing stern to begin 'squatting', and vessel is trying to climb uphill. Hull speed (knots) is defined as 1.34 times square root of waterline length (feet). Initial resistance is relatively low up to approximately 1.0 times square root WL, where resistance begins to rise exponentially. I commanded a ship which clearly illustrates this phenomenon. compares the cheapest prices of Virtual Sailor NG on the digital downloads market to find the best sales and discount codes on trusted stores.
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