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Improve boat maneuverability
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Description

The turning mechanism in boats works the other way round. Assault boat and especially Speed boat are extremely hard to turn at low speeds while they do 360 at high speeds. In physics both boats should do 360 in under 10 secs while idling and turn radius should grow then gaining speeds.

Details

Legacy ID
45589265
Severity
None
Resolution
Open
Reproducibility
Always
Category
Gameplay
Additional Information

Observed: currently, boats are hard to turn at low speeds and easier to turn at high speeds.

Expected: boats should be easy to turn at low speeds and hard to turn at high speeds. (Larger turn radius.)

Event Timeline

Bozon edited Steps To Reproduce. (Show Details)Apr 18 2013, 6:22 PM
Bozon edited Additional Information. (Show Details)
Bozon set Category to Gameplay.
Bozon set Reproducibility to Always.
Bozon set Severity to None.
Bozon set Resolution to Open.
Bozon set Legacy ID to 45589265.May 7 2016, 1:43 PM
MadDogX added a subscriber: MadDogX.May 7 2016, 1:43 PM

Point 2 is covered here: #2452
Point 3 is covered here: #4636

I've removed the duplicate items from your ticket and reduced it to the maneuverability issue. ;)

Please read the how-to-guide before creating more tickets: http://feedback.arma3.com/how-to-user.html.html

yoleven added a subscriber: yoleven.May 7 2016, 1:43 PM

I completely agree here. Turning at low speeds should cause a decrease in turn radius, but also turn rate. As it stands now, turning a boat is more akin to turning a wheeled vehicle, where it must follow the direction the wheels are turned and have forward motion to do so. This causes other issues that I will place in a follow-on post.

edit: spelling/grammar error

This is just a copy/paste from another ticket that was closed to merge with this one. I have experience driving small boats (<3 ton) as well as large warships (~ 4000 and ~ 9500 ton). My experience with vessels in between is limited, but the concepts remain the same.

<copy>

  1. When traveling at forward speed, if throttle is reduced to zero, the water resistance should cause the vessel to slow much faster than it currently does. This is not to say that it should come to a stop very quickly, but it should at least lose the top 1/3 of it's speed particularly rapidly. This is especially true of boats traveling on plane (like the speedboat) in which as soon as speed decreases, more of the hull descends into the water, causing even more drag to slow the vessel. If you couple this with reverse throttle, it should decrease speed even faster.
  1. Whenever throttle is reduced to zero, the turning capabilities of the vessels should reduce to almost zero. These are not ruddered vessels, in which the wash of water over a rudder creates lift to cause a change in direction. The direction is changed by vectoring the power of the engines off of centerline. Currently, if you let off throttle, if forward or backward speed is maintained, there is absolutely no loss in handling capability, much as if the boat were on wheels.
  1. The above issue also creates problems when trying to do skillful boathandling maneuvers. If I am backing down a boat and hold the key to turn left, then apply heavy forward throttle, the stern of the boat should move quickly to the right while also decreasing rearward speed. The inertia should keep the boat traveling somewhat close to its original vector (backwards) even as the heading changes. As it currently stands, what would happen now is that the stern would continue traveling left (changing heading to the right), stopping when rearward motion stops, then moving right (changing heading to the left) when I achieve forward motion.

</copy>

I have no doubt that these physics could be modeled in the current engine, as the helicopter flight model is fairly robust, and many of the concepts are quite similar, just with the axes rotated.

edit: my ~ caused numbers to get referenced to another comment in another issue.

Also, assault boats are way too slow (30kph max, should be at least 50% higher), and speedboats take very long to slow down to a complete halt from full speed (±35 secs in a straight line, ±20 secs if turning).

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.