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Unrealistic boat physics
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Description

OK so I was making a mission the other day and I'm using most of the boats for it, when I went to test if it worked the physics with all the boats was way off (e.g./ the speedboat, it handles unrealistically by turning left and right in quick succession the bow will rise to a ridiculous height, in real life if you turn the boat left the right in quick succession the stern will flick around and the boat will do a 180' spin with in about 10 meters, all three boats reverse to slow especially the speedboat that takes forever to reverse and when your getting shot at it never ends well ;) it would be nice if the physics where updated to a higher standard though,

best regards

Details

Legacy ID
1766941448
Severity
None
Resolution
Open
Reproducibility
Have Not Tried
Category
Game Physics

Event Timeline

YourGhostInside edited Additional Information. (Show Details)
YourGhostInside set Category to Game Physics.
YourGhostInside set Reproducibility to Have Not Tried.
YourGhostInside set Severity to None.
YourGhostInside set Resolution to Open.
YourGhostInside set Legacy ID to 1766941448.May 7 2016, 3:33 PM

Kinetic energy is important too, boats need to slow down in longer distance, and to use the reverse to stop shorter.

Also, take note that the Speedboat is using a dual jet drive, as opposed to a dual prop drive.

Jet drives on marine engines do not reverse the same way that propellers do; jet drives have a cover that the operator can control that covers the output nozzle to force the outgoing water to go back the other way, but not until it's already being spit out of the back of the drive. It can't completely shoot the water out the other direction.

Compared to propeller drives, jet drives are significantly less efficient in propulsion output, and you'll run higher RPMs to achieve the same kind of speeds as a prop drive. Their only main advantage is that they're easier to operate in shallow water.

The Speedboat is actually pretty accurate.

Bohemia added a subscriber: Bohemia.May 7 2016, 3:33 PM

Having been fishing with my father several times and a putz on the motor a times, I can't says I've ever had the boat pull a 180 unless I held the motor lever in a particular direction. Swinging it left and right in rapid succession just made it zig zag and got me some dirty looks by a very pissed off ex marine.

The bow can very well move well above the water line based on the shape of the hull, especially if it is designed for less drag. Furthermore, if the weight in the stern is enough to offset it. Whenever we would catch a large amount of fish I often had to sit on the front of the boat to keep it more level so that water would not seep in over the back. With enough speed the bow will raise on its own as well thus creating less drag, to support all of the above, http://i.imgur.com/R2ytl6Z.png http://t3.gstatic.com/images?q=tbn:ANd9GcRSQHSGSzQ2c6-FQHg3Ewvs6xU7isRxKVPZKhh7bl-7HZrbSsLu5Q http://news.bbcimg.co.uk/media/images/48751000/jpg/_48751075_26hires.jpg

Better hope they don't impliment the visual effect of "sea legs" however heheheh.

Ok so in answer to all your questions am an XO in the Royal Australian Navy and our zodiacs (which also use jet drives) are high performance i knnow all about the less drag on the hulls and the fact that they are meant to travel forwards ours arent so good in reverse as well but the boats in game are a long way off but all our navy RHIBS (Zodiacs) are capable of doing a slam dive (e.g./ engaging the jet covers to slam the nose into the water and whilst doing that turning left or right which causes the stern of the boat to swing round, i know what im asking is probably into the thousands of lines that you'll need to do this but everything else handles as close to perfect as possible but the boats are just to glitchy to be used as an effective way of patrolling/delivery if you want you can talk to me on skype or something i can explain it better it is quite hard to do with text ;)

best regards
XO. J. Williams

MadDogX added a subscriber: MadDogX.May 7 2016, 3:33 PM

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.