submarine turn rates should be incresed. In WWII submarines could out turn a destroyer. It would be nice to see this improvment in the next patch
Future Suggestions
Post a replySub Turning Rate
7 posts
We've had problems finding accurate turning (and other performance) data for most of the ships and submarines in Enigma. They are currently estimated based on horsepower rating, known top speed and estimated rudder efficiency.
Our intent was to let the physics modelling handle the turning, etc., but our current physics implementation is not capable of that.
Our intent was to let the physics modelling handle the turning, etc., but our current physics implementation is not capable of that.
That's because you're using the turn rates of Buxton's subs, which have beer kegs strapped to the sides! buxton:
But why would Buxton risk his precious cargo to a DC or stray shell?That's because you're using the turn rates of Buxton's subs, which have beer kegs strapped to the sides! buxton:
Because he's already offloaded the spare torpedos to make room for beer, and the Admiral insisted he keep the ones in the tubes where they were! 
if you ever had survived an attack from a Assassin you would see the crank in your hull isnt shaped like a standard Torpedo, dats caus it was maked wit an emty b??r keg

typos are on purpose
typos are on purpose
I agree with the observation that the sub's turning rate is way too slow. Besides working with a model, there is one other consideration, the longer the vessel, the longer it takes to turn. Its the fulcrum principle, rudder efficiency is moot. You can double the size of the rudder but it won't make much of a difference. The vessel's rear is actually pushing towards the left in a right turn. Its the same way with cars, a shorter wheel base will always have a smaller turning radius.
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