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Sub Turning Rate
Posted: Wed Jun 16, 2004 11:34 am
by MadKat
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
Sub Turning Rate
Posted: Wed Jun 16, 2004 1:22 pm
by East
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.
Sub Turning Rate
Posted: Sat Jun 19, 2004 2:37 am
by Torgen
That's because you're using the turn rates of Buxton's subs, which have beer kegs strapped to the sides! buxton:
Sub Turning Rate
Posted: Sat Jun 19, 2004 4:39 pm
by odog1999
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?

Sub Turning Rate
Posted: Sun Jun 20, 2004 5:40 pm
by Torgen
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!

Sub Turning Rate
Posted: Sun Jun 20, 2004 8:02 pm
by Jesper
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
Sub Turning Rate
Posted: Tue Jan 16, 2007 11:49 am
by rdclmn7
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.