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ThikBrick

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About ThikBrick

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    Able Seaman
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  1. ThikBrick

    Ship Physics wrong

    I had the privilege to be on the steering "button" on a 200m ship and 8knots are already qiuet a "high" velocity when you maneuvering in a harbor.. actually we never reached such a speed in the harbor.3-5knots thats how you maneuver bevor you throw the cords to get your spring attached.. then you push "pulse" into the spring to get your back on the pfender... thats why i said pulsing.. you never leave the thrust at the level you want.. you pulse and then you wait until the force is "showing".. so when you want to turn your ship lets say 20° to correct the curse to not hit a poller you set your rudder and then you push for 3-5 sec and directly fall back to low rpm.. the force you applied will show off about 10-20 sec later and the adjustment slowly takes place.. its so different to other behavior we know from normal situations. so yes its arcade but not as i ever expected.
  2. ThikBrick

    Ship Physics wrong

    I still have some doubts that some ppl here actually understand what i mean.. in the game while you accelerating from 0knots to max speed, 0-8knots you nearly have no control of the ship compared to 8knots-max.. and that cant be true.. maneuvrability comes from pressure to the rudder or from multible propellers. pressure on the rudder comes from 2 things, thrust of propeller to the rudder ( always happening when you accelerating and moving ) and from the speed you run in water.. the passing water also presses on your rudder even when you turn off your engines.. but as already mentioned as soon you turn your engines off the maneuverability suffers massivley. so no matter what you tell about ships of WWII, you cant make believe that the behavior of the ship between 0-8 knots is so bad as in the game.. because this is the range where you actually can apply the most propeller pressure in relation to moving waters around you. so the turning capability of the ship should be as good when not even better as at higher speeds... i know it from slightly more modern ships, but the difference cant be that big as it is in the game. you only can convince me if you served on a WWII ship and telling me that you nearly was not able to control the ship between 0-8knots, but even then i would ask you if you was just a drunken sailor or just the cook ;-) who is this guy, oh hes just the cook and killed 5 of my men hahaha..
  3. ThikBrick

    Ship Physics wrong

    yes i know... you cant run your engines just down and expect to be maneuvrable, you slow down or in hurry you even reverse your engine to kill speed and by re accelerating, you turn your rudder full in so your "back" is pressed in around.. we did that maneuver many times tbh.. when reversing the engines the whole hull starts to slightly vibrate.. the first time it was pretty impressive...
  4. ThikBrick

    Ship Physics wrong

    i actually just wanted that the ship while accelarating from zero or very low speed with the rudder already pinned is more maneuvrable as its actually should be. so focus on that.. instead of getting into a debatte that ends in nowhere just blame... because even that i know in this game it wont work, i always try to do it, to turn around more quickly by suffering speed.. i know that not every ship behaves the same way, but in general all ships, from 20m up to 50m and even the unifeeder (http://shipsandharbours.com.s3.amazonaws.com/8682.jpg) i was on for some month where capable of doing that, so would wonder that a actually for this time already better motorised ship wouldnt be able to do so ;-)
  5. ThikBrick

    Ship Physics wrong

    i researched now some older designes of rudder and propeller placements from ships of WWII, and there where some attemps of Ramirez explanation, that was kinda new to me that they tried stuff like that, with multiple propellers.. some had 4 propellers with 2 close mid placed rudders and the really old ones only had 1 rudder with 2 propellers sideway light behinde the rudder, so that no matter in what direction you pin your rudder always 50% of your thrust is applied to the rudder.. but even with such arrangements you should have a swinging [edited]even if you dont distribute your power differently to the propellers..what would be hard to script i guess and also hard to manage in game tbh ;-) so there an excuse from my side.. first i didnt know actually what he even wanted to say by comparing with an airplane... i just cant belive that the maneuverability was so bad even with kinda strange arrangements on the acceleration stage as it is in this game... while accelerating, no ship i played so far was any real maneuvrable even with the rudder fully pinned until it reaches over 8knots and then suddenly the agility kicks in.. that just not what i experienced on any boat i served or i sailed.
  6. ThikBrick

    Ship Physics wrong

    mmhh i dont "desing" ships i "sail" them from time to time, at least i did, since now im in a reasearch lab again for large molecules and sickness holding me here, so i decided to install this game... somehow i dont believe that you as a designer really would argue that the ship physics are the way they should be.. i miss my swinging [edited]...
  7. ThikBrick

    Ship Physics wrong

    boah... just no comment.. here you see how the "old" fashion way works... dont fool around and trying to misslead others "RamirezKurita" https://en.wikipedia.org/wiki/Ship#/media/File:Ferry-rudder-and-propeller.jpg see how it looks and how a fat [edited]is swinging around in a 180° in less then 2min.. and thats an old ship with no hightec rudder or free hanging propeller... thats conventional oldschool power management on the propeller not gaining to much speed but light pulsing the thrust on the rudder.. so plz dont try to fool others with half truth you think you might have learned in school on a window seat... EEERRRMMM NOOOODLE its called "Kerbal Space Programm" working actually together with NASA hahaha foools everywhere ;-) https://kerbalspaceprogram.com/en/ it looks comic like but gravity physics with some "game adjustments" and nice orbital physics for understanding actually physics.... and thats for kids.. and they very often understand ;-)
  8. ThikBrick

    Ship Physics wrong

    aahh now got it.. you mean if the soft boarder can be used for "exploiting" ways to get around corner or ambushes quickly... as they have map designers, they should love to get some additional work to do to cancel out such areas then ^^ hahaha
  9. ThikBrick

    Ship Physics wrong

    i dont quiet get what you mean ?? you hate hard borders, but you would stay at hard borders before getting anything else ? just set a grey area and making the map a bit bigger or in easier to implement the maps a bit smaller with that area and let the crew mutiny within that area in a certain time.. 30sec dd, 60sec cruiser, 120sec bs... if you too stupid to look at.. your ship is out of order because your not captain anymore ;-)
  10. ThikBrick

    Ship Physics wrong

    a big thx to kamuka, finally some ppl that have some exp and speaking up... i mean i like the fact that this game shows some power of the tools that were used back then.. i mean not to gloryfy what happend back then, but as a game i think its a good way to explain and or show what had to be mastered, even when some characteristics are tuned to fit the game.. for example : the acceleration had to fit game time.. none of the ships would have reached max velocity in 15-45sec.. more like 300-900sec.. but the velocity is pretty good 20-30 knots for med to heavy ships, thats what they reached more or less. some even more depending on the waterline. what i also would like to see are borders of maps like in battlefield 2-4 and then setting in a crew that can mutiny if staying too long outside that border instead driving in a virtual wall ^^
  11. ThikBrick

    Ship Physics wrong

    thats really sad to hear from an employee... since the change isnt really hard to realize and you would actually dont teach lies to ppl that like the game... i mean everyone is aware that a healthbar is a good representation of how much beating an object can take before it suffers... its something that even a kid understand that damage has to be rated somehow. but a ship sim, or arcade, or game bla bla, should at least meet ship characteristics.. and atm it just dont.. i like the game as i like WoT, i pay for my fun with prem acc, with prem ships/tanks, but its just sad to hear that when you try to be as accurate in gunpower, shell flight mechanics.. they are actually pretty good made, since shell would actually behave like that... a shell never fly a perfect bow.. as soon it slows under critical velocity the dropping will increase massivley... thats critical air resitance to kinetic energy vs energy needed to push against a "wall" of air.. its just the same as you would hit the water with more then 20kmh its feels like a wall... if you have enough energy you will push trough it, if not you would break to 0 in the first few cm and it would feel like conrete... but not in one of the most important mechanics in the game you actually using 95% of the time playing.. just sad, since you also suffering lot of tactic options that real battles decided the outcome from... not implementing such a "true" mechanic will cost you more over time, then the ammount of "dublons" invested to implement it.. thats no suggestion, thats a fact, because a lot of ppl dont like to be fooled esacially in realism when the rest of the game making advert is based on "facts" and "close" to realism... like all the ship really were in service... acceleration, proportional firepower, etc etc.. just a little to think of, even when my name normally is a fact for most dicussions out there ;-) i even would offer my help in implementing... but i would need to take holydays so plan upfront hahaha
  12. ThikBrick

    Ship Physics wrong

    yeah the almighty health bars... i know, but it feels so strange to have such a nice sim like that... especially when you are used to navigate vessels that still have just rudder and 1 propeller, where you even have to know in what direction your propeller spins. it just dont feel right, and that makes me sad a bit. aahh and yeah.. the Unifeeder close to 200m container ship... 6000 containers..over 100k BRT i was able (privileged) to maneuver out once in Hamburg.. and actually its pretty awsone .. today you just have a turning button that you turn and the ship will follow.. and yes we had to use tricks like that because it didnt had transverse thrusters.. but we had help from one tugboat just in case. you can feel how the Heck of your ship is coming as soon you power the machines up with the rudder pinned. its not the nose thats going in the direction where you pointing, its the heck that swings around before you even take on speed. So i can say yes, a little experience even in bigger ships ;-)
  13. ThikBrick

    Ship Physics wrong

    no you dont... its the thrust of the propeller not the speed in water..
  14. ThikBrick

    Ship Physics wrong

    no turning speed is actually defined in radius per time, so how many minutes you need to fulfill a 360° turn. in a 250m the times on full speed and when you start speeding up are immense.
  15. ThikBrick

    Ship Physics wrong

    mmmhh i think someone really didnt get the point ^^
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