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1. you give it full power and the thing flips (fix by putting lead on the front or if it nose dives take lead off the front possibly put lead on the back)
2. (this one happens on my ship that is 258meters long) one side will go into the water and because it is so buoyant it will jump out of the water pushing the other side into the water which is also bouyant so that side will shoot out of the water (i havent fixed this but i believe all you need to do is lower the center of gravity[that wierd star thing] by putting lead under the center of gravity)
i explain both of these because i dont know what your problem is exactly but these are the only two problems ive seen that match what youve said
Of course if you build a tiny raft, the waves will just throw you around, so you can either lower the wave intensity in the options or just try and build appendages like on a catamaran.
http://smalltrimarans.com/blog/wp-content/uploads/2009/10/Soling-trimaran-3.jpg
You can look where the center of mass is on your vessel, just go into build mode and press 'P'.
You will see a cross somewhere in your ship. The location of said cross is the center of mass.
The cross has several arrows that help you visualize the balance of your ship.
As a general guideline:
For a single hull ship, you want your center of mass to be as deep as possible and as centered as possible and here is why:
1.) Thrust. Propellers need to be underwater, they also should be behind your ships center of mass. Let me illustrate with a horrible makeshift picture:
X = Center of mass,
- = a line of blocks
P = propeller
This is good:
---------
---------
p----x----
---------
This is horrible (your ship will start to nosedive):
--------x
---------
p---------
---------
So is this (your ship will also start to nosedive):
p---------
---------
---------
--------x
For thrust it is important that the propeller is one the same height as the center of mass. This way, 100% of force will be put into moving forwards and not up and down or straight down.
2.) Keeling over:
If the center of mass if to far up, any force acting on your ship will work to push that center of mass down. This is a basic representation of physics.
You can circumvent it by 3 methods that do not use stabilizers or other drive systems:
Keep the center of mass deep, it should be well below the waterline.
You can achieve this by either building lead blocks, metal blocks or stone blocks into the underside of your ship.
A common method is to build the keep of your ship with heavy materials.
The keel the is the "spine" of a ships hull so to speak. Has the drawback that ships like need appropiate waters to opperate or else their hull will scrape the bottom of the shallow seas.
You could also build a very broad ship, that will trade water depth for a shallow but very wide hull. These seldomly keel over, but also offer a huge target area and are clumsy, they kinda are a motorized raft.
In From the depths, both the Trimaran (3 hulls, with the center hull usually being the bigger main hull and the other 2 being the smaller outher hulls) and katamaran (2 hulls, some models have small inner hull.) are meant to combine the positive effects of the above methods.
They draw less depth than single hulls and are not as wide as the raft.
Its bascially enough to add 2 smaller secondary hulls to your primary hulls to keep it from keeling. That also adds the benefit of adding meat to your ship that an attacker has to blast through frist. You can icnrease the stabilizing effect if your put the secondary hulls a distance away.
I hope this helped you a bit.
you dont. you need to add/remove weight from the respective directions...
http://steamcommunity.com/sharedfiles/filedetails/?id=668550643