Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The large engine is the physical size of an equivalent 1200HP engine, this one, here:
https://www.depco.com/marine-engines/cummins-kta38-m2-marine-engine-item-16173/
The difference is that one is equipped with a pair of chunky starters, but the power production and size is about equal. The large engine puts out about 1000 HP @ 10 RPS.
As for tug boats, i don't know what tug boats you've been around, but ones that i look at online look to be around 3000-4000 HP range. Most of them are twin engines. According to my unfinished graph, the large diesel puts out around 2200 HP @ 19.7 RPS, so running a pair at that rate would, in fact, get you tugger performance.
Though, it's always poor form to compare games to reality. For one, reality isn't bound by hardware limitations and the current tech development of real time physics implementations.
As far as boats needing stabilizers... i have absolutely no idea what you're talking about.
Every single real life seafaring vessel has both passive and/or active stabilization systems. Generally these are down to hull design that force pressure against certain portions of the hull in right ways to keep it all upright, we don't have water displacement, as it's essentially impossible to do real time, so...
Clutches... work? That's all i can say about that.
I'm open for more materials to play with, in fact i've made the suggestion before, but you're more than a little bit off with your claims. Destructability isn't really a factor at all. Block destruction is not in, the damage is currently either on, or off.
The Large engine in the game is Massive. Maybe It feels bigger with the scale of video games but seriously it's BIG. An engine that big would never stall out from clutch engagement even with a 3 foot prop. My main point is that with my experience on boats it feels like the engines are gutless tourqeless hogs. But VOILA you reduce superstructure and deck weight and all the sudden the boat handles like the real thing. I got it, I made some changes and now everything feels exactly perfect. A 40' sport fisher doesn't NEED a seakeeper to keep it from capsizing on a calm day. Why? because the flybrigge isn't steel, It's kevlar and carbon fiber and it weighs 1/4 of the hull material. That is what provides boats their stability, not stabilizers or seakeepers.
Don't take everything I posted as a rant, it sounds rant-like but it's not. The game isn't finished yet and there's a ton of room for improvement(like block types). What I'm saying is that this (Simulation) game should contain the necessary building elements to fabricate realistic hull designs without needing excessive logic to make up for that lack.
If you don't believe me give it a try. It's really easy to add different block types, only takes 10 minutes of your time. Build a Police RIB with twin V12's and watch it fly. Because inflatable pontoons aren't generally made of steel. I'm trying to get people to try it for themselves and see the level of realism this seemingly limited game gets from a little tweaking.
Right, your tank should be built with the weight blocks, not the normal blocks.
Well, there's no engeneering challenge anymore. Of course everything will work better if you change the game files in your favor.
They work perfectly fine, what's your issue with clutches?
There is not material strenght is game as far as i know, everything seems to break at the same "stress level".
Only thing i'd add for buoyancy would be a helium fluid, lighter than air if air has a density in game (not just "empty' with a density of 0).
Hard to tell if blocks are too heavy compared to irl without knowing what the unit for weight is (definitely not kilograms). I guess the values are given to compensate the fact that noone would build a hull with 25cm thick metal. If you give reallistic density to blocks, you'll have a hard time making anything float or fly. If you make it lighter but less resilient to shocks, it'll cause a lot of problems, sometimes the games physics makes stuff vibrate and break already, increasing that kind of issue would be a nightmare.
I guess you'll just have to learn to play in a world with a different set of rules.
Edit after seeing your last post : i won't talk about RL boats, i know nothing about that kind of stuff. Maybe in the future they will tweak some values, but i hope it won't make everything too easy.
RANT:
I wish the search function was more idiot friendly on mcro.org (when I say idiot I'm talking about me, please don't take no offense). I was thinking it would be neat to have a fuel slider in the creative menu in order to be able to test tanker ships at various levels of load, and had to spend a quarter of an hour making sure this hadn't already been suggested, realizing it did, and upvoting the suggestion.
END OF RANT
Fire away the Suggest a Feature button and file it in, good sir TBAGGER!
So yes, we need different weights/materials, otherwise this will never leave the stage of "hurr-durr luk at muh boaty mc boatface!" stage. In other words: You will never be able to build "serious" vessels with this silly weight and physics system.
Another big joke is that water is basically air, not really water. How come we still can't build open hulls? How come when I build a funnel that is open all the way down into the ship, it spawns flooding already - how is water getting in there?
Displacement basically doesn't exist... in a game primarily about building ships.
This could be so much more, that is what frustrates me...
Are there issues? Sure. Flat bottom hulls for instance generate far too much drag, when they should glide along water beneath them, essentially reducing drag.
I've also said it before, and i'll say it again: Don't compare games to real life. Water displacement cannot exist with current physics models. It's literally impossible to make the game run at even 2 ticks / second with a top of the line 1500$ consumer CPU if water was displaced around one square block.
Beginner does bring a good point, even though we 2 don't always agree. Given how the game works, and what limitations can exist for lightweight blocks, there is currently very little reason to ever not use light blocks. Even if they were significantly more expensive in career, at 3x the cost, there would still be little reason to use anything heavier, except for balance purposes.
Who said it's steel? 50m ship here can have a mass of 2-3 tonnes so there is no surprise that the character's mass and force can affect it.
I'm not sure what you mean by serious as we playing a game here. It's not a professional simulator software.
Don't understand here too. Water can't be water in any software anyhow.
Displacement from the ocean? I would like to see a game where the ocean level getting higher once an object gets in.
I'd recommend just enjoy the game rather than trying to compare it to some specific NASA simulator software for NASA PC :wink:
Oh please...
Everyone (including me) says the hulls are steel because a small fishing boat draws 8 feet when in reality it should draw only 2-4 depending on hull style. What we mean by "steel" is that they're simply too heavy and non-bouyant.
HOWEVER........
If you keep an open mind, try a build with steel hull and a 1/4 weight superstructure/deck. Then go on the debate and tell us what you've found. Like some practical pro's and con's you've DISCOVERED from using the blocks in-game. Then we can really get somewhere with this conversation.
The reality is nothing will ever come of this same yes/no theoretical debate I've seen 3 times already. I can tell you where it ends:
We're not changing block weights because it will antiquate all my previous builds and that hurts my feelings. If you cant build within the restraints of the game build your own damn game.
So let's be good little engineers, use our brains instead of our "feelings" and test some theories. Adding light blocks into your game doesn't break any previous builds, it just adds new blocks to your inventory. If you don't like it simply delete the files.
Light weight blocks, in my personal experience, have fixed all the issues I had with this game.
Fixes include:
-Boats not bouyant enough(drawing too much water)
-Boats not planing even though they are planing hulls
-Excessive rocking in causing harmonic capsizing
-Engines not producing enough power
-Excessive fuel consumption (overall poor engine performance)
-Inability to build scale models because of lack of proper balancing
Naval architects don't add weight(blocks) to balance their designs, they trim weight where it needs it, shape the hull to lift the boat out of the water. Currently we cannot do these things without having excessively heavy builds.
Please elaborate on what you've found using lightweight blocks on your builds.
https://en.wikipedia.org/wiki/Keel
Naval architects disagree. The entire construction of a ship is generally dated based on the attachment of its keel.
I may test this later on, but as i said, it's not often that i find myself fully agreeing with Beginner. In this case i do.
Retroactively changing the properties of even minor items is generally a bad choice as it will break existing builds, retroactively changing the properties of something that literally every vehicle has by necessity is disasterous. It has nothing to do with feefees. A well designed boat for instance can take weeks to build. It can take days to fix that one single upload.
And yet, you had nothing to say.
I apologise, I should have said "When building sleek, sexy, fast, planing hulls naval architects don't ADD weight to balance their designs.
However I'm honoured that you only are complaining about one spelling mistake instead of 15 points that you want to bring out to take away from my real point. Which is that you still have no experience to base your argument off of since no one uses the blocks yet. My point is stop arguing and try a build. I think I'm presenting this in a clear and structured manner?
While you are free to share your opinion on my post, I am not condemned to answer it, or do so in a specific manner that might please you, am I?
Exactly.