Results 1 to 50 of 332

Thread: SoG Game Tracker App (windows)

Hybrid View

  1. #1
    Midshipman
    United States

    Join Date
    Oct 2017
    Location
    TX
    Log Entries
    348
    Blog Entries
    4
    Name
    Aaron

    Default

    Update 1/7/18: (Wave Making Resistance - for world travel speeds)

    I've almost exhausted the interwebs of free wave making resistance study material. I've incorporated the wave resistance coefficient curves that are found commonly in publications. The net effect for this game is that a particular ship hull design will perform well at certain speeds where the family of hull waves act together to minimize waves (the hollow part of the curve). On the other hand there will be speeds that the hull does not like due to amplification effects of said family of waves (the humps). I've gotten my physics engine to reflect this behavior. The only "drag" (pun intended) about this is that data is not available nor can it be empirically determined. This means these wave coeff curves will have to be "winged" or "makeup" for each major ship hull family and adjusted to reflect any observations logged in the 18th century such as "ship was fast with strong winds but slow under light winds".

    Here's a few examples showing ship speeds compared to true wind speeds at wave effect peaks and lows. All of this technical jargon amounts to sea chases playing out differently under light and heavy winds just as they did in real life.

    The heading is constant at 136 degrees and the braces were adjusted for each case to maximize sail forward driving force.
    Below is an example of light winds where most of the resistance is made up of viscous drag. The ship is capable of obtaining 57% of the true wind speed.
    Name:  wm1.jpg
Views: 853
Size:  56.7 KB

    Here the ship is a little over 6 knots and from the curve to the right where the dotted gray line meet, it is at a poor performance spot (wave effects are amplified). The ship is only capable of 40% of the true wind speed.
    Name:  wm2.jpg
Views: 876
Size:  58.5 KB

    Here is the opposite case of the ship sailing now at a favorable speed in regards to wave effects. The curve and gray line are meeting at a hollow. At 9.25 knots the ship is making 46% of the true wind speed.
    Name:  wm3.jpg
Views: 885
Size:  58.0 KB

    Finally, a top speed test with 30 knot winds. The wave effect is dominating and the ship is only capable of 37% of the true wind speed. Notice how the red curve only rises from that point; the top speed is limited by the bow and stern waves boxing the ship in.
    Name:  wm4.jpg
Views: 905
Size:  60.2 KB

    So from a programming standpoint, I feel my sailing engine is now sufficient to produce "realistic" results with the right data input. I'm now moving on to making the world map code that will track the ships sailing about the oceans. Here is another can of worms I'm about to open as I am going to place Trade winds, etc, tidal currents on the map and vary them with the seasons. In net this will encourage ships to use the real routes.

    I am getting closer to having a common server that we can all join together. The rest of the pieces just need built first.

    Later...
    Last edited by Aaron; 01-07-2018 at 21:21.

  2. #2
    Admiral of the Fleet.
    Baron
    England

    Join Date
    Nov 2011
    Location
    Notts
    Log Entries
    22,320
    Blog Entries
    22
    Name
    Rob

    Default

    I am even more impressed with your facility for designing this aspect of realism into the game Aaron. For the larger scale picture of fleets moving great distances it adds an extra dimension that I never expected to see.
    Weathering a tempest around Cape Horn seems to be something which we may all be able to experience for ourselves in the future rather than just reading about it in a novel.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  3. #3
    Midshipman
    United States

    Join Date
    Oct 2017
    Location
    TX
    Log Entries
    348
    Blog Entries
    4
    Name
    Aaron

    Default

    Quote Originally Posted by Bligh View Post
    I am even more impressed with your facility for designing this aspect of realism into the game Aaron. For the larger scale picture of fleets moving great distances it adds an extra dimension that I never expected to see.
    Weathering a tempest around Cape Horn seems to be something which we may all be able to experience for ourselves in the future rather than just reading about it in a novel.
    Rob.
    Cruising at the speed of the slowest vessel in the fleet had to be frustrating. And during a chase, do you send out your fast ships and split the group? Can’t wait for this.

  4. #4
    Admiral of the Fleet.
    Baron
    England

    Join Date
    Nov 2011
    Location
    Notts
    Log Entries
    22,320
    Blog Entries
    22
    Name
    Rob

    Default

    Frigates sir Frigates! The eyes of the Fleet.
    Bligh.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •