Ideas for future additions
@Harley-Gray Maybe he could make two games. A advanced one with all the high quality things and then one that is a bit less but brings up frame rate for the people with slower pc's
@Harley-Gray have you tried running the game at a lower resolution? I had to run it a 640x480 or something close to that on my laptop.
@Harley-Gray What Ryan said, I've found that running the game fullscreen at half or lower resolution helps a lot. The shaders for the water are very GPU intensive. I will add a graphics settings menu eventually to allow you to tweak the graphics settings more.
@Cei I've always thought it would be cool to have the cranes lowering the boats into the water and other atmosphere details. Roughness of the water over time should be doable, it should probably take into account how many boats are on the water and for how long. I plan on exposing options for the server admin to adjust the water conditions.
@Ryan-Yates Yeah, the old algorithm I was using was trying to simulate planing and slamming forces better, unfortunately it seemed to stuff it in the turns even more. I also think that the center section shouldn't be simulated like a wing, I found some research papers on it (https://www.researchgate.net/publication/266593645_Dynamics_and_Stability_of_Boats_With_Aerodynamic_Support) The hard part is figuring out how to actually use the equations.
@Scott-Przybylski Most of the aerodynamic lift is provided by the air trapped under the hull. Not sure how it relates to the equations in that paper (although I may try messing with them a little), but here's a simple equation used to find the stable ride height of an outboard hydro. Note that outboards usually have the transom on the water, so this equation doesnt account for air leaving the rear of the air trap.
The basic takeaway, though, is that the air leaving the air trap via the sides and rear should equal the amount entering from the front. With inboards prop lift is a larger part of the equation, and actally works to keep the bow from rising.
I'll see if I can make sense of those equations, but until then hopefully this is helpful.
Thanks @Ryan-Yates that is helpful. Unfortunately I'm not entirely sure how I'd use that in the physics calculations. What I envision for figuring out the lift generated by the hydroplane tunnel/air trap would be to setup a grid of points at an angle. I can then sample the water at the center of each square to find the height above the water. From there I'm not sure what the equation is to figure out the lift force exerted by the air pressure. I'm thinking it may be similar to ground effects.
- Here’s a couple of courses I would like to see, Barrie, Ontario - it was a cool tri-oval, new challenge to drive. Milwaukee would be another cool one with the layout of the harbour. Would like to see Miami Marine Stadium and Pearl Harbour. Races that add some favour.
- Something else that would add some flavour. Is there going to be any boat design additions like the U3 piston boat or the 2 wing boats? Or how about being able to change your cowl design like on the U17 Red Dot, or say the U66 Sutphen Spirit, or maybe like the 1982 Pay N Pak, Leland’s Project X also comes to mind. In fact saw Mark Evan’s driving the Pico in testing at Detroit where they tested a cowl that was never run anywhere else to my knowledge, the intake was at the back of the cowl.
- Maybe go to a 8-12 race season?
- Can the parallel rollers off the log boom in Seattle be added? Maybe they are already there and I didn’t notice them.
As far as I know, new hull options should be coming in the future since Scott is working on a new model that should be more accurate. When that happens, all the boat paint schemes will probably need to be redone which will take time.
I think more courses are planned for the future, but they’re not needed at the moment and Scott is the only person working on that aspect of the sim so it will take time.
Increasing the number of races might be an option in the future, but we’re trying to emulate the real schedule and these races do take up a lot of time (3-4 hours per race).
As for the parallel rollers off the log boom in Seattle, I think it’s already there.
@cp65 From what I understand, the wakes and rollers are purely visual at this point. They don't actually affect the handling of the boat, but I could be wrong about that. Seattle as a whole should be rougher than it is but I know Scott was really trying to get that course out quickly so we had it in time for the season race.
- I won't be adding any new courses right now, I'm going to try and start adding more detail to the existing ones first.
- New boat hulls are in the plans, but this is just a hobby for me and I only have so much time to work on things.
- That's up to whoever is running the league.
- With the current water library I'm using, wake effects don't affect the boat physics, but I can adjust how rough the water is for the entire course. I'm planning, in the future, to switch over to the Crest Ocean library which supports interactive wakes and other interactive water features. I've done some quick tests with it and reported some bugs to the dev. It's in pretty active development, so I'm waiting for some bugs to be worked out before I put in a full effort to switch to it.
Right now I've started working on some 3D models for the pit areas. Unfortunately, I've been really busy with work and taking care of a baby, so I haven't been able to get anything done the past couple weeks.
@Scott-Przybylski is there a way to add force-feedback for controllers?