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View Full Version : Water Density Problem



lnuss
11-23-2005, 11:44 PM
The water in FS9 offers unequal resistance to ships, floatplanes, etc. Some places in a ship (all with the same power setting), you might start out crusing at 18 kts, then suddenly you are accelerating to 30, occasionally as much as 60 kts, then abruptly you are decelerating back to 11 knots, then up to 30. Some areas, however are stable, mostly small lakes. Float planes experience the same thing in taxi, takeoff and landing, but it's easier to see the problem in ships, as they don't take off.

The density needs to be made consistent. Also, it would be nice if whatever factors control water drag (and ground drag on wheels, for that matter) were documented, so people could accurately adjust "flight" models for proper speed, deceleration, etc.

While I'm thinking about it, there are a few areas on the ground where brakes (and nose/tailwheel steering) don't work at all. Explore off the airport grounds around Erie Tri-County (48V) in Colorado, for example. It would be nice to have that consistent, as well.

RyanbATC
11-27-2005, 10:39 AM
But this isn't a ship sim. But I know what you're talking about. Would you say larger float planes should react differently to the water (drag etc)?

lnuss
11-27-2005, 07:14 PM
No, I'm saying that no matter what your water vehicle, whether it's a boat or a float plane, the water resistance changes from one place to another, sometimes just within a few hundred feet, other times it may be several miles. This makes it awkward to get proper performance from float planes. I mentioned ships only because it's actually easier to see the effects using some sort of boat rather than a float plane, though the latter has the same problem.

Larger aircraft, given constant water characteristics, can be designed to react differently than smaller, lighter aircraft.