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highest mph? (66 replies and 22 comments)
I'll have to try again to make sure, but I think I had one going 112 mph. Be sure to click the little arrows at the top of the panel in the hull designer screen for more design variables. There are more options in there for setting the pad dimensions and so forth, saving/loading boats, and changing between Lotus Lake and Glen Canyon if Lotus Lake isn't giving you enough room.
Lotus Lake is pretty small for a 100 mph+ boat, but Glen Canyon has lots of room if you take a right turn out of the starting bay.
If you at any point want to try to make a boat that turns well, hang a left out of the starting bay at Glen Canyon instead. There's some narrow, twisty bits in that direction. 🙂
after i posted that yesterday i somehow achieved 111mph, and the quest for even more continues today
Excellent! It'd be interesting to see your design. If you hit ALT+PRT SC you can take a screen shot of the boat. Then Alt-tab out of the simulator, open up paint and paste it in.
A bit of work, maybe I need to add a screen shot function.
this is the setup that im running at the moment, i got 112mph out of it just as it started to lift and i had to trim back down. the boat runs best at about 3 on the jackplate and from one "tick" up on the trim gauge until just under the second one if you ever wanted to replicate the boat, i will warn you however to be very careful when adjusting the trim at 100+ i got it to 112 when trimmed out just under the second "tick"
heres the second page
That looks cool. How does it handle? One of my fastest ones was a real handful just to get up to speed. It started chine walking early.
I see you've got a pretty wide pad there. I think mine was a lot narrower which is probably one reason it was so tough to hang on to. Later I figured out how to stabilize it a lot more, but don't recall exactly what I did.
In case you didn't know yet, you can hit the F1 key while out on the water to see more cameras and so forth. If you hit "tab" it'll bring up the force vectors and water/hull intersection so you can see exactly what the boat is doing from an external cam. It can be a bit tricky to drive it that way unless you've got a force feedback steering wheel with the steering set to mechanical in the controller setup screen, but I've found it's very useful in figuring out how to make the boats run faster and/or with more stability.
I've learned quite a bit about what makes fast boats work just by playing with the forces view. That even influenced the decisions about which parameters were going to be in the hull designer screen to begin with.
If you look here in the Facebook group: <a href="https://www.facebook.com/groups/405024603032224/" rel="nofollow">https://www.facebook.com/groups/405024603032224/</a>
You'll see Tyler Eaves doing the same thing, trying to see how fast he can make the boat go. I dropped a comment there letting him now about your post here, but he hasn't swung by yet.
you'd be surprised at how well the boat handles at speed, no chine walk whatsoever. you can actually turn the boat (somewhat) at speed and make some decent turns. i absloutely love the force vectors and its influenced me a lot on what ive done to the boat. i would actually like to drive the boat when im in an outside view (something other than F2) but i have no indicators on what im doing like speed, trim, or my jackplate height. (impliment maybe?) the boat rockets up to 105 ish and you have to let it settle down before you get agressive on the trim but other than that its not much of a pain to drive. id like to take a video and post it somewhere so you could see it but id have no idea what to do or where to post that. quick question how narrow was the pad you were using?
just went back and started to play around with the propeller pitch a little bit more and managed 113mph on back to back runs to make sure i was actually getting that speed...the hunt still continues for more though..
Sounds like you've got it tuned really nicely. Congrats on 113 mph. 🙂
I thought about doing a HUD overlay awhile back and decided against it. I tend to think they make things look a little bit too gamey, but it would indeed be useful at least in the external view. In the Oculus Rift it's tricky because the user interface has to be in 3D space rather than just drawn on the screen on top of everything else. In that case the GUI can go through the boat or steering wheel and that sort of thing. Aside from that, I really wanted the internal view to be nothing but the real gauges without any overlays anyway. It makes it feel more like you're in a real boat.
I'll keep that in mind for a later patch though, maybe in external view a 3D display would be fine. It seems to work ok in the hull designer screen anyway.
Pad width: Not sure what it was on the fastest boats. Think I'm usually in the neighborhood of 8-12 inches. I don't run any pad height usually because it can goof up how the boat turns. The left/right sides of the pad act like rudders probably more than they do in reality. That's why I added the side angle in there (I should probably rename that to "pad deadrise") to let you reduce that effect.
just wanted to start a friendly competition on who could achieve the highest speed that they possibly could, i personally have gotten 105mph before backing off of the throttle due to lack of space. i'd love to hear anybody elses numbers!