Post by AAC_Maj. Hubbabubba on Feb 4, 2012 2:34:25 GMT -5
~S~All
During our last game, we enjoyed a bit of naval warfare, but it didn't went as smooth as it should have been. The wolfpack flights were experiencing severe starboard pull while myself, in a merchant ship, was "dead on the water" after an attempt to meet the enemy bow-to-bow.
It took me a while but, alas, I've found the reason why we were experiencing such problems. For some reason, Minuteman's flights were all showing a wind setting of 20 Knots blowing steady from 2° magnetic (0° real) from sea-level to 19993 feet. If you still have these flights, you can go and have a look by yourselves.
In turn, that setting was at the origin of the subs tendency to veer right. Normally, aircraft tend to point into the wind, and the AAC ships are only modified aircraft after all!
I can assure you that they would "pull to port" if you tried to go E-N-E.
Another interesting effect is that submarines would register some speed from the start, before having started their engines. Why?
Simple; they were registering airspeed, not real speed. As they are all, at first, oriented W-N-W, their "pitot tubes" (yeah, remember; they are aircraft!!!) was picking a bit of the breeze.
For the same reason, my merchant ship was advancing at ± 20 Kts, but registering zero! I was simply going south (downwind) and the pitot tube was in the "wrong" direction. When I tried to face the wolfpack, my ship, only capable of 14 Kts at best, went dead in the water. Incidentally, so would the subs as their maximum speed is 19 Kts.
The destroyers were less problematic as they can march to 36 Kts "full ahead".
So no need to screw-up your controls or do a reinstall, simply get rid of the wind!
On that; good wind!
During our last game, we enjoyed a bit of naval warfare, but it didn't went as smooth as it should have been. The wolfpack flights were experiencing severe starboard pull while myself, in a merchant ship, was "dead on the water" after an attempt to meet the enemy bow-to-bow.
It took me a while but, alas, I've found the reason why we were experiencing such problems. For some reason, Minuteman's flights were all showing a wind setting of 20 Knots blowing steady from 2° magnetic (0° real) from sea-level to 19993 feet. If you still have these flights, you can go and have a look by yourselves.
In turn, that setting was at the origin of the subs tendency to veer right. Normally, aircraft tend to point into the wind, and the AAC ships are only modified aircraft after all!
I can assure you that they would "pull to port" if you tried to go E-N-E.
Another interesting effect is that submarines would register some speed from the start, before having started their engines. Why?
Simple; they were registering airspeed, not real speed. As they are all, at first, oriented W-N-W, their "pitot tubes" (yeah, remember; they are aircraft!!!) was picking a bit of the breeze.
For the same reason, my merchant ship was advancing at ± 20 Kts, but registering zero! I was simply going south (downwind) and the pitot tube was in the "wrong" direction. When I tried to face the wolfpack, my ship, only capable of 14 Kts at best, went dead in the water. Incidentally, so would the subs as their maximum speed is 19 Kts.
The destroyers were less problematic as they can march to 36 Kts "full ahead".
So no need to screw-up your controls or do a reinstall, simply get rid of the wind!
On that; good wind!