[Mod release] HP per tonnage/speed based on quadratic drag
Jul 24, 2019 0:26:47 GMT -6
generalvikus, christian, and 2 more like this
Post by evil4zerggin on Jul 24, 2019 0:26:47 GMT -6
Inspired by seawolf 's mod (which can be found here), I decided to produce a table using a purely analytical approach.
Instructions
Copy over Rule the Waves 2/Data/SpeedHPTable2.dat. Make sure you back up the original first and restore it before patching.
Version history
3 August 2019: Added 40 kt column. A 53- kilo-tonner can make this speed with the largest possible powerplant.
23 July 2019: Initial version.
Overview
This mod sets base kilo-horsepower requirements to kilotons2/3 × knots3 / 1800 - 1.5. This is equivalent to the standard quadratic drag equation, assuming all ships have the same drag coefficient and reference area increasing as if all ships scale up uniformly in all three dimensions with constant density. This is of course a vastly oversimplified model that doesn't take into account wave-making resistance etc. so I only claim a loose degree of accuracy to real life.
The subtraction of 1.5 is the one concession I made to the stock horsepower table and effectively amounts to giving each ship a "free" 1500 horsepower. This gives a relative boost to the smallest powerplants, i.e. very small and slow ships.
The game doesn't like base horsepower requirements above 500 kilo-horsepower so I had to terminate some of the rows early. This is still enough to make a 90 kilo-ton ship go 35 knots, or a 59 kilo-ton ship go 39 knots (provided of course you can actually fit such a powerplant on the ship).
Versus stock table
Compared to the stock table, this table usually lowers the horsepower requirements. The only ships that take a penalty of more than ~5% relative to stock are a few slow 1 kilo-tonners (mostly due to rounding) and 2 kilo-tonners (which are heavily favored by the stock table compared to both 1 kilo-tonners and 3 kilo-tonners).
The big winners relative to the stock table are most slow ships (though they aren't spending much tonnage on powerplant to begin with) and cruisers, especially fast CLs (HUGE gains, though they still require more HP/ton relative to larger ships). Apart from the aforementioned slow 1- and 2- kilo-tonners, the ships that gain relatively little are mostly mid-speed battleships.
This is visualized in this miniature colorized table (speed increasing to the right, tonnage increasing to the bottom, more green = proportionally less horsepower needed relative to the stock table).
Instructions
Copy over Rule the Waves 2/Data/SpeedHPTable2.dat. Make sure you back up the original first and restore it before patching.
Version history
3 August 2019: Added 40 kt column. A 53- kilo-tonner can make this speed with the largest possible powerplant.
23 July 2019: Initial version.
Overview
This mod sets base kilo-horsepower requirements to kilotons2/3 × knots3 / 1800 - 1.5. This is equivalent to the standard quadratic drag equation, assuming all ships have the same drag coefficient and reference area increasing as if all ships scale up uniformly in all three dimensions with constant density. This is of course a vastly oversimplified model that doesn't take into account wave-making resistance etc. so I only claim a loose degree of accuracy to real life.
The subtraction of 1.5 is the one concession I made to the stock horsepower table and effectively amounts to giving each ship a "free" 1500 horsepower. This gives a relative boost to the smallest powerplants, i.e. very small and slow ships.
The game doesn't like base horsepower requirements above 500 kilo-horsepower so I had to terminate some of the rows early. This is still enough to make a 90 kilo-ton ship go 35 knots, or a 59 kilo-ton ship go 39 knots (provided of course you can actually fit such a powerplant on the ship).
Versus stock table
Compared to the stock table, this table usually lowers the horsepower requirements. The only ships that take a penalty of more than ~5% relative to stock are a few slow 1 kilo-tonners (mostly due to rounding) and 2 kilo-tonners (which are heavily favored by the stock table compared to both 1 kilo-tonners and 3 kilo-tonners).
The big winners relative to the stock table are most slow ships (though they aren't spending much tonnage on powerplant to begin with) and cruisers, especially fast CLs (HUGE gains, though they still require more HP/ton relative to larger ships). Apart from the aforementioned slow 1- and 2- kilo-tonners, the ships that gain relatively little are mostly mid-speed battleships.
This is visualized in this miniature colorized table (speed increasing to the right, tonnage increasing to the bottom, more green = proportionally less horsepower needed relative to the stock table).