![]() ![]() HMS Warspite: Top Speed: 23.5 knots, Turning Circle: 550m, Rudder Shift Time: 14.2 secondsĭunkerque: Top Speed: 29.5 knots, Turning Circle: 730m, Rudder Shift Time: 14.0 seconds. Here's a classic example take a look at these two battleships: Rudder Shift merely describes how quickly a ship begins to change direction - not how quickly they actually change direction. A lot of players mistake Rudder Shift Time as describing this value and it's not. ![]() Knowing how quickly a ship completes the turn is as important as knowing how wide of a turn they're taking. Measures like Rudder Shift Time and Turning Circle do not accurately describe the entire picture on how a ship handles. Maximum Rate of Rotation describes the potential of a ship - not what will typically be seen in a match. If you've ever wondered why I'm generally disdainful of Steering Gears Modification 2, it's because of these trials. This gives you the maximum rate of rotation.įor example, this will get you results like this (these are the compiled averages): ![]() Take the 360º rotation time and divide 360º by this number. ![]() Repeat several times and take the average. Time how long it takes to complete a subsequent 360º rotation. Allow the ship to complete a 360º circuit to bleed off all of the speed it will in a turn and begin timing. Once you've reached full speed in the right heading, put your rudder hard over. You can use mods to determine your absolute heading though it's pretty easy to get within 1 or 2º of a cardinal line using the minimap. Make sure your ship is sailing in a cardinal direction. In a Training Room (Ocean map, preferably), get your ship up to its full speed (no signals, no consumables, like Engine Boost, operating). Kudos must go to Lert for taking the time to pull the majority of these numbers for this review. It's all dredged up from the Training Room. ![]()
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