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RMS Oceanic

4,721 Atoka220  2.7 years ago

This version has been modified to use the actual rudder for turning instead of a powerful gyro
Also made the helm's movement directly proportional to the rudder's

It feels more like turning a 215m long beast now

Controls:
Throttle - Forward
Brake - Backwards
VTOL up - Turn to starboard
VTOL down - To port

Ag1-2: Lights

She still handles poorly in heavy seas using Gestours ocean mod tho
Any help in making it more seaworthy for waves is appreciated

Check out the original longer post here


This has absolutely nothing related to the post but hey, it looks like the Titanic lol

Spotlights

General Characteristics

  • Successors 3 airplane(s) +21 bonus
  • Created On Windows
  • Wingspan 71.5ft (21.8m)
  • Length 705.3ft (215.0m)
  • Height 186.6ft (56.9m)
  • Empty Weight N/A
  • Loaded Weight 32,501lbs (14,742kg)

Performance

  • Power/Weight Ratio 0.691
  • Horse Power/Weight Ratio 0.015
  • Wing Loading 101.5lbs/ft2 (495.5kg/m2)
  • Wing Area 320.2ft2 (29.8m2)
  • Drag Points 419245

Parts

  • Number of Parts 1010
  • Control Surfaces 0
  • Performance Cost 3,571
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    No buoyancy at the bow?

    1.5 years ago
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    How i sink it

    +2 2.4 years ago
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    @Atoka220 could you please build ss suevic.

    2.5 years ago
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    9,320 Tookan

    @EternalDarkness
    lol

    2.7 years ago
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    @Atoka220 you can find a link to the server in the list pinned on the forums. It's near the top (totally not because it's my own server).

    2.7 years ago
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    25.6k Cereal

    Nice

    2.7 years ago
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    4,721 Atoka220

    @EternalDarkness Ah damn that's what i do to get 0 mass scale on all major parts

    And No, but i'll look it up
    Sounds better than flooding forums and posts lol
    Thanks

    2.7 years ago
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    Oh, and another suggestion. Quit posting them from the side against a black background. Be a bit creative with each thumbnail. Load a image into the editor as blueprint and take a picture of it instead of the build itself.

    2.7 years ago
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    Are you in PortSP Discord server? We discuss this kind of stuff all the time there.

    2.7 years ago
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    @Atoka220 when you start building, set that property to the very first fuselage block you get. Then just build the rest by cloning that block (right click the block and drag). That way all fuselage blocks you use will be drag free. Set the same property to any inlets and hollow blocks you use. Then, when you're done, give drag back to the biggest block you can find and adjust dragScale. The property is in part tab of Overload.

    My technique is to have an enormous buoyant block, as long and wide as possible, placed exactly on the center of mass. Move it up or down and adjust buoyancy, and have those four on each side simply to trim it a bit as CoM moves and to improve stability a bit.

    2.7 years ago
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    4,721 Atoka220

    @EternalDarkness I might try that
    It has 4 hidden boyant blocks in the sides and the black part of the hull is all set to max buoyancy soo
    Isn't it the same? heheh

    2.7 years ago
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    4,721 Atoka220

    So where do i have to put that line? Part properties with overload or it gets applied to the whole build?
    Also will it then calculate drag for the part behind, or eliminate it completely?
    It is made up of quite a few parts after all heh

    2.7 years ago
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    You can make her behave realistically in the waves by using a single huge fuselage block for the bulk of buoyancy. Then have one small buoyant block on each side of it to trim the ship. Set center of mass realistically low, and it will pitch and roll realistically.

    +1 2.7 years ago
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    As stevemc01 mentioned, calculateDrag = false makes builds run better. It will also help with performance, as you will be able to easily adjust drag with a single huge part to get both realistic speed and acceleration. I advise giving the underwater part of the bow some love too.

    2.7 years ago
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    Nice, I always liked Oceanic. The second superstructure and two fewer funnels give her a bit of flavor.

    2.7 years ago
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    3,419 stevemc01

    You gotta de-drag a lot of those parts for that to be runnable... all things inevitably have a cost.

    +1 2.7 years ago