Ideas for future additions



  • I know this game is still in it's early stages but it has so much potential and I thought this would be a good place to share some ideas people may have on how to improve the game and/or add to it.

    A few ideas I have;

    1. Some sort of lane markers, especially for new players (like myself) that are learning how to hold their lane. I'm thinking it could just be white lines that you could turn on and off as desired. That way you could practice with the lanes "on" and get a feel for where each lane is and how to stay in it.

    2. The ability to design your own paint scheme. From what I've seen on here there's a way to do it separately and then add it into the game manually (at least I think that's how it works) but it would be great if you could do it in-game. Honestly I haven't tried designing a paint scheme for a boat in the game yet so maybe it's a lot easier than it sounds, but me being a graphic designer it would be cool to create my own designs for this game. I've actually won the U-21's "Design the Boat Contest" a few times over the past couple years so I've seen my designs on a real boat and this year I'll have 2 boats with my design on them but it would still be cool to make one here.

    3. More courses. I know this is likely already in the works but I just wanted to make sure this didn't get left out. I would love to see all 6 current courses eventually in the game and maybe even some other courses that they've raced at in the past like Doha, Evansville, Hawaii, Washington DC, Miami, etc.

    4. Custom engine/gearbox/wing/prop set-ups. Maybe each course would have a default set-up that works pretty well but it would be cool to be able to tweak your set-up based on your own racing style. It would be a good way to learn about how adjusting different things in the boat make it handle differently. During practice runs you could go out and run a few laps and then head back to the pits (also something that would be cool to add) and make adjustments before heading back out. I know there's still work being done on the physics so this is something for much further down the road.

    Feel free to let me know what you think of these and if any of them are already being worked on. I know there is still a lot of development going on with this game and that there are more important things to get done before any of these ideas but I just wanted to throw these out there and give others a chance to add some of their own ideas too.



  • @TinyBeard Currently the courses are being worked on. I don’t know if boat setups are planned or not. I haven’t heard anything about the top 2.

    What boats have you designed?



  • @CanYouFoush The past 2 years in Seattle the U-21 (Albert Lee) had my design on it. I can't say yet what the 2 boats are this year because it hasn't been officially announced yet.


  • registered-users

    1. Sounds like a good idea, along the lines of car racing sims that have the racing line that you can toggle. The only hard part is that the lane sizes aren't fixed, most of the rules define lanes based on the width of the boat. I may try and implement this when I start working on the course map overlay.

    2. There likely won't ever be a way to paint the boats in game. Photoshop and Gimp are much better tools than anything that I could ever come up with. I was a little hesitant making it so people could add paint schemes this early on, since I am planning on eventually creating a new boat model for the Unlimiteds.

    Anyway, there are Photoshop templates for painting the current boats, if you're a graphic designer it shouldn't be too difficult, its just a matter of exporting them to the correct DDS image format.

    1. More race courses are definitely planned.

    2. Yes, I would like to make it so the boats can be setup differently. I'd think of the current boats as just a place holder right now, I have some ideas for trying to make the physics more realistic as well as adding the ability to setup different parts of the boats.

    Unfortunately, I'm just one guy working on this in my spare time.

    Feel free to leave any ideas/suggestions you may have.



  • @Scott-Przybylski One suggestion I'd make is about how the boat handles. I think the back end slides out way too much in the corner. I was racing with @DJ-Miller and he left me just enough room. I should have fit in the lane but the back swung out and hit the roostertail, and I hooked.



  • @Scott-Przybylski Yeah I totally understand that it's just you working on this so I know that no matter how good of ideas get posted on here it's definitely going to take some time to implement. You've done an awesome job so far and I'm excited to see how this game evolves.

    I can see how the lane thing can vary but to at least have some straight lines down the straights would help a lot. I find myself thinking that I'm running parallel to the buoys only to find out that by the time I get to the next turn I've drifted in or out 2 lanes.

    I thought of a simplified version of boat setups that may be easier to do. You could make 3 presets; one that's conservative where the boat is hard to fly so it's less likely to flip but it's relatively slow. Another would be moderate where it's a little easier to fly the boat so it's a little easier to flip but you can go a little faster. And the third would be aggressive where it's really easy to fly the boat and therefor easy to flip as well but you can go a lot faster.


  • registered-users

    A couple of thoughts on improving the boat handling (just shooting ideas out since I don't have a full understanding of how the boats interact with the water in the program). Either increasing the hydrodynamic lift or implementing some sort of non-trip surface in the boat model could help to solve the rolling issue. The increase in hydrodynamic lift might also help to reduce the likelihood of a boat stuffing.



  • Since we are shooting ideas. A new home screen and maybe a screen inside the server. I was thinking a pits for the home screen. You on the trailer and then have a crane next to you. And for the sever you have a overview of the pits and everyone or just you is showing with cranes moving here and there. Just gives it a little something special.

    Also, the roughness of the track. I feel like it should get rougher over time. By the end of the race it should be a lot harder to keep on the water (something to play around with).

    Another, when we can change setups on the boats it will show. Iracing you can change a whole bunch to your car but it looks the exact same as everyone elses.



  • One more, the rooster tail is too long at the end. Maybe having it the same in the turns for the right side but whoever is on your inside shouldn't have rooster tail in their face (unless cut off). The rooster tail also should have less physics at the end (causes people to roll or stuff it when not even close to it).



  • All of these are great ideas, but one thing I really struggle with is the way it runs on pc. Frame rate is horrific, and the game lags out a lot, and freezes. So some graphics options that can improve frame rate and such would be fantastic. I love this sim, but I don’t have the kind of money to spend on a new computer that can run it smoothly.



  • @Harley-Gray Maybe he could make two games. A advanced one with all the high quality things and then one that is a bit less but brings up frame rate for the people with slower pc's


  • registered-users

    @Harley-Gray have you tried running the game at a lower resolution? I had to run it a 640x480 or something close to that on my laptop.


  • registered-users

    @Harley-Gray What Ryan said, I've found that running the game fullscreen at half or lower resolution helps a lot. The shaders for the water are very GPU intensive. I will add a graphics settings menu eventually to allow you to tweak the graphics settings more.

    @Cei I've always thought it would be cool to have the cranes lowering the boats into the water and other atmosphere details. Roughness of the water over time should be doable, it should probably take into account how many boats are on the water and for how long. I plan on exposing options for the server admin to adjust the water conditions.

    @Ryan-Yates Yeah, the old algorithm I was using was trying to simulate planing and slamming forces better, unfortunately it seemed to stuff it in the turns even more. I also think that the center section shouldn't be simulated like a wing, I found some research papers on it (https://www.researchgate.net/publication/266593645_Dynamics_and_Stability_of_Boats_With_Aerodynamic_Support) The hard part is figuring out how to actually use the equations.


  • registered-users

    @Scott-Przybylski Most of the aerodynamic lift is provided by the air trapped under the hull. Not sure how it relates to the equations in that paper (although I may try messing with them a little), but here's a simple equation used to find the stable ride height of an outboard hydro. Note that outboards usually have the transom on the water, so this equation doesnt account for air leaving the rear of the air trap.

    The basic takeaway, though, is that the air leaving the air trap via the sides and rear should equal the amount entering from the front. With inboards prop lift is a larger part of the equation, and actally works to keep the bow from rising.

    I'll see if I can make sense of those equations, but until then hopefully this is helpful.

    0_1531801537642_15318015176088276407459731472628.jpg 0_1531801554777_1531801542759894056123149986624.jpg


  • registered-users

    Thanks @Ryan-Yates that is helpful. Unfortunately I'm not entirely sure how I'd use that in the physics calculations. What I envision for figuring out the lift generated by the hydroplane tunnel/air trap would be to setup a grid of points at an angle. I can then sample the water at the center of each square to find the height above the water. From there I'm not sure what the equation is to figure out the lift force exerted by the air pressure. I'm thinking it may be similar to ground effects.


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