how you trim the sails, influences how the boat sails
Marking this as completed for now, but feel free to write comments with additional feedback.
I am about to move this card to "Completed" - is there any extra feedback anyone would like to provide?
How can we make this feature better?
need more time to get used to the effects, and it is a long time since i was trimming to remember how it felt in reality. It certainly in the short time (one race) that I have tried, it it semed to make sails trimming much more effective than the switch like behavior that the sail behaviour had previously. If you are going to keep it (and I know a lot of beginners are going to want a more arcade feel) you may have to consider a proper binnacle/navigation station at each wheel to give all the information the big boats like this have to make up for the lack of feel for the wind and tide. (EG I sailed in the whitsundays off Hamilton Island and the tide ran against us at around 5knots and we made about 4 and so we had rudder reversal effect as the boat went backwards)
@Kevan A @Aaron Sawyer @sanman66 @Peter Bolton how do you find this new addition? Those it make the sailing more rewarding / interesting or is it just annoying?
@Greg Dziemidowicz: I though the new mechanics were great. I agree with Peter that you will need a way to turn this off for beginners. I would be intimidated if I had never planed a dingy, but I have and it felt very realistic. I noticed that the boat went a little faster yesterday. Could have been the wind, but I think your new dynamics are a little faster. That is a good thing, and incentive to learn how to race with more control. Two thumbs up.
One thing to think on while you are tweaking this. I tried to jibe with the main sheeted in, it was near if not impossible. The opposing force seems to be in proportion to how sheeted in you are, as opposed to the force exerted on the sail. With the main sheeted in going down wind, I should slow down, and I do, but I should also have an easier time turning. I'll leave the complicated math to you, but that was the only problem I noticed.
Any chance you will port VR Regatta to the Quest? I would love to be able to compare Cup v. Regatta. Maybe you could share the specific goal of cup v. what you achieved with Regatta?
However, in general, I LOVE that trim affects steering.
Any progress on having the teleport spots work better on the quest?
@Kevan A: I agree with Kevin about the Gybe. I had the boat stall dead downwind. This is not reality as I have found that the boats I have sailed fell off to one side or another. Suggested solution is to limit the rudder authority to about 160 deg to prevent rudder stall. If we are to have this much more reality (YAY!!!) then we are going to have to look at self furling jibs, zero 1 sails, cunningham controls, gale force winds and reefing/lowering of the main saill over longer courses. Motor racing sims do 2hr+ races and if realistic weather, sea state, navigation over a long course with variable conditions then I'm in (apologies for off topic)
@Greg Dziemidowicz: looks llike the physics are getting better. I'll brush up to see if i can keep up with you guys.
Not sure if it is Oculus Quest issue and think is outside the new physics logic added. But i'm finding i'm having to fight with jib and main when using the green/cyan computer buttons. They don't seem to want to release but instead recoil all the way back to previous settings. I would use the crank handles manually but found the main sail computer code has bug and gets broken switching between manual and using the cyan computer button.
I'm excited with the new logic, but currently can't get past not knowing if it is me or the Quest issues Art and I have expressed before.