Hello Dave,
Like you say, it is the difference between the apparent weight (ie mass x actual vertical acceleration) and the buoyant forces that results in a vertical acceleration and thus movement. Some people suffer from this acceleration...
Varying the height and frequency of the swell, according to arbitrary laws, is usually quite simple. I am not at all sure that the rendering would be as easy: Most other renderings in "seagames" show this too great uniformity of waves at a distance, there must be somewhere a difficulty?
Also, the apparent turmoil of the sea comes two main sources.
The first is the mixing of many wavetrains, differing in direction, frequency and height. Long waves, of longer periods, run quicker than short ones, beating
them and beating with them. Hm.
The second is the wind acting locally on these waves, changing their forms, pushing the tops, ignoring the troughs.
Strong winds of course also make spray, what reduces the visibility (from the point of view of a sailor, not from a pilot).
That also means that more than one swell is needed, and I think it is so in Vstep's code.
Your second question supports the doubts and hopes at the start of the thread. In fact, we dont know if inertia as such is integrated at all in the simulation. I think so, because I am an optimist, but there are many reasons to think otherwise. Surprising movements of the ships, flying ships, memory effects
, bizarre rudders, unrealistic water resistance, etc.. are not consistent with a code based on parameters of a ship.
Certainly, Quest3D incorporates all the dynamics needed, with the exception of hydrodynamic ones. These are probably tailor made (my tailor is rich), but a smooth integration of hydrodynamic laws in a rigid world is not necessarily easy (my tailor is not rich) or quick. And patently, it is improving!
Strange are some mistakes that could not have been made by people acquainted with shipbuilding or shipping, inland or sea (think of rudder angle, steering à la Z-drive,..). But there is enough knowledge and competent people - be it testers- around VStep and R'dam that it could be corrected.
Worrying is that the fundamentals of hydrodynamics are apparently missing, but it could be that SS2008 will change it. Knowing how the relation is made between waves and ship would answer the question, but more importantly would facilitate the suggestions early enough.
It is not commonly known that hydrodynamics of ships is made extremely complex by the water surface...
All that is of course somewhat late, think of the "kick effect" introduced by a patch, and its integration. Fine tuning is one thing, but if you miss important parts? If the developers had missed all these points, I think it doesnt matter now. More probably, they are now fighting with their not well adapted environment, with the tools and debugging,... and if they needed help, they would have asked for it (they already did it!).
The question still remains open.. What do you think of it?
Regards
Luc