If the handling of the ships was too accurate most people would never be able to complete the missions and would soon get annoyed with the game and give up. There has to be an element of an arcade game about it for people to want to buy it. I don't know what happens in the professional version of the sim which Vstep market, but as i said above I don't think the game as it stands is accurate enough to be used as a professional ship handling simulator.
I think this is quite correct, but the arcade needs to be miminal. Real effects can be far more engaging than most arcade stuff. When you get any ship - or even something as small as a pilot boat - and subject it to volitile wind and current based and things quickly get a bit hairy. And the saying is true that the bigger they are, the more slowly and the more surely things will go wrong if you make a mistake. Think in terms of miles ahead.... It is like a strategy game - a role playing game (when we go multi-player I will most likely aim to be a harbour patrol boat and/or a tug -- and missions could involve arresting speeders, assisting berthing, etc. Roles.
Thinking of real effects: I do believe that taking account of real wind speeds and current and/or tidal flows would require very little programming effort when plotting the direction of a ship. You work out the effect of the throttles and rudders as one vector and slip in the vector equation regarding the ships actual speed and direction after accounting for the various forces at work to change that direction and speed. Perhaps this should be posted to technical or improvements to the game for review by our design team?
More of us may score low at first because of our unfamilarity with tide, current, and wind on large ships, but it would make things exciting and still playable. Indeed people would "get it" fairly quickly - and for those who don't a tutoring dialogue could be built into the waypoint dialgoues (for example: explaining what a spring line is; or informing you of the distance needed to stop a tanker, etc)
I find the small boats in this game "feel right" and are most enjoyable - but stunt jumps interest me far less than rescuing folk or running a tight ferry schedule.
The final thing that would be nice in the game are the basic rules of the road; who yields to who is not that complicated - that is what computers are good for - and the real players will be the only one who make mistakes regarding those roles -so many mistakes and you lose rank, better performance yields higher rank more quickly. The multiple player version definitley will need some kind of admirality court to fire the asses of those who constantly endanger other ships.... let them stay in the game as a rowboat or something....
- Richard + (Osprey)