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Marco
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for a first iteration of my sim, I need a very basic physics model for ship/submarine movement. I'd guess it might be a good approach to use vectors here (ship heading but also considering sea states etc.). Basic acceleration and that stuff should be taken into account

I do not need any 3D stuff...the 'client' for that 'ship movement' physics is only the 2D rendering of a navigation map.

I've found some papers on the net but they are far too complex for my needs.

Anybody does know some 'simplified' vector algorithms etc. for that?

Thanks a lot.

EDIT: To be clear: I do not want to simulate ship movement/ocean physics in detail, because this is not the focus of my (naval) simulation. It 'just' must be somewhat believable in that sense that if you have different sea states(wind/waves/currents) that the vessel is somewhat believable influenced (on the navigation map) by those forces.

The main issue for me is how I model/calculate those forces (wind etc.) by simple vectors and (eg. for a given wind velocity like 50kn) in an easy way withouth studying physics ;).

for a first iteration of my sim, I need a very basic physics model for ship/submarine movement. I'd guess it might be a good approach to use vectors here (ship heading but also considering sea states etc.). Basic acceleration and that stuff should be taken into account

I do not need any 3D stuff...the 'client' for that 'ship movement' physics is only the 2D rendering of a navigation map.

I've found some papers on the net but they are far too complex for my needs.

Anybody does know some 'simplified' vector algorithms etc. for that?

Thanks a lot.

for a first iteration of my sim, I need a very basic physics model for ship/submarine movement. I'd guess it might be a good approach to use vectors here (ship heading but also considering sea states etc.). Basic acceleration and that stuff should be taken into account

I do not need any 3D stuff...the 'client' for that 'ship movement' physics is only the 2D rendering of a navigation map.

I've found some papers on the net but they are far too complex for my needs.

Anybody does know some 'simplified' vector algorithms etc. for that?

Thanks a lot.

EDIT: To be clear: I do not want to simulate ship movement/ocean physics in detail, because this is not the focus of my (naval) simulation. It 'just' must be somewhat believable in that sense that if you have different sea states(wind/waves/currents) that the vessel is somewhat believable influenced (on the navigation map) by those forces.

The main issue for me is how I model/calculate those forces (wind etc.) by simple vectors and (eg. for a given wind velocity like 50kn) in an easy way withouth studying physics ;).

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Marco
  • 850
  • 2
  • 10
  • 18

Simple physics for modelling ship/submarine movement

for a first iteration of my sim, I need a very basic physics model for ship/submarine movement. I'd guess it might be a good approach to use vectors here (ship heading but also considering sea states etc.). Basic acceleration and that stuff should be taken into account

I do not need any 3D stuff...the 'client' for that 'ship movement' physics is only the 2D rendering of a navigation map.

I've found some papers on the net but they are far too complex for my needs.

Anybody does know some 'simplified' vector algorithms etc. for that?

Thanks a lot.