Should Drag Disks be allowed?
Last Post 21 Nov 2007 02:07 PM by Stokamoto. 29 Replies.
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RixMagUser is Offline
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06 Jul 2007 02:51 PM
quote:
Originally posted by aroeske

The rule is you can't increase the speed of the props to maintain speed through a turn or to assist in acceleration or deceleration. Slowing down or reversing is fine though.

The rule states:
quote:

3.2.11.3

Motors or throttles may not be set to increase power in a turn to improve the maneuverability of a ship, or to increase the power during acceleration or deceleration to improve the starting and stopping characteristics of a ship.

Andy

Hmm. This is worded interesting. It says you cannot INCREASE power at all to aid manueverability in a turn, but it doesn't say anything about cutting powwer to the screws on the inboard side of the turn in order to aid manuverability.

I'm assuming this is a Big Gun rule, not Fast Gun, correct?

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06 Jul 2007 03:30 PM
I don't know of any fast gun clubs that allow differential power for helping turn. I wanted to do it when I first started, but it'll be hard enough getting the ship running reliably without adding complexity to the mix. And, nobody else one the water will be able to do it, so you won't be at a disadvantage on that.
Battling: SMS Scharnhorst, SMS Baden Building: HMS KGV (Drives, pumps water, guns are in but not plumbed) MN Edgar Quinet (Hull done) Drydock/Mothballed: Rus Evstafi, DKM Lutzow, HMS Invincible Plus 20-odd other projects, according to my Boy Scouts who thoughtfully counted them for me.
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06 Jul 2007 03:48 PM
For those that don't know-
Turning motors were baned from "fast gun" because they were too effective.
So much so that if you had an inadaquate system, you were a target.
Once the allies put the on the S.D. the axis did not think they were fun anymore, and everyone voted to get rid of them.

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06 Jul 2007 04:17 PM
Really, having originally been "what?!? I can't using differential steering?", now after a few years it's not really an issue. You can work to make your ship turn better (more mass in the center, better rudder placement than stock, etc).
Battling: SMS Scharnhorst, SMS Baden Building: HMS KGV (Drives, pumps water, guns are in but not plumbed) MN Edgar Quinet (Hull done) Drydock/Mothballed: Rus Evstafi, DKM Lutzow, HMS Invincible Plus 20-odd other projects, according to my Boy Scouts who thoughtfully counted them for me.
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26 Jul 2007 05:42 PM
On my new Roma, I have all 4 props powered, and I'm using a new type of speed controller, that has the ability to mix the forward and reverse throttle control, with the rudder control. I hooked it up, and man my Roma could turn circles around anybody. If I just moved the rudder control, the motors would run in reverse from each other, and the bow would not move, and the stern just rotates around the bow, or going forward with full rudder throw, it can turn very fast in about half its lenght, but MWC said no way, but it was just for trials anyways, I had no plans to use it, LOL.

All I had to do was change a few dipswitches, and unplug the speed controller from the Y connector attacted to the receiver rudder plug to make everything normal again. I think the next local battle I will plug it back in, just to give some people a fright. Tugboat may even see it, if he comes down, or I come up.
Its better to give than to receive. Southeast Attack Squadron
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26 Jul 2007 07:54 PM
Now that I am in the rc naval combat business full-time, I will be making all battles, and can write it off on taxes as marketing expenses :)

And David, you _must_ show me that, even if it's disabled during battle. Sounds really cool.
Battling: SMS Scharnhorst, SMS Baden Building: HMS KGV (Drives, pumps water, guns are in but not plumbed) MN Edgar Quinet (Hull done) Drydock/Mothballed: Rus Evstafi, DKM Lutzow, HMS Invincible Plus 20-odd other projects, according to my Boy Scouts who thoughtfully counted them for me.
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26 Jul 2007 08:27 PM
I have one of those too... Although I gave up on the concept after seeing how complicated it was making everything.

You want it tuggy? I'll sell it to you cheap! --> Might not be too complex on that battlestations! boat of yours!
Cheers,
jks
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26 Jul 2007 08:59 PM
Mine was very easy to hookup, its from Dimension eng, the Sabertooth dual 10A motor driver for R/C. Works great with the 700/650 series motors.

http://www.trossenrobotics.com/store/p/5106-Sabertooth-dual-10A-motor-driver-for-R-C.aspx
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27 Jul 2007 11:58 AM
quote:

Hmm. This is worded interesting. It says you cannot INCREASE power at all to aid manueverability in a turn, but it doesn't say anything about cutting powwer to the screws on the inboard side of the turn in order to aid manuverability. [\quote]
Because INCREASING speed of the inside screws doesn't help steering, it hurts it. Go ahead & try it if you don't believe me. Ships don't steer like tanks or bulldozers. They steer by pushing water over the rudder(s). Where is most of the rudder, when it's turned hard over? It's directly behind the INSIDE screw(s), that's where. To get the most turning power, you need to put the most thrust across the rudder, which you can't do by DECREASING the power of the screw(s) directly ahead of the rudder.

[quote]
I'm assuming this is a Big Gun rule, not Fast Gun, correct?

It works the same for all ships, regardless of how armed.

JM
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21 Nov 2007 02:07 PM
The New Roma has a good turning circle and it only uses 2 inboard props. I angled them towards the center line of the hull to direct a larger wash over the rudder. The Rudder is scale size but the props are large. More data will be avaialbale once I try a samller set of props to reduce the speed. Should help the turning circle even more.

Bismarck Yamato Roma Missouri
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