Engine represent a single inboard or outboard engine. It handles power delivery, propeller rotation and engine sound.
Each ship can have multiple engines.
By default the thrust position of the engine is at [0,0,0]. Be sure to adjust this value to fit your ship.
IsOn
- is the engine currently on.MinRPM
, MaxRPM
- minimum and maximum RPM the engine can achieve. Stalling is not supported.Max Thrust
- maximum thrust that the engine can generate at MaxRPM
.Spin Up Time
- time needed for the engine to reach MaxRPM
.Starting RPM
- RPM at which the engine will run while starting.Start Duration
, Stop Duration
- duration of engine starting and stopping. Influences for how long the start sound will be played.Thrust Position
- position at which the thrust force will be applied. Local coordinates.Thrust Direction
- direction in which the thrust will be applied. Local coordinates.Apply Thrust When Above Water
- set to true if you want the propeller to work even when out of water. False by default.Reverse Thrust Coefficient
- thrust coefficient when throttle is negative.Max Speed
- maximum speed a propeller can achieve. Thrust Curve
- thrust percentage (of Max Thrust
is represented on the Y axis) and speed is represented on the X axis as a percentage (0,1) of Max Speed
). This is essentially a speed/efficiency curve of a propeller.Rudder Transform
- a transform representing the rudder. Can be used when the engine is outboard and the thrust should be applied in the direction of the rudder.Propeller Transform
- a transform which will represent the propeller. Visual only, does not interact with water.Propeller Rpm Ratio
- ratio between engine RPM and propeller RPM.Apply Thrust When Above Water
is left unchecked).
Rudder is used for steering the ship.
RudderTransform
- the transform that will be rotated.MaxAngle
- maximum angle of rudder rotation to each side (e.g. +/- 30).RotationSpeed
- rotation speed in deg/s for the rudder.LocalRotationAxis
- the local axis around which the RudderTransform
will be rotated.Rudder Transfrom
field.WaterObject
component to the rudder so it too can interact with water.
Thrusters can be used to move a ship without using the main engine(s). They can either apply thrust to the port or starboard side of the ship.
Position
- position at which the thrust will be applied.Max Thrust
- maximum thrust in [N] which can be applied.Spin Up Speed
- reaction time needed to reach Max Thrust
Thruster Position
- is it a bow or stern thruster. Determines input mapping.Propeller Transform
- transform of the propeller that will be used as a visual representation of the thruster. Has to have Unity-correct rotation and pivot.Propeller Rotation Direction
- rotation direction of Propeller Transform
.Propeller Rotation Speed
- rotation speed of the Propeller Transform
.Drop Anchor When Inactive
- if there is an Anchor
component attached to this ship the Anchor will be dropped on sleep.Weigh Anchor When Inactive
- if there is an Anchor
component attached to this ship the Anchor will be weighed (raised) when ship wakes up.Stabilize Roll
- if true a torque will be applied to the ship to try and negate any roll. Roll Stabilization Max Torque
- maximum torque that will be used for roll stabilization.Stabilize Pitch
- if true a torque will be applied to the ship to try and negate any pitch. Pitch Stabilization Max Torque
- maximum torque that will be used for pitch stabilization.