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Building new ships (Closed)
When I build new ship designs I can't get them to steer a straight course ? I keep the ship design even on weight/blocks
Answer from: DeenTeens
I don't know if i gotta be logged in or registered here... But i think when you steer the ship forward, you will sail north? I also tried this when it was the first battleship you get at the start... It sailed against north when set to a straight course. Try manually to steer the ship with the rear, AND shoot sametime, if possible.
Answer from: American
I have this problem too and I think it just deals with the larger ships other than that I dont know how to solve this problem.
Answer from: Nogard
Hi guys, been having the same problem but got it fixed. ( ps I'm playing on the iPod touch, my dad on the iPad and the pad has some more options I'm unfamiliar with, though none should interfere with that I will explain)
It took me a while to figure it out though: my first ship sailed straight. My second always hangs a slow left.
It isn't the steering controls: steering straight == just going straight forward. Unless your ship is not build correctly, see comments below.
Things to keep this from happening:
- Once you edit your ship (press customize on a previous ship or build a new one) you can click the Info button (first button in the bottom menu). in the right Colum the lower 2 settings show: stability and angle.
The stability is a numerical value representing how much force is needed to flip your ship. I do not know the actual calculations but if you build a narrow top heavy ship your stability is drastically lower than when you build a wide or catamaran ship.
Also the weight of blocks and armor and guns factors in. put a row of ballast blocks (really heavy ) at the center bottom row of your ship and you will increase your stability. Put them on the top deck on the left and right sides and you will decrease your stability.
This means that armor plating your ship and placing guns on the deck makes the center of gravity shift upwards, and armor is heavier than normal hull. Hence your ship wants to flip over with it's heaviest part pointing at the bottom of the see. The only thing that prevents this is width. for to flip the ship it will need to push one side into the water ( which gives resistance ) and it needs to lift the other side out of the water ( gravity likes to keep it down ). So the wider your ship, the more stable it is.
The drawback of width is that you have more water to displace and thus will move slower. a solution u use on my ships is to make a catamaran ( 2 identical hulls with a central bridge connecting them ). Mostly space 4 or more blocks from one another. Make sure the bridge is above the water level to diminish the water displacement but still increase your width which increases your stability.
On to angle: Angle is all about the weight distribution. Put an extra block of armor on your outer most left or right side and your ship will bank to that side (the side with extra weight will go lower into the water than the other side).
Due to the game running a physics engine the side that is lower in the water has more water resistance and thus goes slower causing your boat to steer into that direction while you have set it to go straight.
This weight distribution balance is shown in a numerical value as angle in the info menu. If you have an angle it means your ship isn't balanced and thus will not go straight when ordered to.
Most commonly the angle is a result of miss clicking and removing or adding a block somewhere while you adjust your camera angle. So if you have an angle check your hull to see if something is missing or added where it should not.
The second thing i noticed with angle is that gun placement has a huge influence. Some guns are 2x2 (width x depth) and hence wont center on a ship that is 3 wide. Luckily if you select your gun you can place it halfway by slightly dragging it along the axis it should shift upon. it will then change into a 3x2 size. So after you checked your hull check your guns.
The last thing to check is the placement of your propellers ( the things that go underwater ) if you have more than one propeller make sure their distribution in numbers among the left and right sides of your ship are equaled. And make sure that they mirror the placement amongst those left and right sides in where you have them seen from a line from front to back.
To explain: If I have a ship of 2 wide, and i place a propeller on the right side the ship gets pushed on its right side and not on the left, making it go left while you want it to go straight. So we put a propeller on the left side too and now it should go straight. Unless one of them is placed more to the front of your ship than the other. Then they will exert different forced upon your ship that might not be straight, making your ship turn when you want it to go straight.
So to recap:
Staying on course requires two things, stability and angle:
Stability is increased with width of your ship. Try catamaran style to decrease the water displacement while increasing your ships width. Note that weight also effects stability, the lower and more centered the center of gravity the better.
Angle is based on weight distribution, it should be balanced out. On gun placement, make them balanced as well. And on propeller position, they should mirror on left and right and those mirrors should be identically far forwards or backwards under your ship.
I hope this long explanation helped you understand what might be amiss.
Answer from: Kimiyosis
Larger ships gets affected more often. Confirmed test on all my 8 battleships, and 10 base templates
Answer from: Kimiyosis
Ah, but you see, Nogard, my ship was purely centered, and yet, there is something you forgot. If you have wings on both sides, yet the moment one dips intothe water, it's not coming back up, there for causing drag on that side. So it's about your turning force and speed as well. A ship that is going fast wouldnt tip as easily as a slow turning ship(not ncluding turning)
Answer from: Personwithalife
I like to do a few battles and buy the skelton with 200 mm then destroy my old boat and take the guns then i use the new skelton to get more money. I also got a skelton (free) and cover it with 600 mm armor (also free) until its a giant floating rectangle. The only problem i have had is the boat weighs alot and weapons go underwater because i dont make it tall enough because of the weight.
Answer from: Kyle
That happened to me before, it's just random. Just put more weigh on the other side that's too high.
Answer from: AnOnOmOuS
Its with the weight balance it has to be even on either side!
Answer from: Vezner
I can now confirm this is a glitch, because I've tested it on a blank Skelton and it turned left.
Answer from: heavyweps
Well, I have seen many boats considering I`ve had the app since the day it came out, but there are many solutions to the problem of stability and balance, but its not just the ballasts and weight at the bottom of the ship it is also the major factor of the shape of the ship, from my designing of ships to subs to just plain wtf, it seems to me that some boats that are like I see a lot of comments, of the shape of the skeltons, it is a hydro-cylinder bottomed boat, so it glides through the water both ways but leans to turn.
my boats are usually over-sized beasts named "widow-maker", that are mostly made up of 400 mil. large hull, not only because of the size and armor, but because of the density, and easy to balance, but there is a solution to any size, or shape of a boat, don't rely so much on just ballasts to do the work, take 1\2 hull (use the right one for size of the ship) and place it on the sides of the ship where your hull meets the water and turn them opposite of the boat (meaning that it`s angled slant is towards the boat) and try to make it into a type of "drag/hydrofoil" so it makes the boat balance even if it has a off center angle, but try to make it zero out (or don't let the enemy bombard that side of the ship too much or it will tip.), and just like nogard said the more weight up top the more flip for your money. so to speak.