If possible, I suggest you either:
a) reduce the collision box around ships, so masts don't get calculated into the collision box or
b) reduces the turn a ship does when colliding with something
I came across two patrols of small ships, while my fleet contains a USA frigate, Silehart's Sovereign of the Seas and a Dauntless class ship (the latter two are tier 1). I didn't want my two monsters to sink all those smaller ships and ordered them to sail away, while I undertook the battle. At some point, I noticed that both my ships suddenly went from a 100% hull strength to less than half that.
Concerned about what they might have encountered, that could cause such immense damages, I direct sailed to them and got the answer - each other. Both ships were literally spinning out of control around themselves in open sea and constantly clashed. While I stared at the crazy situation, both of them became so damaged, that they sunk, one after the other. I'm very happy I had saved shortly before that.
So I wonder, if it's really necessary to have the masts of ships count into their bulk, so sailing makes them clash and get damaged even when there is a significant distance between their hulls. Of if a ship colliding against something must make such a great turn when bounding back from the collision. Often the backwards speed of a ship after the collision is even greater than the forwards speed before the collision. Perhaps that is the cause of the problem. There must be some place in the algorithms for the sailing ships, where the uncontrollable spinning might be reduced to something manageable.
a) reduce the collision box around ships, so masts don't get calculated into the collision box or
b) reduces the turn a ship does when colliding with something
I came across two patrols of small ships, while my fleet contains a USA frigate, Silehart's Sovereign of the Seas and a Dauntless class ship (the latter two are tier 1). I didn't want my two monsters to sink all those smaller ships and ordered them to sail away, while I undertook the battle. At some point, I noticed that both my ships suddenly went from a 100% hull strength to less than half that.
Concerned about what they might have encountered, that could cause such immense damages, I direct sailed to them and got the answer - each other. Both ships were literally spinning out of control around themselves in open sea and constantly clashed. While I stared at the crazy situation, both of them became so damaged, that they sunk, one after the other. I'm very happy I had saved shortly before that.
So I wonder, if it's really necessary to have the masts of ships count into their bulk, so sailing makes them clash and get damaged even when there is a significant distance between their hulls. Of if a ship colliding against something must make such a great turn when bounding back from the collision. Often the backwards speed of a ship after the collision is even greater than the forwards speed before the collision. Perhaps that is the cause of the problem. There must be some place in the algorithms for the sailing ships, where the uncontrollable spinning might be reduced to something manageable.