Hi ! First, thanks for clicking on my post ^^.
I want to make a project mixing Sea of Thieves with WWII ships (like World of Warships). And instead of reinventing the wheel, I use the Unreal Engine Water plugin. So I start a project, I have a somewhat realistic ship hull, and the hull goes into the stratosphere at Mach 393 as soon as it touches the water (which I hope is not normal behavior ^^).
Even adding linear and angular damping doesn’t change almost anything.
So, I remade a rather different hull (the first was based on a destroyer and the other on a battleship). And there it floats normally while staying on the surface. So, I told myself that making a flat bottom or not changes something, but no. I have the same parameters on my 2 hulls with globally the same socket positions for the pontoons (front, back, left and right).
So, my question is: Why is the buoyancy affected by the shape of the hull if there are pontoons, and what would be the “specifications” to respect to have a hull that works?
My hull models are quite simple (almost low poly), but I don’t think the complexity of the model has anything to do with it because it would be normal to use the collision box of the mesh instead of the mesh itself for the physics