Tuning a planing hull
A planing hull lifts itself partially out of the water at speed, drag drops, and the boat rides flat and fast. The shipped BP_Runabout is configured for this: but tuning your own planing boat takes a couple of iterations. This guide walks the workflow.
Read Hull state and movement regimes first if “displacement”, “transition”, “planing” don’t ring a bell.
What planing actually requires
Section titled “What planing actually requires”Three things, in this order:
- A planing-capable hull shape: flat or shallow-V aft, modest deadrise (10–22°), low draft.
- Enough power to push the hull through the transition speed barrier.
- The right data-asset flags to enable lift physics.
Without all three, the boat will plough at displacement speeds no matter what you do.
Walkthrough
Section titled “Walkthrough”-
Pick
HullType = Planingin yourHullDataAsset. SetDeadriseAngleto match your mesh’s transom (look at the boat from behind: it’s the V-angle of the bottom). Lower deadrise = flatter ride at speed; higher deadrise = softer impact in chop. -
Enable planing in
HydrodynamicsDataAsset. SetbEnablePlaning = true. The other planing fields gate behaviour:PlaningThresholdSpeed: speed (cm/s) at which lift starts contributing. Default 500 (≈10 knots) suits typical sport boats. Lower for early lift onset.PlaningLiftCoefficient: how much lift the hull generates once planing. Higher = sits higher.PlaningWettedAreaRatio: fraction of the hull still touching water at full plane. Lower = less drag = higher top speed.
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Verify your propulsion has enough power. In your
PropulsionDataAsset(engine),MaxPowerKWmust be high enough to drive the hull through the transition speed. As a rule: a 400 kg sport runabout needs ≥ 80 kW to plane convincingly; a 1500 kg cruiser needs ≥ 200 kW. If the boat reaches ~60% of the planing threshold and stalls, you’re underpowered. -
Test in a calm scene first. Drop the boat in a level with
BP_DynamicRealWaterset to small waves (DA_P_SmallWaves). Possess and accelerate from rest with full throttle. -
Read the bind to
OnMovementStateChanged. Bind the delegate on the VesselMovementComponent to a Print String node. You should see the regime go:Displacement → Transition → Planingover a few seconds. IfTransitionfires butPlaningnever does, you’re underpowered orPlaningThresholdSpeedis too high. If you skip straight toPlaning, the threshold is too low: tune it up so the transition is dramatic. -
Tune feel, not numbers. A few common tweaks:
- Bow rises too sharply → increase
Stability.PitchDamping. - Boat porpoises (oscillates fore-aft) on plane → lower
PlaningLiftCoefficientslightly, or add aTrimTabControlSurface. - Plane onset feels mushy → lower
PlaningThresholdSpeedso it kicks in earlier. - Top speed too low at full throttle → lower
PlaningWettedAreaRatio(less drag) or raiseMaxPowerKW.
- Bow rises too sharply → increase
Reference: the Runabout’s tune
Section titled “Reference: the Runabout’s tune”The shipped BP_Runabout is a known-good planing tune for a ~600 kg sport boat. Open Plugins/DynamicRealWater/Content/Blueprints/Pawn/Vessels/Runabout/DA_Runabout_Hydro and study its planing values as a baseline. Most projects can get to “feels right” by cloning this and adjusting only PlaningThresholdSpeed and MaxPowerKW to match the new boat’s mass and engine.