Design it, Drive it : Speedboats
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GAME DESCRIPTION

About This Game
Design it, Drive it: Speedboats is a speedboat simulator with high fidelity physics that lets you design and drive your own speedboats from more than 25 adjustable parameters on a Windows PC, then compete with it against other players via a leaderboard in a top speed shootout, run lapped solo time trials, or just free drive as you please with no constraints. Whether you end up with boats that are slow, fast, turn well, chine walk, or tend to blow over at high speeds or not depends on what you do with the shape and design of the hull.Boat Design Variables:
There are more than 25 adjustable parameters in the simulator you can play with that affect not only the boat's appearance, but also the performance and handling. Some of these include:
Single, twin, and triple engine outboard installations (up to 900 total horsepower with triples)
Engine power (150 hp through 300 hp in 25 hp increments guided by or using real outboard engine dyno data)
Propeller pitch
Overall hull length, width, and molded depth
Transom height
Chine width
Bow and transom deadrise angles
Cockpit position, width, and dash height
Seat positions and floor depth (the driver's position matters a great deal for balance)
Bow top shape
Overall hull curvature
Pad or no pad: With a pad you can choose the pad deadrise (side) angle, length, width, and height.
Strakes/Step positions, width, and deadrise (side) angle. You can run two steps or no steps.
Jackplate setback (from 4 to 12 inches)
Weight can be adjusted from 0% (lightest) to 100% (double the lightest weight) in 10% increments.
The boat mesh is generated procedurally (mathematically) from the above parameters. The physics computations are run directly on those mesh triangles for your design. All parameters affect the handling and top speed of the boat in much the same way they do on a real boat.
The physics code/vehicle simulation model driving all this is a proprietary system that solves thousands of hydrodynamic, skin friction, buoyancy, and aerodynamic forces separately on almost every triangle in the boat mesh, lower unit, and powerhead as well as the individual propeller blades. This is not your typical boat game!
Because of the high level of physics computation and the flexible, engineering oriented, procedural approach to boat design, the boat meshes are low poly compared to most simulators. You are literally driving the physics model here, not some hyper detailed 3D mesh with a simple physics model underneath it that's in no way related to the visuals like in most games and simulators. What you see is what you get, and what it may lack in the visual department, it makes up for in physics. Real life boat racers including Formula 1, 2, 3, and offshore powerboat racers use this simulator to keep their driving skills sharp.A Few Physics Details:
Chine walk naturally comes out of the model as well as blowover. A lot can be learned about both by experimenting with the hull design and driving techniques inside the boat sim. You can learn to control chine walk in a real boat by practicing it safely in the simulator first.
Skin friction at the hull and lower unit is computed using a sophisticated Reynold's number approach that depends on the details of the water/hull interaction, so as you trim the engine or adjust the hull or pad design to raise the bow or hull out of the water with aerodynamic lift, the effect on top speed is similar to what you would get with a real boat. The same goes for the cockpit operated hydraulic jackplate which can be used to raise the entire engine up to minimize wetted drag on the lower unit to attain even higher speeds.
Paddlewheel effects due to surface piercing propellers come out of the physics model due to the individual propeller blade modelling, so when the jack plate is raised or the engine trim is adjusted to lift the propeller partly out of the water (surface piercing prop) in the hunt for maximum speed, the lopsided propeller forces from blades exposed to the air tend to steer the boat which requires a steering correction similar to real life surfacing propellers.
VR support
Oculus VR headsets are optional. Multimonitors are supported. The developer runs this on Oculus Rift DK2 or triple monitors at 5870x1200 resolution. Several players are running it on CV1 too and have reported that it runs as smooth as silk.
Oculus Rift DK1, DK2, and CV1 : Fully Supported
Vive: Not supported yet.
Controller support
Fully configurable with axes/buttons. Use a keyboard, gamepad buttons/axes, joystick, steering wheel (force feedback supported), a combination of all of these etc.. Anything that DirectInput can see.
Steam Controller is NOT YET supported.
VR handheld controllers are NOT supported. In VR mode you use a mouse to navigate the user interface.
The best setup is a force feedback steering wheel + pedals.Developer info
This solo indie project is written/created by Todd Wasson, formerly the physics engine programmer/vehicle dynamics engineer behind Virtual RC Racing and it's successor, VRC Pro. Todd has been writing physics engines and vehicle models since before 2000 and specializes in vehicle dynamics.
Audio was created by Greg Hill of Soundwave Concepts, the master car (and now boat) engine audio developer behind iRacing and many other sim racing titles.Future development
Provided there's enough support from the community, this product's development will continue after Steam release with an aim first on providing more types of boats. In development next: Tunnel boats!

SYSTEM REQUIREMENT

Minimum:OS: Windows 7/8/10
Processor: Hyperthreaded Intel CPU, AMD Athlon
Memory: 2 GB RAM
Graphics: Shader Model 3.0 graphics card (AMD Radeon HD 5870, nVidia GTX 560)
DirectX: Version 11
Network: Broadband Internet connection
Storage: 2 GB available space
Sound Card: Onboard integrated or Soundblaster compatible soundcard
Additional Notes: Full water spray effects require a DX11 capable card with Shader Model 5 support. Product will run on a lower end card but the spray effects will be limited to rooster tails. VR requires a higher end card, but not as high as Oculus says is required. Developer is running a 680X card with this product on a DK2 and it maintains 75fps+.
Recommended:OS: Windows 7/8/10
Processor: Multi-core CPU (Intel Core i5 or i7, AMD Phenom II QUAD X4)
Memory: 4 GB RAM
Graphics: AMD Radeon HD 7970, R9 280X, nVidia GTX 680
DirectX: Version 11
Network: Broadband Internet connection
Storage: 3 GB available space
Sound Card: Soundblaster compatible soundcard

Design and drive your own speedboats with simulation quality physics including blowover/chine walk/porpoising dynamics. Popular with real life boat racers. Free drive anywhere or compete on courses through leaderboards. 40+ adjustable design parameters. Solo developer.
Simulation
Steam score: 71%
Languages: English
Developer: Performance Simulations
Publisher: Performance Simulations
GAME FEATURES
Single-player
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