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  1. K

    New cannon sounds

    I haven't seen NK's new codebase yet, but I assume you're referring to the carronades having an rCannon.caliber entry that matches their display size in Cannons_init? As in, a 68 pdr carronade is listed as 68 pounds there and 32 everywhere else? This is confusing, but as far as I can tell it's...
  2. K

    Realistic Guns?

    <!--QuoteBegin-NathanKell+Apr 22 2005, 08:50 AM--><div class='quotetop'>QUOTE(NathanKell @ Apr 22 2005, 08:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->I don't fit any of the above, but you might get some info on NavWeaps's tech page ( <a...
  3. K

    Realistic Guns?

    Ehhhh... uh... Not as such. Engagements between ships of the same class take just about as long as before. Engagements between ships of different classes will most likely be much shorter than before. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif"...
  4. K

    Realistic Guns?

    Ahhh.... free time... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> I might have time to work on this again soon. I just turned in my term research paper and finals end in a week and...
  5. K

    Realistic Guns?

    Hmmm.... Thanks Rad, that 1639 table looks useful. My guns are based on ~1750 pieces, because that's all I could find easily and I didn't have enough free time to look through the university library. The carronades are ~1800 pieces, quite obviously. I kind of like the tactical...
  6. K

    Realistic Guns?

    Well, I added the 32pdr carronades last, and then forgot I added them. I only thought I had 13 guns, so I was a bit surprised when you said 14....Actually, I think one of the forts might use the 32pdr carronades at close range; I think they are used once. As to the "missing" line, I'm now...
  7. K

    Realistic Guns?

    Ahhh! Instapost! New sounds? OOOOoooohhh... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> As if the big guns weren't scary enough... <img...
  8. K

    Realistic Guns?

    Actually, no. There are no guns with a caliber of 68. All carronades use an internal caliber of (roughly) half the diplay caliber. For example, the 18pdr carronades use an internal caliber of 9; they display as 18pdrs (and I calculated damage assuming an 18 pound projectile), but they are...
  9. K

    Realistic Guns?

    They should definitely work. The problem is that there are two different characters that indicate a line break/carriage return (or something like that). Notepad only reads one of them as a line break and displays the other as a null character (the black rectangle). It's been like this with...
  10. K

    Realistic Guns?

    Ehhh, the bitmasks are a bit much. Vector change of base looks like the way to go, but it means I'm going to have to brush up on my linear algebra in order to do this. Just so I'm getting this straight: I have to use the firing ship as the origin and redifine the `x-axis` to be in the...
  11. K

    Realistic Guns?

    I don't think docking the velocity is really that important. The cannonballs don't slow down due to wind resistance, anyway. In a perfect world, the chance to ricochet would depend on speed, with the ball slowing down after each bounce, but I think we can get away with probabilities. My...
  12. K

    Realistic Guns?

    You might be on to something there with the ricochets. If I could get the distance between the splash and the ship as a vector I could generate some velocites to feed into ballfire (based on distance/mounted guns) and a probability to bounce (based on weather and distance). I would probably be...
  13. K

    Realistic Guns?

    Thanks for the FTP info, Catalina, "Cannon Realism.zip" is now up... with a rediculously large readme to boot. 29 files were changed in all (I had to give everyone the new guns...), so if it doesn't work, check for conflicts before yelling at me. You need to reinit, starting a new game might...
  14. K

    Realistic Guns?

    Oh, so people *were* interested in this... Sorry I've been gone so long, I've just been really swamped with work. If anyone has any place I can store what I've got, I can just send off the whole mess of files. I had to change a whole heck of a lot of files to get the new guns to work (and to...
  15. K

    Realistic Guns?

    Yeah, I've seen the fort cannon bit, but unfortunately the only references to multiple cannon types are in AIFort and FortCommandants, and they're both the same declaration. Whatever the engine does for multiple fort guns, it does internally and most likely only for forts. I'll release this...
  16. K

    Realistic Guns?

    It's not mine, it's just the only site I've found that actually gives `in-depth` armament figures for sailing ships. It only has the `real-life` counterparts of the ships a fictional character sailed in the early 1800's, but it's still incredibly well researched. Oh, and a status update...
  17. K

    Build12, changing cannon fog/smoke

    In particles.ini, in the [cancloud] section, you'll find something that looks like this: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->key_psize    = 0.25,0 key_psize    = 10,1000; 3,250 ;key_psize    = 0,6000<!--c2--></div><!--ec2--> These define the size of the...
  18. K

    Realistic Guns?

    I think the fort gun destruction is `hard-coded`, and impossible to transfer to ships. If it were possible it would have been the very first thing I did, believe me. Someone might come up with a way to do it, but I don't see it as likely. I have, however, managed to create and implement...
  19. K

    Build12, changing cannon fog/smoke

    No, that code is correct, ini files use semicolons as comments. The two slashes would probably crash it. Well, it appears that the two slashes work too. Wierd. Wait, whoa. I had no idea all these ini files existed. Maybe *that's* why some of my changes have no effect. Which of these...
  20. K

    Build12, changing cannon fog/smoke

    I've got a question, too: Is there any way to make the smoke blow in the direction of the wind? Can you even set a velocity on particles?
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