I'll use this thread to post some impressions, and so you know exactly which componants i'm playing on. This was the recommended build from Pieter for me to try.
Previously before i had been playing just the Build 12.1(full), then with just the pre build13(base).
One thing i've noticed straight away as a difference between 12.1(full) or even with prebuild13, is how my Lugger now handles like a fully loaded square rigger! Seriously i was only just about managing 3.5 knots in a 22 knot wind coming at me at 90 degrees to portside. Even with that wind behind me at around a 45 degree angle to the stern i was only reaching 7-8 knots! what goes into calculating the speeds you can achieve in a given wind? how much does load(cargo) and sailing skills come into it?
I think something has been changed in the beta(1) to cause this effect as its the first time sailing in 3D felt so painful - no wonder my idea of a full 3D sailing mode mod wasn't greated so warmly <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" />
realism vs fun - this might need relooking at. The top speed of my Lugger is 15 knots or there abouts. So unless i get a force 9(or +30knot) blowing behind me from 45 degrees, i'll never even get close to this - at the momment i'm not even sure this would do it.
Looking at the sail configuration of the Lugger and most of the non square-riggers it can trim its sails through about 200 degrees, maybe a little less. Still in this new sailing model i have to have the wind within an 80 degree arc either side of the ship to go forward. It just seems a little too tight, whatever new model has been introduced into the beta for this. I can't imagine what sailing a square rigger is like now <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" />
Other than this quite large and noticable change i'm loving all the extra stuff people have added, pretty much all the things i brought up in my 'new mod ideas+current mod polishing' thread have been addressed in the pre-build13 <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
I'll post more as time goes on, please feel free to comment/point me in the direction of area's i could look at to compare the code changes in the sailing model.
Previously before i had been playing just the Build 12.1(full), then with just the pre build13(base).
One thing i've noticed straight away as a difference between 12.1(full) or even with prebuild13, is how my Lugger now handles like a fully loaded square rigger! Seriously i was only just about managing 3.5 knots in a 22 knot wind coming at me at 90 degrees to portside. Even with that wind behind me at around a 45 degree angle to the stern i was only reaching 7-8 knots! what goes into calculating the speeds you can achieve in a given wind? how much does load(cargo) and sailing skills come into it?
I think something has been changed in the beta(1) to cause this effect as its the first time sailing in 3D felt so painful - no wonder my idea of a full 3D sailing mode mod wasn't greated so warmly <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
![Wink ;) ;)](/styles/emoticons/wink.png)
realism vs fun - this might need relooking at. The top speed of my Lugger is 15 knots or there abouts. So unless i get a force 9(or +30knot) blowing behind me from 45 degrees, i'll never even get close to this - at the momment i'm not even sure this would do it.
Looking at the sail configuration of the Lugger and most of the non square-riggers it can trim its sails through about 200 degrees, maybe a little less. Still in this new sailing model i have to have the wind within an 80 degree arc either side of the ship to go forward. It just seems a little too tight, whatever new model has been introduced into the beta for this. I can't imagine what sailing a square rigger is like now <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
![Shocked :shock :shock](http://piratesahoy.bowengames.com/PA_Forum/Emoticons/shock_smiley_face.gif)
Other than this quite large and noticable change i'm loving all the extra stuff people have added, pretty much all the things i brought up in my 'new mod ideas+current mod polishing' thread have been addressed in the pre-build13 <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
![Cheeky Grin :cheeky :cheeky](http://piratesahoy.bowengames.com/PA_Forum/Emoticons/icon_mrgreen1.gif)
I'll post more as time goes on, please feel free to comment/point me in the direction of area's i could look at to compare the code changes in the sailing model.