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Ship Speed

skull

Sea Dog
Hi Guys
Playing around in files, there is a way to speed up your ships in Program/Data/AI/Misc. file under realism settings, reset value to 0.09 in arcade/ Normal/ Simulation settings to speed up ships. Makes gameplay much more fun . Instead of 3 knots in a frigate with wind at my back, can now make 7 knots. You only need to be in port before applying changes for them to take affect. :sail

/ related to realism settings
RealismSettings
{
//speed_base = min ship speed
//wind push = how much the wind pushes the ships
//head wind = how much sailing upwind affects the speed of the ship

//Arcade
speed_base_arcade = 0.09 //Change value to your liking
wind_push_arcade = 0.3 //Tried modify this made no diff.
headwind_arcade = 0.4 // Tried to modify this made no diff.

//Normal
speed_base_normal = 0.09 //change value to your liking
wind_push_normal = 0.6
headwind_normal = 0.8

//Simulation
speed_base_simulation = 0.09 // Change value to your liking
wind_push_simulation = 1.0
headwind_simulation = 1.0
 
That sounds interesting. Changing the speed was an issue of the beta. What affect does it have sailing upwind? The devs made a change during the beta which got the frigate speed up-to 3 and 4 knots. But they also tended to sail upwind alot more than I would have expected.

Haven't gotten the game yet.
Greg.
 
Hi Greg, This what I think, as far as i can tell there is no variable wind factor in Campaign mode, someone correct me if im wrong. The only way to achieve a respectable speed is picking weather conditions in Quick Battle or Battle Mode.
Found files for weather conditions for all areas, but have as yet to see anything other than mild wind conditions in campaign.
Examle of weather conditions, dont know if this applies to campaign mode or just quick battles
// Sääscripti ehdotus


WeatherInfo
{
// Uniikki ID-numero [0-n]
id = 0

// Säätilan ID [0-3] [clear, cloydy, overcast, storm]
weatherid = 0

// Aloitusaika tunneissa [0, 3, 6, 9, 12, 15, 18, 21]
time = 0


//-------------------------------
// Perusvalaistus
//-------------------------------

// Ambienttiväri (varjojen väri) [0.0f-1.0f]
ambient_r = 0.25f
ambient_g = 0.25f
ambient_b = 0.35f

// Auringon väri (kirkkaiden kohtien väritys) [0.0f-1.0f]
suncolor_r = 0.35f
suncolor_g = 0.35f
suncolor_b = 0.95f

//-------------------------------
// Postprocess säädöt
//-------------------------------

// Photoshop levels Input arvot [0-255]
inputblackpoint = 0
inputwhitepoint = 215

// Photoshop levels Output arvot [0-255]
outputblackpoint = 5
outputwhitepoint = 255

// Photoshop levels gamma arvo [0-2]
gamma = 1.30

// Saturaatiosäätö [0-2]
saturation = 0.3

// Photoshop channel mixer (disabloitu shaderista, saa päälle helposti jos tarvii)
red_r = 0.46f
red_g = -0.23f
red_b = 0.77f
green_r = 0.0f
green_g = 0.0f
green_b = 1.0f
blue_r = 0.0f
blue_g = 0.0f
blue_b = 1.0f

//-------------------------------
// Pilvisäädöt
//-------------------------------
// Pilvitekstuurin skaalaus [0.1-nnn.nn]
cloudscale = 10.0f

// Photoshop levels Input arvot [0-255]
cloudinputblackpoint = 130
cloudinputwhitepoint = 255

// Photoshop levels Output arvot [0-255]
cloudoutputblackpoint = 0
cloudoutputwhitepoint = 255

// Photoshot levels gamma arvo [0-2]
cloudgamma = 0.9

cloud_r = 0.1f
cloud_g = 0.1f
cloud_b = 0.3f

//-------------------------------
// Sumu
//-------------------------------

// Sumun etäisyys (1 / 1000m = 0.001f)
fogdistance = 0.0006f

// Sumun terävyys [0.0-]
fogsharpness = 2.0f

// Korkeus metreissä
foghazeheight = 150.0f


//-------------------------------
// Tuuli
//-------------------------------

// Tuulen nopeus [0-10]
windpower = 1.0f <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< <<<<<<<<<<<<<< TAKE NOTE
// Tuulen nopeuden vaihtelumäärä +/-
windvariance = 2.0f <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< <<<<<<<<<<<<< TAKE NOTE

//-------------------------------
// Sekalaiset
//-------------------------------
// Sateen maksimivoimakkuus [0.0-1.0]
raining = 0.0

// Auringon ja kuun sillan voimakkuus meressä [0.0-1.0]
sunglare = 1.0

// Salamat päällä/pois [1/0]
flashingsky = 0

shadowstrength = 0;

cam_range = 20000;


//-------------------------------
// Vesi
//-------------------------------

watercolorbright_r = 0.06f
watercolorbright_g = 0.12f
watercolorbright_b = 0.25f

watercolordark_r = 0.03f
watercolordark_g = 0.06f
watercolordark_b = 0.13f

waterfoamheightbottom = 0.4f
waterfoamheighttop = 0.8f

//-------------------------------
// Taivas
//-------------------------------

skyRed_r = 1.0f
skyRed_g = 0.0f
skyRed_b = 0.0f
skyGreen_r = 0.0f
skyGreen_g = 1.0f
skyGreen_b = 0.0f
skyBlue_r = 0.0f
skyBlue_g = 0.0f
skyBlue_b = 1.0f

skySaturation = 0.8f
skySunStrength = 1.0f

//-------------------------------
// Aallot
//-------------------------------
// amp : Aallon amplitudi, eli korkeus [0.0f-x]
// freq : Aallon taajuus, eli pituus [0.00f-x] (0.03f - aika pitkä 0.08f - aika lyhyt)
// dir (0-1) : Aallon suuntakerroin. 0.0f -> tuulensuuntaan, 0.5f -> vastakkaiseen suuntaan
// speed (0-1) : Aallon nopeuskerroin suhteessa tuuleen.

wave1_amp = 4.1f
wave1_freq = 0.060f
wave1_dir = 0.0f
wave1_speed = 0.1f

wave2_amp = 2.7f
wave2_freq = 0.080f
wave2_dir = 0.90f
wave2_speed = 0.6f

wave3_amp = 1.4f
wave3_freq = 0.065f
wave3_dir = 0.2f
wave3_speed = 0.8f

wave4_amp = 0.0f
wave4_freq = 0.0f
wave4_dir = 0.0f
wave4_speed = 0.0f
}



Read on EI forums Kim mention of adding time compression to tactical mode, nice, would help, but u will still have an 11 knot Frigate doing 4 knots but going 3 ou 4 times faster in time compression. Would prefer to fix this problem by adding variable wind ( weather) factor or at least a fixed faster wind speed in campaign mode to simulate proper ship speeds.
{
// name from locale
type = str_SHIP_TYPE_FRIGATE

unit = uSHIP_frigate

part1 = pSH_fr01

warship = 1

speed_strategic = 0.07
speed_tactical = 0.70
maximum_speed = 11 <<<<<<<<<<<<<<<<< you could modify this to your liking as well

hitpoints_hull = 600
hitpoints_sails = 600
hitpoints_cannons = 40

crew_max = 450
crew_min = 50

cannoncrew_size = 3

price = 100000
unlockPrice = 200000
repairPrice = 10

repairHullPrice = 42
repairSailPrice = 14
repairCannonPrice = 200

ammoPrice = 20
crewPrice = 10
marinePrice = 20

buildTime = 6

cargo_space = 80

cannon_range = 1100
cannons_max = 40
cannon_type = 2

solid_max = 600
grape_max = 400
chain_max = 400
fire_max = 300

visibility_range = 1000

sailing_range = 2200

shipyard_min = 4

available_from = 1630

hull_low = -4.9
hull_high = 9.0
sail_low = 10.5
sail_high = 60

draft_min = -1.0
draft_max = 1.0

sail_speed = 0.6
bank_speed = 0.025

arcade_turn_speed = 0.017
arcade_rudder_max = 26.0

normal_turn_speed = 0.015
normal_rudder_max = 23.0

simulation_turn_speed = 0.013
simulation_rudder_max = 18.0

rudder_speed = 0.06
rudder_damp = 0.03


Interstingly enuff with stock settings, my Frigate could ony get 4 knots tacking to the wind, what up with that? Note the change is made to MINIMUM ship speed. I can now get 7 knots tacking to wind and still short 4 knots?. Down side is boarding is out of the question cause you make 4 knots with sails down, Battle sails only work half the time and only make 1 knot diffrence, so you crash into enemy ship to hard, bounce off as boarding bar fills up and your distance is to far. Only way is bombard em with grapeshot till they surrender. For me this gamebreaker for Naval combat when my ship that clearly shows should do 11 knots tacking to wind only get 3 to 4 knots in good wind conditions.

Having played POTBS for the last 16 months, maybe im slightly spoiled, possibly cause the ships I sail, sail as thay should cause if they did not, I would be dead in the Red Zone very quickly.

Not meaning to rant but Im playing Pirate camapign And always solo, maybe taking on a second ship for cover, having said that can easily take down a galleon with 2 escorts at start of Campaign with no skills, only way would need 5 ships is for attacking a port, but if my Frigate sailed the way it should according to files, possible to up stakes, for a luv of a challenge, Also thar are no weather setting for Pirate Campaign, its alaways calm so suggests to me mild wind which compounds speed problem for Pirate who relys on speed an manouvarabilty for a win against odds :drunk
 
Hello Skull,

The wind does vary from battle to battle in the campaign, rarely during the battle. I used to play easy campaign with realistic battle. Sorry just not into the trading think that much. I can remember only one instance were the wind changed velocity during a campaign battle. It was in the early beta where the frigates top speed was only about 3 knots. I had 2 frigate against 2 indiamen and 3 brigs. I had dis-masted the indiamen but had sailed very far downwind to get the brigs. The process of tacking back and forth took over an hour. During that time the wind increased from 14 to 24 knots. The wave also appropriately increased.

Sadly I have to agree, full sails, half sails, no sails is pretty much a waste. The physics model was brought up several times, but I think most of the people testing were into the trading side of the game and skipped the battles. I really do not understand why anyone would create a sailing game without decent sail management or physics modeling of sailing characteristics.

For me this gamebreaker for Naval combat when my ship that clearly shows should do 11 knots tacking to wind only get 3 to 4 knots in good wind conditions.

For Square riggers the fastest point of sail is broad reach (about half way between across the wind and directly down wind). Sailing to windward, such as tacking would be the slowest point of sail. For fore-aft rigs such as schooner, xebecs, cutters and sloops their fastest point of sail was tacking to windward. The fore-aft rig allows you to point higher(sail closer to the wind) than square rigs. Sadly EICs sailing model does not seem to take much of this into account. Another thing lacking is length to speed ratio. In displacement mode the length of the ship greatly affects the maximum speed. The longer the ship the faster it theoretical speed. The underwater hull shape also affects a ships max speed. Blunt bows and square tuck sterns, wetted surface area and proper hull trim are just some of the item that can add a lot of drag.

It also seems to me that their waves though pretty are too frequent and too tall.

Have never played POTBS. The thought of a monthly bill just to play a game does not sit well.
 
Thanks for reply Greg, info ya supplied helped. Me bad though, didnt notice on compass there is a wind speed and does vary and weather does change in campaign mode. Also when attacking a fleet, battle screen tells you weather conditions along ship types etc.

Had fun playn Pirate Bay Camaign today and did much better having changed minimun speed from 0.3 to 0.9 and was able to board several galleons with no problem, you just need to approach from stern very close to enemy ship, although cannot find a way yet to modify the 4 knot problem with sails furled. Can live with it for time being as does speed up Naval Battles.

As for Battle Sails and Heave to commands not functioning properly, this will hope will be addressed in a future patch.
Wave heights probably can be adjusted to lower heights as there are wave parimeters in above posted code. However, you can use waves to your advantage so enemy cannon fire hits water instead of your ship resulting in taking less damage, kinda neat I thought. :cheers
 
The game does get very additive. Sitting in Madagascar is a prime location for snapping up shipping. Pirate Bay sounds like a good campaign for those who are not interested in the economy game.

Although you can achieve nearly the same result by taking 'Good Hope' then station about three squadrons of patrolling frigates. Had to keep making warehouse bigger to hold all the loot. Local economy was saturated. Of course when it only cost a couple cannon balls nearly everything is profit. :dance Also quickly filled my fleets with prime ships. Mostly I was using the new ships as colliers. Fill-em up send home and sell everything.

I know the game has some warts but I have a feeling it will improve.
Looking for the game at a local store.

Greg.
 
Not that 'm not interested in trading aspect of game, more that playing as a Pirate is more to my liking. Most likley get into trading/economy after next patch is released.

Thiing about Pirate Campaign I like is at beginning, you have 1 Frigate and if you lose it, game over. Even if you have other ships in your fleet, commander does not trasfer to another ship, You are dead, So you have to be sure you do not lose your frigate during entire campaign.

Cape Good Hope is where my ship hunts at start of Pirate Bay Campaign, very lucrative for valuable cargo. You do get pop up message when fllets with valuable cargo set sail, getting there in time is another matter lol. Frigate very good ship but suggest at start of campaign to attack smaller fleets so as not to lose your frigate early in game and have to restart as you only have 1 save slot and it saves your ship being sunk. Recommend you make a copy of your last save to desktop in case you get sunk, that way you dont have to start at beginning of Campaign. :cheers
 
I believe the game does an autosave just before every battle. During beta alot of people used this feature to get out of a bad situation.

Greg.
 
Slightly diffrent for Pirates Bay, Load Game bar is greyed out and saves only AFTER Tactical Battles and Port Raids. So if u lose your flagship in either instance its game over as last save will be after the fact. This why recommend making a saved game copy especialy before port raid. Port raids is only sacking of port and taking loot, you do not take control of port.

Attacked and successfully Raided my first Indian 4 Star Port Goa with 3 lvl3 garrisons and 860 marines.My Ships included 1 x Frigate, 2 x Galleon, 2 x East Indiamen.
Bought extra pirates for all ships.Caualties are high for pirates 834 men killed, 53 enemy killed, 0 Pirate ships lost Raided port and got away with 218 tons of spices.
Assume high casualy rate is to make cargo space for 218 tons spices lol. extra pirates take up 1 ton cargo space per pirate and had 0 cargo space in all ships. End net profit after all expenses was about 70,000E :cheers
 
Sounds like fun.

Seems only difference between half sail and no sail is you loose rudder control. xD: Guess raising the sails also un-ships the rudder.

Greg.
 
Aye, ship speed is much better now with latest patch, really like the 1 button loot all feature, so now dont have to check all ships for loot. Some nice features added. Thank You very much Developers for the fast response for patches and and listening to player base. :cheers
 
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