• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Released 20 gun privateer schooner

COAS has a huge advantage with that 5th sail locator that keeps the sails flat.. That will fix you right up. POTC does not have that and I have to get really creative to get the sails looking somewhat realistic.



There is a problem with the main and mid sails fouling some lines. Either the yards are mounted too high or the lines are mounted too low. This is a point where I toss reality and just make them look good.
 
COAS has a huge advantage with that 5th sail locator that keeps the sails flat.. That will fix you right up. POTC does not have that and I have to get really creative to get the sails looking somewhat realistic.



There is a problem with the main and mid sails fouling some lines. Either the yards are mounted too high or the lines are mounted too low. This is a point where I toss reality and just make them look good.

Hozah!, and NEVER!, respectively.

Which lines get fouled? Chances are, they do that in real life, too. That tends to be a big problem with the shrouds and backstays, they're really the only limit on how far a yard can be tacked. We just pull harder when those get in the way.
 
Craiggo, im afraid she doesn't have any boats, I just completely forgot to put them on there. :facepalm all my other ships have them though. EDIT- just nnoticed this, but do you thinkyou could remove the mennantfrom the foremast? warships from this time at least had a commisioning pennant flown from the mainmast, but only one. http://static.rcgroups.net/forums/attachments/3/4/6/9/6/a3850630-210-sticker-neufchatel.jpg

Post Captain- two days ago, I wouldve said no about the sprightly, but since then I've built the Hull, Keel, stern details, headrails, moldings, and cut gunports for my next project (that 18 gun brig I mentioned earlier) and all in fairly limited free time.(maybe 4-5 ish hours total) :wp So that gives me hope i'll be able to turn out Ships ALOT faster in the future, especially if I reuse parts from already built ships and modify them to fit the new ones. I cant say I would prioritize the Sprightly over another frigate, for example, but if I'm in the mood for something easy after finishing a large ship, the ready to start hull of the sprightly could catch my fancy pretty easily. ;) not sure how she would be armed though, other than a bunch of swivel guns :?
 
To be honest, I don't know how to make the sails flatten out. Any hints on the locator work that does that? I think I saw a fifth sail locator for that somewhere before.
dunno.gif
The locator you need is 'Sail0', which goes in the centre of the sail, at the point you want to define as the limit of the sail's outward movement.
The yard models on pgargon's Victory use these locators, if you need an example for reference.

'Tis a shame these locators are useless in PotC; as Hylie said, a lot of fiddling around is required to get a similar effect. :facepalm

Also, you might want to address the spanker and spencer not catching the wind properly.
To make them behave correctly, use TOOL to edit the geometry locator of each of the two sails, to change the 'XX' value to -1.
This will cause the models to move correctly, but also inverts them, causing reverse lighting.
To fix that, Captain Armstrong will need to re-export the spanker and spencer models with the 'Opposite' render option ticked.
 
Here she is. All done I believe. Her crew are done and I removed the stern lights and foremast pendent. What do you think?


PDNCrewBoat.jpg

PDNHull2.jpg

PDNsidelHull2-1.jpg


If you don't mind, I'll let you take care of the spanker because it needs to be re-expoerted.

The only thing that bugs me is the upper boom on the spanker sail floats of to the left or right when it moves left or right respectively because the tilt of the mast I believe.
dunno.gif
 
Thats great! :woot Hmm so is the top boom of the spanker floating off to one side of the mast in that middle pic? or is it always so far from the mast? If the booms are moving from where they join the mast, thats really weird, because thats where they are supposed to pivot from. :eek:k Do I need to move the pieces for the spanker when I re export? or change some setting? the spencer sail (gaff like sail on the foremast) should join the mast a bit lower, I think, so the bottom edge is more horizontal. http://www.orgsites.com/al/americanprivateer/index.html Also, could you post a pic with battle sails? just want to make sure the right ones furled

EDIT- just noticed the boat, thanks for putting that on there. ;)
 
That's my favorite thing I've ever seen in this game, period. As an afterthought, is there any way you could move the main stays'ls right up against the foremast? That's usually how all trapezoidal sails were rigged. (even those not attached to a gaff)
 
Here is the battle sail shot

PDNbattlesailHull2.jpg


The upper boom is in place when sailing large or with the wind directly from aft. It is only when the boom moves from side to side that it goes out of alignment.
dunno.gif
 
And I guess that's my second favorite thing I've seen.

Edit: I don't know if it's possible, but would you be able to get the square yards to turn a couple more degrees? (you don't have to worry about fouling- that stuff happens in real life too.)
 
To be honest, I don't know how to make the sails flatten out. Any hints on the locator work that does that? I think I saw a fifth sail locator for that somewhere before.
dunno.gif
The locator you need is 'Sail0', which goes in the centre of the sail, at the point you want to define as the limit of the sail's outward movement.
The yard models on pgargon's Victory use these locators, if you need an example for reference.

'Tis a shame these locators are useless in PotC; as Hylie said, a lot of fiddling around is required to get a similar effect. :facepalm

Also, you might want to address the spanker and spencer not catching the wind properly.
To make them behave correctly, use TOOL to edit the geometry locator of each of the two sails, to change the 'XX' value to -1.
This will cause the models to move correctly, but also inverts them, causing reverse lighting.
To fix that, Captain Armstrong will need to re-export the spanker and spencer models with the 'Opposite' render option ticked.

Thanks for the info Armada! got it fixed.
 
Would it help with keeping the spanker in the right place if I exported it as two seperate files? (the upper and lower boom)
 
I fixed the spanker sails so they catch the wind correctly.

Here is what I am talking about with the boom not matching up.

spanker boom good.jpg


This is what happens when the wind is closer to the beem.

spanker boom Bad.jpg
 
ok, so if the top boom was a seperate file that used a seperate locator of its own, I think that would fix it, base on what little I know about this sort of thing.
 
so here are the new files
PDN_rey_d2 is for the foremast spencer sail ftp://potc@pyratesahoy.com@ftp.pyratesahoy.com/Capt%20Armstrong/ship%20models/Prince%20de%20Neufchatel/PDN_rey_d2.gm
PDN_rey_c3 should go where PDN_rey_b3 went before (lower boom of mainmast spanker) ftp://potc@pyratesahoy.com@ftp.pyratesahoy.com/Capt%20Armstrong/ship%20models/Prince%20de%20Neufchatel/PDN%20_rey_c3.gm
PDN_rey_b3 is the top boom for the mainmast spankerand it should connect to the mast at 0, 1937, -651 ftp://potc@pyratesahoy.com@ftp.pyratesahoy.com/Capt%20Armstrong/ship%20models/Prince%20de%20Neufchatel/PDN%20_rey_b3.gm

and I know this is kinda nitpicky, but could you make the flag larger and pennant longer are thinner? something like this would be great http://navyphotos.togetherweserved.com/2051276.jpg
 
Do you think you would be able to get the squares'ls to tack off to a maximum of around 45 degrees to either side? (I can get a more exact number this Saturday. From what I've seen they're only moving a few degrees either way.)

Edit: Based on my research, the forewardmost parts of the main stays'ls should be about a foot aft of the foremast.
 
so here are the new files
PDN_rey_d2 is for the foremast spencer sail ftp://potc@pyratesah...l/PDN_rey_d2.gm
PDN_rey_c3 should go where PDN_rey_b3 went before (lower boom of mainmast spanker) ftp://potc@pyratesah...DN%20_rey_c3.gm
PDN_rey_b3 is the top boom for the mainmast spankerand it should connect to the mast at 0, 1937, -651 ftp://potc@pyratesah...DN%20_rey_b3.gm

and I know this is kinda nitpicky, but could you make the flag larger and pennant longer are thinner? something like this would be great http://navyphotos.to...com/2051276.jpg

So I made your commissioning pendent long and thin and the ensign on the spanker big like in the paintings.

PDNAftlHull2.jpg


However, I have tried every combination of sails and locators I can think of to make all three or even two booms to move together on the main mast but you have to have three sailes to move all three booms according to the game. If I attach the lower spanker sail to the lower boom, the sail and lower boom move apart from the upper spanker sail and boom. If I attach it to the upper boom then the lower boom does not move at all. I have spent a long time trying to figure this out and it is getting really frustrating. Maybe we can live with a little lee way in the boom separating from the mast. The problem is that the main mast is canted so much.
modding.gif


Do you think you would be able to get the squares'ls to tack off to a maximum of around 45 degrees to either side? (I can get a more exact number this Saturday. From what I've seen they're only moving a few degrees either way.)

Edit: Based on my research, the forewardmost parts of the main stays'ls should be about a foot aft of the foremast.

They already do.

squares'ls  tack.jpg
 
Hmm.. Must have been the angles of the pictures... Still, I think another five degrees would more accurately reflect how far the yards would go when braced "hard up."
 
I fixed the spanker sails so they catch the wind correctly.
Based on your screenshots, I'm not entirely sure the sails behave properly yet. They should be roughly perpendicular to the wind in most cases. :?
The effect will be slightly exaggerated in the game, but it's better than the sails being almost parallel to the wind.

Did you definitely adjust the correct locators on the masts? Here's an example on the US_Enterprise in PotC:
XX_-1.jpg
What you need to change is the 'geometry' locators for the 'rey' models on the Prince, on both mast2 and mast3.
Only the 'XX' directional coordinate should be -1; everything else is left as-is.
 
Back
Top