I don't have a torrent account. @ChezJfrey do you? I'm saying this because of the security issues for torrents.
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I have a version dated 12-14-2017. Is that current enough?
I don't have a torrent account. @ChezJfrey do you? I'm saying this because of the security issues for torrents.
I wonder if you are carrying a lot of cargo. If so, it may be a feature to make sailing more realistic -- since shallow waters, close to port, and loaded with cargo would mean you need to get out to the open seas before your ship picks up speed. Annoying maybe, but realistic.Occasionally, but annoyingly often, when I depart a port, the speed of my ship is very slow, usually just over one knot even when having the wind behind me. It's not that the game is playing in slow mode, everything plays normally, it's just that my ship sails at a very slow speed.
True in real life.However strong the wind may blow, you won't get its full benefits in the shadow of an island. And physics dictates that the heavier your ship is, the longer it will take for it to gain speed.
@ChezJfrey is your man then.Anyway i was wondering if anyone can help me i currently have Aop COAS GOF 2.0 with the maelstrom engine and without, I know you guys dont do the maelstrom lol but was wondering if could help me fix the font and character picture at the top when playing the game it is very small, i have tried changing config settings as well as the start.ini Screen x and y settings but still nothing, seems fine just on my laptop but when i use hdmi cable to my 4k tv it gets too small to read? Tried to join buccaneer to ask but no email confirmation came through
Take a look in "Program/ships/Ships_init.c". You could compare the ship stats here with the unmodded game's for each type of ship. It may give you a clue as to what's going on if this whole issue is ship stat modification based, and a way to tweak/fix it to your liking for your game.a way around it
arCharShip.MaxSpeedZ = ARCADE_MULT_SPEED * stf(arCharShip.MaxSpeedZ);
arCharShip.MaxSpeedY = ARCADE_MULT_TURN* stf(arCharShip.MaxSpeedY);
It's slightly more complicated in CT (from the same file):PotC has these lines in PROGRAM\SEA_AI\AIShip.c to increase the speed of ALL ships in one general spot:
Does AoP:CT have something similar?Code:arCharShip.MaxSpeedZ = ARCADE_MULT_SPEED * stf(arCharShip.MaxSpeedZ); arCharShip.MaxSpeedY = ARCADE_MULT_TURN* stf(arCharShip.MaxSpeedY);
If not, perhaps it is something that could be added without too much difficulty?
Could save the trouble of going through every ship separately...
// some of ship parameters
aref arCharShip; makearef(arCharShip, rCharacter.Ship);
ref rShip = GetRealShip(sti(arCharShip.Type));
float fShipSpeed = FindShipSpeed(rCharacter);
// wind power
float fWindPower = Whr_GetWindSpeed() / WIND_NORMAL_POWER;
float fWindDotShip = GetDotProduct(Whr_GetWindAngle(), stf(arCharShip.Ang.y)); // Wind.ay | Ship.ay
float fMaxSpeedZ = fShipSpeed * fWindPower;
float fWindAgainstSpeed = stf(rShip.fWindAgainstSpeed);
if (fWindDotShip >= 0.0)
{
//\EF\EE \E2\E5\F2\F0\F3
//fMaxSpeedZ = fMaxSpeedZ * (0.75 + fWindDotShip/1.5);
fMaxSpeedZ = fMaxSpeedZ * (0.74 + fWindDotShip / (0.1 + pow(fWindAgainstSpeed, 0.8)));
//Trace("FaceWind fMaxSpeedZ = " + fMaxSpeedZ);
}
else
{
//\EF\F0\EE\F2\E8\E2 \E2\E5\F2\F0\E0
fMaxSpeedZ = fMaxSpeedZ * (0.75 - fWindDotShip/3 - pow(abs(fWindDotShip), fWindAgainstSpeed));
//float fSpeedCorrector = Bring2Range(1.0, 2.0, 0.00001, 1.0, fWindAgainstSpeed);
//fMaxSpeedZ = fMaxSpeedZ * fSpeedCorrector;//* 2.0;
//Trace("Backwind fMaxSpeedZ = " + fMaxSpeedZ);
}
arCharShip.MaxSpeedZ = fMaxSpeedZ;
float fShipTurnRate = FindShipTurnRate(rCharacter);
float fMaxSpeedY = stf(rShip.TurnRate)/444.444;
float fTRFromSailState = 1.0;
switch (MakeInt(fSailState * 2.0))
{
case 0: fTRFromSailState = 0.1; break;
case 1: fTRFromSailState = 1.0; break;
case 2: fTRFromSailState = 0.4; break;
}
float fTRResult = fShipTurnRate * fTRFromSailState * fMaxSpeedY / 1.2;
if(iArcadeShipSpeed != 1) { fTRResult = fTRResult / 1.3; }
// ===============
// VANO :: update fTRResult using rotate with wind direction
float fRotateSide = stf(arCharShip.speed.y);
float fPrevWindDotShip = stf(arCharShip.WindDotShip);
bool bShipTurnToWind = fWindDotShip >= fPrevWindDotShip;
float fWindTurnMultiply = 1.0;
if (bShipTurnToWind)
{ fWindTurnMultiply = Bring2Range(1.5, 1.0, 0.0, 1.0, abs(fWindDotShip)); }
else
{ fWindTurnMultiply = Bring2Range(0.5, 1.0, 0.0, 1.0, abs(fWindDotShip)); }
arCharShip.WindDotShip = fWindDotShip;
//Trace("fWindTurnMultiply = " + fWindTurnMultiply);
// ===============
fTRResult = fWindTurnMultiply * Bring2Range(0.01, 1.0, 0.00001, 1.0, fTRResult);
arCharShip.MaxSpeedY = fTRResult;
Bit more complicated indeed.It's slightly more complicated in CT (from the same file):
arCharShip.MaxSpeedZ = fMaxSpeedZ;
arCharShip.MaxSpeedZ = ARCADE_MULT_SPEED * fMaxSpeedZ;
arCharShip.MaxSpeedY = fTRResult;
arCharShip.MaxSpeedY = ARCADE_MULT_TURN * fTRResult;
ARCADE_MULT_SPEED
ARCADE_MULT_TURN