Ah ok yep I will include them in a patch then
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PChar.Ship.Impulse.Rotate.z = 0.20;
switch(sti(rCharacter.LastSailState))
{
case 0:
rCharacter.Ship.Impulse.Rotate.z = 0.0;
StackSteam(rCharacter, 2);
break;
case 1:
rCharacter.Ship.Impulse.Rotate.z = 0.1;
StackSteam(rCharacter, 4);
break;
case 2:
rCharacter.Ship.Impulse.Rotate.z = 0.2;
StackSteam(rCharacter, 8);
break;
}
Indeed putting the "BestPoint" code back to the Constitution default has some pretty believable results.what if you'd revert the best wind direction back to that of ordinary vessels? i suppose 7 knots against the wind and 10+ with the wind would be pretty accurate, wouldn't it? or something like that. judging by the remaining hiccups, that seems what would happen if the favored wind direction would be from behind.