• New Horizons on Maelstrom
    Maelstrom New Horizons


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CAN you sail without map scene?????

????? I think something is wrong. I always do use the realistic, instead of arcade, but as I told you, the real sailing mod is set to OFF in the buildsetings.h.

But, even in a best wind, with a very fast corvette, I cant sail directly into the wind, of course, make me go backwards very fast, If I dont have the right angle.

(sometimes hard work, to leave port....)

What the.... Happening now? Did I use Nathans mod, no matter I turned It off? This way I play, Looks really realistic to me, but I remember, when the mod was ON, lightweight ships with big sails would not catched a bit of wind....

Or.... Hell, you made me wandering about something unsolvable <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> So, as always, my beautiful corvette, (as any other ship in my game) can only go forward, If catch the right angle.
please, some professional opinion:

I play In the yourneyman difficulty. Its a second one.

my ship has a 16.18 speed stat. Shes a pirate corvette. If theres a 22.3 knot Wind, I regurarily catch 11, 12 knot. If theres 35, 40, I catch 19, 20.

seems fair to me, my ship has really big sails.

My officers have all the speed modifier abilities. (I dont think its matters, but 3,4 of them has them. I think only one matters)

If I loose any little sum of sail, my speed dramatically decrease, of course.

DO I use Nathan's mod, or this seems unreal for you <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> ? I regurarily set it to OFF (or 0 instead of 1, I dont remember)

So, Sometimes I need to sail in very biiig zigzag, almost crush my ships nose on the rocks, to leave port, (because If I not do, the wind not push, but SMASH my butt INTO Redmond itself.)

or need very special 'closing on' technics, to be able to get cargo onboard' from sea. (sometimes need to sail almost 90° from the target to make it slooowly float to a right angle for me, then turn....)

So, do you think, I play realistic? Or what aspect of my sail is currently unreal? As far as I remember, In stock game, when I turned on realistic sailing, I was still can go directly into wind. So something is done, thats for sure. Maybe Nathans mod cant be turned off? I like the way it is now, but Im very curious.
 
About realistic sailing:

a) There is a variable in Buildsettings.h --> USE_REAL_SAILING and , for me, is at 1 (= ON)

b) The code that models the sailing is in function Ship_UpdateParameters, in file AIShip.c , folder SEA_AI
In that function theren't ANY reference to USE_REAL_SAILING

c) In BATTLE_INTERFACE, file BattleInterface.c, function GetRSRollSpeed there is a check of USE_REAL_SAILING

d) In SHIPS, file Ships_init.c, function Init_ships, there are another reference
<i>if(USE_REAL_SAILING) refShip.TurnDependSpeed = 0.95; //NK, 0.8 KNB
else refShip.TurnDependSpeed = 0.6; // was 0.4</i>


When I play:

- I can't sail against the wind. In fact, with my frigate, the most I can sail is between 30º and 45º degrees against the wind.
- Of course, if I have a lot of speed, I can turn against the wind without going backwards (rather easy to achieve witha schooner or xebec, almost impossible with a frigate or galleon)
- Neither the enemy CAN'T sail against the wind. In fact, this is bad as the AI seems unable to know that it's a really bad tactic to turn against the wind in combat.


So, my conclusion is that USE_REAL_SAILING has no effect in the behaviour of ships, only marginally about the turn speed.

Kblack.
 
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