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Solved Fixing the Build Mod Ships

I suppose it's worth a shot, provided it isn't too much trouble. On the other hand, it could make things worse.

I just went through PROGRAM\BATTLE_INTERFACE\Flags.c, trying to make some sense of things.
Based on what I make of it, the fort flags are handled 100% separately from the ship flags and the 2* flags for pennants and ensigns code is only in the ships section.
As such, it would appear that even the NoPennants line for forts should not be required and the forts should be good to begin with. :shrug
 
But the forts are messed up, with some of them having no flags at all. Also, battles in harbors can be a bummer. There is something bad going on.


On another front, I just discovered that at least one ship has a crew running around it while not having a walk file. I traded in one of the English galleons for the fleutofwar34g. It has a similar size and performance.

It's crew has always been knee deep in the deck, but it has no line for a walk file. So I added one and, voila, the crew is ok now. :woot

Here it is.

refShip.Name = "FleutOfWar34G";
refShip.All = "Fleut1";
refShip.Sname = "FleutWarL";
refShip.id = refShip.Name;
refShip.Walk = "Fleut2";
refShip.Class = 4;
refShip.Cannon = CANNON_TYPE_LONG_LBS12
 
In relation to fort flags, i think it best not to add new code that wasn't there prior to rhe GA issue happening, otherwise as Pieter says you'll likely just create more issues. The problem is to do with the changes to the ship flag code that happended between Build 13 and Build 14(if i got that part of the story right). I'm suspecting what we have is some kind of 'typo' errors involved in that new code, or in relation to the way it works with the ship flags when a mast is lost(maybe a sort of 'fantom flag' type issue like we had with npc's?), i'm thinking a 'clean up' routine for dealing with demasted flags(and everything connected with them in the new flag code, points of connection etc) is probably what we need?

Having said that I agree with Hylie that some Forts having flags and some not might be confusing the issue(where a demasted ship flag might try to find the closest 'flag' connection, which ends up bieng an unsued fort flag, something like that?) so we need to try to remember if Forts had flags originaly before the GA issue and if so make sure all forts have them. We should probably ask our code guys to mull that kind of thing over while checking through the new flag code that introduced the GA. I'm guessing making sure all Forts have flags won't require coding skills to do, although i wouldn't know where to start looking for that in the files.
 
One thing I know for a fact is that some forts never did have flags; I once checked the Douwesen fort in the stock game and it didn't have a flag there either.

The changes to the ship flag code between Build 13 and Build 14 is the introduction of the Different Flags mod, which also modified the code for the fort flags.
But as I said, based on my looking through that code yesterday, I can't see any reason why the forts should mess things up more than usual.

Forts should be good to begin with, but for ships it is important that they have either only one set of "flag" locators and a "NoPennants" line in ships_init.c OR have a matching "penn" locator for each "flag" locator.
If not, there could be either less or more flags in a scene than the game thinks, which is going to confuse the hell out of the game when trying to stick flags on masts.

It gets more messed up once masts go missing, after a ship is demasted, but that is why Screwface put some code in place to stop flag updates once a mast has fallen.
 
I'm trying to fit the Revenge in with the other ships of that class. In general terms, the pinnace is faster than the fluyt and the fluyt turns better. So far the Revenge is right in between them in speed and can go deeper into the wind, which makes it quite fast overall.

But it seems to not respond to the helm well. I started out only changing the "refship.weight" setting. It started at the COAS setting of 1100, then I dropped it to 1000, and now it is at 900 for Revenge 1 & 2 and 800 for Revenge 3.

The sweet spot is somewhere around there. But I caught a bug and am down and out for a while. No more testing.
 
I've moved three ropes on the hull of the Revenge to help a bit with the lateens. Instead of mostly being wrong they are mostly right now. The hulls are in the zip file.

I also changed the "refship.weight" to 800 for all 3 ships. Since the old ones are at 760 they should feel pretty close to before.

I captured an English heavy frigate with a spanker and will be trying some things Post Captain suggested.
 
I made that adjustment in ships_init.c now for Patch 7. :doff

Will we eventually be able to get rid of Galleon5 now?
 
Ayup. The only thing bothering me now with the Revenge is that it seems to give a lot of GA when it loses a mast. The only thing out of the ordinary that I could find are that the flags for mast 2 and mast 3 have to be reversed to work. Maybe those masts got switched at some point in the build. :shrug

Other than that they work fine. I've been seeing them in English fleets so they are integrated into the game ok. And they look great! It's almost like watching an old painting coming to life.
 
Ayup. The only thing bothering me now with the Revenge is that it seems to give a lot of GA when it loses a mast. The only thing out of the ordinary that I could find are that the flags for mast 2 and mast 3 have to be reversed to work. Maybe those masts got switched at some point in the build. :shrug
I just had a quick check on the locators and ships_init.c code, but those look fine as far as I can make out.
Niiice model, by the way! Hadn't had a chance to look at her properly before now. Definitely infinitely better than the old Galleon5. :woot
 
Here is an interim model of RN_Heavy_Frigate. It has the old sails and rigging and should also have the correct colors, good bow wave, and no beep. But, it is completely untested in game.
 
I was about to test it when I realised there was almost no difference in file size between the two hulls.
Sure enough, I tested the version I already had, and it didn't beep... so why did you have a beeping version? :?
 
Hmm, we have a mystery here. I looked in a backup P7 ships folder and the RN_Heavy_Frigate looks to be ok. Could TOOL have corrupted the one I was working on when I was renaming locators? Don't use the one I posted. I don't trust this install anymore.
 
Hmm, we have a mystery here. I looked in a backup P7 ships folder and the RN_Heavy_Frigate looks to be ok. Could TOOL have corrupted the one I was working on when I was renaming locators? Don't use the one I posted. I don't trust this install anymore.
Could've done; that generally when they do get messed up, though it seems to depend on ship and can be a bit random at times too. :wacko:
It's generally not install-related though. In fact, nothing should ever be install-related. Either it's installed correctly or it's not. :shrug
 
I just used the Amsterdam for a quick test, but she seems to be VERY high out of the water these days; is that intentional?
 
No ideer. :shrug I have 2 screenies of her, one from May and one from October and she rides the same in both. The waterline is set at -0.8. What should the waterline be?
 
Wasn't the hull recently changed for some reason? That could've put her higher up. Either that, or I'm making things up as I go. :wacko:
 
As far as I know I was the last person to work on the Amsterdam back in May. I redid the rigging, sails, masts and gave her a lateen. I never touched the hull except for adding rope locators. What I did should be in patch 6.

I had to go back to build 13 to find a lower waterline of -0.3 I have one install that hasn't been touched in a year or so. It's build 14 patch 3 or 4 and the waterline is -0.8 Been a while since you played? :wp
 
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