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Flag Locators Repair Project

As it is the only difference in the ships is the hulls. The masts are the same. Maybe hex editing is the best way to go.
 
Maybe it is. At least that way, the ships are 100% identical. :yes
 
I found it. I did it to myself.:facepalm

The light fluyts never used to have a flagpole on the stern. I added that myself months ago when I upgraded the sails and rigging but never noticed the flags until now. Loosing the flagpole and its locator gets the other flags working. :walkplank


Onward through the fog! :rumgone
 
There is currently only one file in my folder on the new FTP, and it is called "luggers 3 flags and crew". That one I made this morning and it has the lowered camera.

I was using the old ftp, now i've also got access to the new one so have just got this correct file and will report back on the Luggers :)

Edit: Ok yes that seems much better for the Luggers :onya

Char height is onlevel with the rest of the crew(i feel short now! being used to having a crew of umpa lumpas!) and i like the penant-flag-penant arrangement for the masts. I'll report on any GA stuff when/if i find it.
 
Loosing the flagpole and its locator gets the other flags working.
Surely if the flagpoles are done correctly, they shouldn't cause any problems, as long as ships_init.c is modified to reflect them? :?
Oh well, if removing them works, that's better than before at least.
 
This is why I was stumped. The flagpoles should work. :modding They came off of the big fluyts. In fact the flagpole does work on the red one, fleut3. After a little more play testing I intend to call them good and post them to the new FTP. As ships get tested and are found to be ok that is where they will be going.

BTW, are the light frigates considered finished? If so I will move them to the new FTP.
 
I moved the light frigates. Not that it matters since you have them too, but it helps me keep track of what is done.

The light Fluyts are moved over also. Fluyts 1,2,& 3_44 have no flagpole, but fluyt3 does. It has to be that way. They are all good with it and they are all bad without it. Don't ask me why. :8q
 
one thing i've learned about having to deal with a lack of logic is roll with it, and use it for your own amusement whenever possible. it's how people stay sane.
 
Morgan Terror, you really need to learn how to use TOOL. I'm still chuckling over what I just found out about the cutters. :cheeky What surprises me is that they actually worked. :shock:

The spanker has a flag attached, but the rope used to attach it was attached to the "flag" group, not the rey_a2 group. That means that the flag had 6 corners instead of 4 and, well I didn't notice if the rope was even showing. Anyway, this is the 1st time I have seen that and hopefully explains the heavy GA every time one of them lost a mast. More testing required to confirm. :drunk
 
The spanker has a flag attached, but the rope used to attach it was attached to the "flag" group, not the rey_a2 group. That means that the flag had 6 corners instead of 4 and, well I didn't notice if the rope was even showing. Anyway, this is the 1st time I have seen that and hopefully explains the heavy GA every time one of them lost a mast.
Oh no. I've seen things like that in some of pgargon's ships when porting them, but never thought anything of it at the time. :facepalm
I can't remember which ones, but you'll need to be on the lookout for that. I'll see if I can find the culprits...
 
One step forward and two steps back............. :j3

It turns out that the cutters were easy to fix. In fact they are fixed and tested. But it is amazing the way different people think. :wp

My current fleet is : a light fluyt, a light frigate, a fast caravel, and a naval cutter.

Just got into two interesting battles. In one the red fluyt lost a mast and the GA started, but mildly. I pulled the fluyts from the FTP. It's time to put the hex on them. :d: In the other one the cutter got demasted and there were no GA at all this time, until a snow brig lost a mast. So, the cutters are now on the FTP.

The caravel is good, but the others need to be tested and I haven't got another one yet.
 
I STILL haven't seen any GA!!! Why??!! ;)

It's like it's all suddenly been taken out my game, and i have no idea why or how(apart from your new and improved Luggers, i'm using stock build ships(as of patch 6+7))? I've seen pleanty of action as well, even spent hours raking the horizon for other ship battles to view the de-mastings etc. I should be happy, but well it's weird tis all. :hmm
 
LOL. You will get used to having a clear screen. Trust me on this. :cheers

The stock Luggers were causing a lot of problems that are now gone. The light frigates were a bit like that too.

Some of the ships I'm attempting to repair have the "model can not be read" syndrome so we may never fully eliminate the GA. :sad
 
It sounds as though your changes are really making an impact, HP! This is great progress! :cheers

As for the unreadable buggers, I'm sure we can find ways around them.
Whether it's removing the bugged vessels altogether or finding replacement masts, there must be something that can be done.
Either way, we shall stamp out the GA once and for all, by any means necessary! :dance
 
I looked at the brigs last night and they look to be done except that they have two spankers as per your fix Armada before you figured out how to use Maya. I'm debating on whether to move them to the new FTP and consider them done or leave them on the old FTP as WIP. Any thoughts?
 
I'm not a modder and I have no idea how you mod or make ships, but can't you just make new ships that look exactly the same, only you write out new code for the sails and whatever else is causing the problems? Just a thought, even if I'm wrong, hopefully this could spark an idea at least, wish you all luck.
 
Actually that can and has been done to some extent. I have been mixing and matching parts from different ships of the same type to get them working better. The last one was a light fluyt that unfortunately got sunk before I was done testing it. :j3

Before that it was a collaboration with Armada to upgrade the light frigates. That worked well and I want to do more like that. :j2

Now I found a problem with the pinnaceofwar40g, but neither the hull nor deck can be read, so it has to be set aside for now.
 
I'm debating on whether to move them to the new FTP and consider them done or leave them on the old FTP as WIP. Any thoughts?
Perhaps you could hang fire until I get round to inverting the spanker models for them? I'll do that tomorrow.

Before that it was a collaboration with Armada to upgrade the light frigates. That worked well and I want to do more like that. :j2
Oh, I'm sure more of that can be arranged. Especially considering I have more models like those upgraded corvettes lying around. ;)
In fact, what I've got includes upgrades for Battleship1, Battleship3, three fluyts, three pinnaces, the AoP manowar, and even a xebec!
Craiggo gave them to me ages ago, but I haven't done anything with them yet. Most of them need checking for reverse lighting, and tidying up here and there.

I'm sure one of those pinnaces will make a good replacement for Pinnaceofwar40g, too. :dance
 
I know the big ships are a mess, but the only way I can get to them is with the console.

Three fluyts? Which ones? As it stands now I only have to test one light fluyt to destruction and they should all be good to go.

The pinnaces have problems but I haven't gotten to them yet. Will what you have come with a deck.gm too? Right now all of the pinnaces from class 5 to 2 have the same masts and sails with the differences being that some have ropes going from sails to the hull and some not. And some have jib sails and some don't.

Which Man O War is that? Those beasts are a mess and will need a lot of work.

The xebecs give GA but I haven't gotten to them yet. In fact, only about 5% of the ships are done. :eek:ops2

Fluyt 4 has been tested and moved to the new FTP.
 
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