That is definitly an idea...I alone already have at least a few minutes worth suitable for that just from QA! So if I can pool everyone's demo vids together, things will start happening....
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
The game timing is a little more sensitive since ship sail/buoyancy interaction can switch from a physics to kinematic as the character switches ship/character control. So setting the time as you mentioned can break the buoyancy in some cases. This is probably a bug that I need to fix, just not sure when I have the time to dive into it.Unless you are planning on a lot of time related game mechanics it is just as easy to do Time.timeScale = x to change the speed of the game. I wrote a simple fly camera and speed script that I used to capture the particle effects in slow motion. We are going to be using the same camera system for our trailer soon. I can send over the camera script if you want to try it out. It isn't fully bug free, but it works pretty well for screenshotting and video.