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Maturins Weather Mod

Thanks! I appreciate the detailed list, will help me sort these things out <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I don't understand the variability in the waves, their size is scaled to wind speed so maybe the wind isn't always the same in these storms? In the 'naturally' occuring storms, the ones that you don't enter from the world map, the wind may not always be at gale force.

As it is if there is a high rain roll (the rain roll controls the rain density, the sky loaded and the lightning and tornado) but a low wind roll the wind roll ballast is increased to nearly max and the rain roll ballast is decreased( vice versa as well). So the wind picks up and the storm dies down until they're about par, so it happens that you can have a storm with lighting and maybe even a tornado but only 10kt winds, or something like that. It'll correct itself in a couple game hours(weather updates), but for a time it looks wonky.

The fog roll is ballasted to increase with the rain roll, but it otherwise disallowed during clear skies at day and given free reign at dusk and pre-dawn. It can probably do to have a more direct correlation with the rain roll, maybe setting a minimum fog for varying density of rain.

The rainbow should appear in light rains during the daylight hours? I'll test it and see what's up with it.

There is a sort of clear sky texture for the night, but not as good as it could be. I'm no artist though, and these sky textures require a pretty good one I think.

I don't know if anything can be done for the sun glow shining through things, it may be a game engine limitation.
 
I found what you meant by the sea foam, there's a boolean that was set during the storm that controls it.

I'm working on a different mod atm and I found this in the process, but it will probably be a while until I update this mod since there's nothing worse than switching from one project to another with the current one only half formed.

I think I have an idea how to overcome the hidden AI programming, so I can mod the AI ship behaviour to allow me to add 'realistic' weather and wave damage without having the AI constantly swamping and sinking in heavy weather <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
It involves the cannons of the ships and being able to install different calibres in the different arcs. If I get it to work I'll probably try for different cannon in the same arc for swivel guns and different calibers for decks on multi-deck ships.
 
those are both things the members have been wanting for a very long time. it would greatly improve realism.
 
MOST impressive. You are doing an AMAZING job! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Honorable Sirs and Madmoiselles,
Dishonorable Scoundrels and Villains,
Feckless Purveyors of Death and Plunder,
and Virtual Mariners of all Sorts.

I am afraid this is the end! No, not the reckoning, not even the disintegration of the world economy (though that may be imminent as well <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> ).
It's that time of year and I'm back to my studies, and cannot assist in any further development of the most enjoyable build mod or to complete my small contribution to it.

Feel free to use it as you wish, modify it, change it, what have you. I don't mind not getting credit for it since I'm leaving it only half finished. It is setup as a relatively( to the old weather) simple evaluative logic system and is easily made transparent so should not present any inscrutable difficulty.

-Cheers <img src="style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />
 
Oh no. Here goes away the multiple-cannon-types-on-one-ship mod, just when the hope of such a mod being fesable rised in our minds...

Well, by all means, I'm looking forward to your next hollidays, Dr Maturin, and I wish you much succes in your studies ! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
That really is too bad. I was so happy we had another coder in our midst. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Will you be returning? You would sure be welcome back. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
We will use your mod if we can fix the final few issues and you WILL get the credit, as you deserve. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Tis sad to see you go, Maturin. You have truly brought some incredible skills to our humble family and we look forward to you joining us once again when time permits.

If you don't mind, I'd like to poke and prod at the stuff you've worked on. And if you have the cannon mod in a semi-workable form with documentation of what you've been doing, I'd love to peruse what you've been up to. As I am certain would many of our other code monkeys. **grins**

Good luck with your studies, Sir!

Cap'n Drow
 
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