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sailing realism

BarecGesh

Landlubber
Hearts of Oak Donator
Just wondering about how realistic sailing is going to be?

specific questions
will we have to worry about tides,currents?

will we be able to sail our square rig vessels in reverse?
 
Simple answer: As realistic as we can make it.
Currents should certainly make it in there, but I can say from experience there isn't much tidal range in the Caribbean.
 
Simple answer: As realistic as we can make it.
Currents should certainly make it in there, but I can say from experience there isn't much tidal range in the Caribbean.

Soo true. The tides are barely perceptible in those latitudes.
Realistic sailing is going to be great, but I wonder how many people will be on deck. Will there be one captain to do it all, or players as crew?
 
Hearts of Oak will be a single-player game so there will be only one player on the ship.
Crewmembers will be there, of course, but they won't be other player characters.
 
I hope that characters on ships will actually look like they are working, not running round like headless chickens :p
 
I can't wait to hear more about the sailing model, imagine standing on deck looking at the masts with your occulus rift setting each sail!
 
That intricate rope steering system should look fantastic in action to! I may also have to upgrade my sound system, just to get the full immersive effect, especially for cannon fire! :woot
 
I may have to upgrade my PC, monitor, sound system AND buy an occulus rift :)

Shame I'm poor:(
 
@ODemuth's rope steering system does need a bit more figuring out. I don't think we know yet how to get that to work properly in the engine yet.

Would definitely be a cool sight to see your crew setting sail, with yourself standing on deck!
 
@Thagarr
I think it should be possible if we split that animation in different parts. Which would be triggered and played simultaneously.
@Captain Murphy
Do you know what the maximum joint count per object in Unity is? In Cryengine it was about 255... My animation has about 500 if I'm correct.

Is there a way to track a specific frame in an animation? Or to add a signature to a frame so you can get that specific frame?
It would be impossible to make hounderds of combinations for every degree of the rudder.
 
I would be more inclined to go with dynamic points that have 'rope' objects between them. That way the wheel, rudder, tiller, etc can move and the rope will 'move' by shifting the material offset and turn pulleys to angle correctly. It would give the appearance of moving rope but not be hard to deal with as far as the animation timing. The whole system could then be dynamic and allow the wheel to technically be disconnected from the tiller motion other than through code (essentially how my current version works).
 
Speaking of steering, we're gonna need an animation for tiller steering... It involves walking around the radius of the end of the tiller on vessels over a certain size while holding the tiller. Or running, if you're trying to maneuver quickly. That might be challenging and it's just as important as wheel steering given that most smaller vessels back then didn't use wheels.

Something to consider for the future obviously, since we're not even close to that point yet.
 
Yep. That might end up rather comical looking when you're trying to dock and your helmsman is scurrying back and forth... "Full right rudder! Half left rudder! Full left rudder! Hard right rudder!"
 
I wish there was more to it at being a sailor than being at the wheel and working the rudder. id like to be pulling the ropes to work the riggings. how bout climbing the mass to bring up the sails or be on deck to crank up the ancor.maybe sail the world and not just the Caribbean.
 
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Not entirely sure how much gameplay there would be in manually running up and down the sails.
That sounds like something that would work best in real life. Would be fun there though with the real wind in your face!

We do have an eventual wish to expand outside the Caribbean. But not aaany time soon. :no
 
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