• New Horizons on Maelstrom
    Maelstrom New Horizons


    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!

Stay sails

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
Novice sail rigger here. How do I set up stay sails? At the moment I'm trying to put some triangular sails between bowsprit and foremast, but later I'll want to add some between foremast, mainmast and mizzen.
 
There is a good guide here. Tutorial - General Guide to Locators

Triangular stay sails are called sailt in TOOL and 4 sided stay sails are called sailf in TOOL. That guide has pics and also look at some ships in GMViewer to get an idea of how they are set up. It is a time intensive task as first you have to guess at where you want the locators and then go into POTC to see how badly you missed. Rinse and repeat as necessary.

The corvette1 is a good ship to look at as it is small and it is easy to see how things work. The Centurion is a larger, more complicated ship that illustrates the different types of stay sails. Then there is the USS Constitution...................

For the bowsprit all locators are attached to mast1(or mast0) while the center stays are more complicated. When a mast falls it takes any stay sails attached to it along with it so you want to attach the stays to the mast most likely to fall so there are not any sails hanging in mid air. Since mast 3 is the one that usually falls first that is the one to attach things to, but it gets really messy really fast.

Lastly, the larger a ship is the harder it is to work on. Start small.
 
It is a time intensive task as first you have to guess at where you want the locators and then go into POTC to see how badly you missed. Rinse and repeat as necessary.
Do you use windowed mode and Alt+Tab to make changes and see them in the game without closing and opening the game?
I think that should be possible because the GMs are reloaded any time you go from shore or world map to 3D Sailing Mode.
 
I have never ever done that because windowed mode is an auto crash on my system. Always has been too.
 
http://www.piratesahoy.net/threads/general-guide-to-locators.19016/
Thatnks, but when I said "novice", I meant it. :) I've read that guide so I know that the sails are going to be group "sailt", or to be more precise, "sailt1" and "sailt2" for different sails. And I know which locator is which, e.g. "sail1" is the one nearest the bowsprit, "sail2" is the one near the mast, and "sail3" is the trailing corner. What I don't know is how to attach ropes to those corners so that I can tie them to the bowsprit, mast and hull respectively.

The corvette1 is a good ship to look at as it is small and it is easy to see how things work. The Centurion is a larger, more complicated ship that illustrates the different types of stay sails. Then there is the USS Constitution...................
I was actually planning to use one of the "Neptunus" models as an example as it's even smaller. ;)

Lastly, the larger a ship is the harder it is to work on. Start small.
I was planning on something small. A lot smaller than any of those. To start with, I want to take a barque/"yacht" model, lose the bowsprit yardarm and rig some jib sails between the bowsprit and foremast, as well as replace the lateen with a spanker, probably borrowed from some other ship. That produces a barque with a more modern rig, which can replace "yacht1" and "yacht2" in later periods. If that works, then I take the yards off the main and mizzen mast, put a gaff sail on the mainmast, and add some stay sails. The end result is to be a barquentine, which could then replace the jackass bark in later periods.
 
Ok, there are 2 systems for attaching ropes to sails. The simplest is to just run a rope from mast1 to mast2 and then put the sail1 and sail2 locators on that rope. The CastelF uses this system. It works well on small ships but not so swell on larger ships. Sail3 gets placed by itself.

The other system is to place the 3 sail locators where you want them to get the size and shape you want, and then attach ropes to them. The rope end that attaches to a mast or the hull is part of that locator group while the rope end that attaches to the sail1,2,3 corner is part of that sail group. Look at how it works in TOOL. Also, it is a good idea to start all rope numbers that attach to mast 1 with a 1, mast2 with a 2, and so on. The Storm engine is easily confused and you can end up with ropes going all over the ship.

You will find that you will be using both TOOL and GMViewer at the same time. A straight edge laid on the screen can help position locators in GMViewer. TOOL MUST be closed before going into POTC or it will crash them both causing many headaches.

The Neptunus is a good model as it has all types of sails on her, but she is a "dense" model with lots of locators positioned close together. I thought that the more spread out corvette would be easier to see.

You want to work on the Yacht? I did some work on her back in 2012 that did not make it into POTC and still have that model. She is a tiny ship and you will have trouble finding a spanker small enough to fit.
 
Thanks!

Finding a small spanker might not be a problem because TOOL can resize things. For my Hornblower sidequest, I needed a 60-gun ship and the nearest thing available was "FR_Fleuron". But that has a lateen sail, not so good for a late 18th - early 19th century ship. I copied the spanker from "FR_Superbe" and then found that it needed to shrink quite a bit to prevent it from fouling the flagpole - not an ideal solution but it was the best I could manage.
 
Back
Top