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Patch 14: Part 3 experimental patch increasing realism in ship behavior

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and I assume we are getting the holiday goodies too.


Man these sail changes, poor poor guys with no clue how to manual sail. Hell poor me and my fat fingers are going to be all over the place trying to manual sail lol.

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1 minute ago, Sir Texas Sir said:

and I assume we are getting the holiday goodies too.


Man these sail changes, poor poor guys with no clue how to manual sail. Hell poor me and my fat fingers are going to be all over the place trying to manual sail lol.

Tacking actually became easier. If you are able to pass the wind - leeway (side force) pushes you out and down helping to tack. 

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Extraordinary !

Managing to make leeway in and dependable on the entire ship attitude and all other appropriate age of sail physics is a victory for the GL team.

Decidedly the best experience for sure.

Now, if we could have this intricate complexity at the gunnery level as well, with morale spreading through the engagement, with fatigue etc... wow.... *dreams*

 

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9 minutes ago, Hethwill said:

Extraordinary !

Managing to make leeway in and dependable on the entire ship attitude and all other appropriate age of sail physics is a victory for the GL team.

Decidedly the best experience for sure.

Now, if we could have this intricate complexity at the gunnery level as well, with morale spreading through the engagement, with fatigue etc... wow.... *dreams*

 

Maybe - before that - just add different weathers, force of the sea and winds that affect in battle. A constant wind with predictable direction is not in line at all with the "sail sim" direction the game is taking. Being able to adapt to the wind was the most important skill for a captain.

Edited by victor
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Just now, victor said:

Maybe - before that - just add different weathers, force of the sea and winds that affect in battle. A constant wind with predictable direction is not in line at all with the "sail sim" direction the game is taking.

Absolutely. Variable wind strength been a long request. I wonder if it would be well accepted though :) 

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Just now, Hethwill said:

Absolutely. Variable wind strength been a long request. I wonder if it would be well accepted though :) 

That will probably increase sailing times, which wont be received well.

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Just now, Intrepido said:

That will probably increase sailing times, which wont be received well.

I mean in battle

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На рашен федерейшен не забудьте а то половину не понятно...а я пока в магазин за сигаретами

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12 minutes ago, victor said:

Maybe - before that - just add different weathers, force of the sea and winds that affect in battle. A constant wind with predictable direction is not in line at all with the "sail sim" direction the game is taking. Being able to adapt to the wind was the most important skill for a captain.

While I notice there been some changes to weather (like rain in battle) it would be nice if we could get a few random storms once in a while.  I mean no in his right mind would try to fight in a storm, but it could be used to escape though.   lol

 

23 minutes ago, Hethwill said:

Now, if we could have this intricate complexity at the gunnery level as well, with morale spreading through the engagement, with fatigue etc... wow.... *dreams*

A fatigue system would be interesting on a quilaity of ships and cannons.  You can buy an old used ship that might fall apart in a good storm for cheap, or get a brand new one off the docks.   Do the same with cannons.  Captured  cannons can be stolen off ships instead of taking the whole ship (add them to cargo of even player ships).  Some cannons are lower quality cause they are old and warn over time could need to be replaced.  

I would love a mixed deck pirate ship. Something like they did with prince.  Even though say the ship has two decks, it has more than 2 levels to put cannons on and they are mixed in wiht that deck.  Like say you have 20 cannons on your port gundeck, but it has 4 slots to put cannons in so you can actually have 4 types of cannons of 5 a pop on that deck.  That would be very much like a true pirate/privateer ship.

37 minutes ago, admin said:

Tacking actually became easier. If you are able to pass the wind - leeway (side force) pushes you out and down helping to tack. 

lol but this is me, the guy RNG hates, every time I Tack I bet the wind will be blowing the wrong way.  It will be interesting none the less to see how folks adapt to the new changes.

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59 minutes ago, admin said:

Hello Captains

Happy Holidays and Happy New Year! New year presents will be distributed after this patch

Patch is being deployed today. 

Sailing model 2018

  • New sailing model has been applied to 6th rates and unrated vessels (some ships could become too good but it will be tuned)
  • Ship displacements finalized and ship colliders (game development term) tuned.
  • Yards have been overhauled.
    • Force is now being applied to the position of the masts
    • Yard forces rebalanced for historical feel (adapted to be usable in gameplay)
  • Leeway
    • Staysails now provide sideforce
    • Square sails now provide sideforce
    • Sideforce depends on ships form and sail power
  • Side and yard side force now depends on speed (due to keel resistance rising at speed)
    • The higher the speed the more keel resistance you will encounter. Yards will not be as efficient on maximum speed.
  • Heel
    • Sail/Yard power now provides heel
    • Heel depends on hull form and Sail power
    • Fast ships (especially ships that has fastest speed beam reached) will heel more.
    • This opens new options in combat (for example conserving broadsides to focus on waterline)
  • Turn inertia and acceleration added both to rudder and side force
    • Bigger ships will take longer time to reach maximum turn rate
    • As a results you might need to plan maneuvers a little bit in advance and plan to change direction a little bit earlier, especially in heavy vessels
    • Nimbler ships will reach maximum turn rates faster
  • Autoskipper no longer balances ships when you receive damage or lose masts.
    • If you lose sails or masts your ship will drift more at the point where you have more sail power
    • Due to positions of masts on the ship if you want to unbalance your opponent more focus on frontal mast (as it usually has more sails than the stern mast)
  • As a result for full removal of artificial limitations from the sailing model we will no longer see ships jumping or climbing each other when using yards.

Turn rates (especially for frigates) will probably require another pass of optimization for historical feel and gameplay. But we are very happy how all the changes turn out in internal testing.

NA has the best sailing model now, fully representing the majority of decisions age of sail captain had to make when sailing a combat ship. We plan to adapt the steam page description and website to reflect this accomplishment

Tunings and fixes

  • Additional reload bugs fixed thanks to Twitch and Youtube Streamers
  • Fixed the bug that locked the mouse cursor when alt tabbing
  • Battle group cannot be exited instantly (it takes 60 seconds to leave the battle group) - this will reduce using battle group exit as a way to avoid combat
  • PVP leaderboard will count all kills and assists
  • Penetrating waterline leaks water intake slightly increased
  • Pumps have been buffed
  • Close hauled performance slightly nerfed for the following ships, still keeping them the best beam reach/closed haul sailers
    • Wasa (Gustav Adolf)
    • Constitution
    • Endymion
    • Surprise will remain the awesome close hauled sailer.
  • Closed haul performance slightly increased for
    • Wappen
    • Ingermanland
  • Turning slightly reduced for Wapen and Wasa
  • Final round of turning changes will be done in next patch, as there are still some aberrations in the turn rates that need to be adapted for historical feel 

Combat tutorial is already in game, but the button is disabled as it needs additional testing.

This changes seems goods in a pure sailing aspect of game but with mast lost it seems we are going to have huge penality to not be able to choose mast per mast if we are sail up or down?

-Are you planning to add the possibilité to sail up/down the ship mast per mast?
-I failed to capsize atm, you said in early patch it was possible. Is it really possible? I remember to capsize in storm battle years ago but as there is ni more strom battle 'm wondering if it's still possible or not
- Last point, i read "Penetrating waterline leaks water intake slightly increased". but leaks are useless atm are you are not going to sunk due of them. i remember this golden age where having 15 red leaks means sunking or at least having an hard time,n beeing force to stop the ship to repair or change speed to heel more. Are leaks going to be work again to make them as efficient as they should?
Sailing mecanism is a great point to focus but it seems you have almost finish (exept mast per mast sail up/down). Are you going to make this kind of job on combat mechanic to finish it really ?

Edited by PIerrick de Badas
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41 minutes ago, Hethwill said:

Extraordinary !

Managing to make leeway in and dependable on the entire ship attitude and all other appropriate age of sail physics is a victory for the GL team.

Decidedly the best experience for sure.

Now, if we could have this intricate complexity at the gunnery level as well, with morale spreading through the engagement, with fatigue etc... wow.... *dreams*

 

I love your ideas man but somethings would be just a bit to hardcore :)

Edited by HachiRoku
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Just now, Hethwill said:

I know :unsure: ... just can't keep my "trapp shut"

 

2 minutes ago, HachiRoku said:

I love your ideas man but somethings would be just a bit to hardcore :)

see, i would love to see a rehaul on the structures of ships. Id love for weight distribution by cannons on damaged haul to be calculated. Often times cannons would fall through decks because of a damaged haul. Id also love to see stern and bow rakes massacre crew (i am aware this was the case once) and wreak havoc on cannons. Cannons being hit with 42lb cannon balls tended to become inoperable, fall off their carriages, misfire. etc. It would truly add a real need for tight historical line-sailing. 

 

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