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Impalor

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Landsmen

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  1. Agreed. I only tried the cutter so far in the game
  2. Then make the wind shade only from enemies. I think shaders+sound for sails flapping is not too taxing. Apparent is not due to currents, but due to ship's movement over water.
  3. Hi Devs! Don't you have anyone on the team with some sailing experience? I have been sailing for 14 years, could not help but notice the following departures from the real life: 1) Wind direction arrow should be pointing to where the wind is coming FROM, not the where it is blowing to! That's the convention for all marine instruments. Your indicator must confuse the hell out of real-life sailors. Also, is it "true" or "apparent" wind? I think you show true, but in that era only apparent could be available to the captain. Consider recalculating it (adding vectors of wind's speed and ship's speed over ground). 2) When a ship is close hauled (going against the wind), all sails should be sheeted in. The mainsail boom should be on the center line. Yours is always slack. 3) The boats of that era should not be able do sail closer than 50-60 degrees to the wind, and their head sails should start luffing when they come too close and during coming about (turning to the opposite tack with bow into the wind). This flapping is a warning sign that there is no propulsion. Your sails are always full, which is incorrect and disorienting. 4) Going downwind with moderate winds - the more you bear away (put the wind behind you) the SLOWER the ship should go. Think: you are deducting the ship's speed from the wind's, creating less pressure for the sails. The closer you are to the wind, the faster you should go (beam reach (90 degrees to the wind) is usually the fastest). You have the opposite dynamic. 5) Then the wind is too strong for a given ship and the captain did not reduce the sail's area (by pressing S key), coming to beam reach should create broaches - excessive heel and uncontrollable turns into the wind, after which the sails luff and the ship slows down. Basically, each ship should have her polar diagram programmed - what speed is attainable at each wind direction and power, for each set of sails (from dead slow to full, in your terminology). Chance of broaching should also be programmed. 6) When one ship approaches another from windward, she blocks the wind. The other ship should start flapping her sails and slow down. When from leeward, the attacker should suffer the same effect and fall behind. So the overtaking should always be done from upwind, if with 2-3 boat lengths, and the defending ship should not let that happen by coming up. More realistic sailing simulation would make your game so much better! If interested, I can help you with the model improvements.
  4. Hi. Just bought the game, surprised how many bugs there are )) Been using F11 to report them, but on the last occasion (just exited a port into OW and decided to report that spawning all the ships in one spot looks ugly) the game entered battle mode with Error Reporting form still open. Maybe some other ship engaged me. My ship was in aiming mode, sails down. The enemy ship was also visible. I could not cancel nor send the bloody bug report, and I could not control my ship! The game did not freeze (countdown, waves moving), it just became irresponsive to keyboard and mouse. Screenshot did not save either. I could only use Alt-F4 to close the whole game. Another issue: I find it unrealistic that the day/night changes happen so fast while in battle. The ships and waves move in real time, but the sun travels too far. In OW mode it is ok, otherwise it would take ages to finish passages. But in battles, I would slow the time down to 1:1...
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