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Posts posted by Domox
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LOL>...We landed on America!!!..The Black Flag flies in the heartland of the US!!
LOL>...How did you end up in Kansas territory? Man that's some good navigation!
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So Isaac rocks is relevant again?
It has never stopped being, the question is who was there to cover it. Myself and a rag tag crew never left. :/
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Now we just need to find a role in the greater defense for the players who are on only a couple hours a day and often not the right time for port battles.
Stay in free ports along the lines of advance of a warring nation, example: the pirates are advancing in the bahamas, freeport in the Bahamas, and gank anyone you can beat, and report anyone you can't. If enough people hang out on the fringes it'll act well as a sentry.
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However, there were 14 ships who were killed by explosions in this match. 14.
Crazy.
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Last night the Yankees repulsed the scurvy Pirate's two pronged advance across the Bahamas by preventing the capture of both Walker's Cay and Water Bay. What follows are the stats for the Water Bay engagement.
Pyrate Fleet
- 25 Ships (Mix of Mercury, Navy Brig, and Snow)
- 12 KOTO
- 4 BLACK
- 2 SYN
- 1 BOOTY
- 1 LV
- 1 DP
- 1 SSP
- 1 MOD
- 2 Randoms
- Losses: 92%
- 9 Captured
- 14 Sank
- 2 Escaped ([KOTO]TheDon1, [bLACK]Olvi)
US Fleet
- 23 Ships (Mix of Mercury, Navy Brig, Snow, and 1 Yacht)
- 10 TDA
- 7 TF
- 3 STARS
- 1 BSP
- 1 BA
- 3 Randoms
- Losses: 30%
- 6 Captured
- 1 Sank
During the battle at Water Bay there were several instances of fire and explosion and it all culminated in these stats, what follows is a video of the action at Water Bay where the US showed their mettle vs the foolhardy anarchists.
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- 25 Ships (Mix of Mercury, Navy Brig, and Snow)
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Last night's defense of Water Bay was a resounding success and I hear similar results were had at Walker's Cay. Now to convert to a united push eastward.
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I can only see my own pins. Can't seem to erase them. Can't filter for server.
I've noticed some shenanigans with alerts now, this may be what you were talking about. I've disabled them until it's fixed. Thanks again for the heads up!
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I can only see my own pins. Can't seem to erase them. Can't filter for server.
Alerts look like they're working. If you see anything when you post an alert it means all of it is working. It isn't the most popular feature so don't be surprised if there aren't any on the map.
You do not have the ability to erase them.
Filtering by server is done (rather un-intuitively) by selecting the server you wish to post to. Right now to see alerts without posting one you should open the menu, select the server to post to, hit the X on the left to back out. You should now be seeing the ones for that server.
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Question for you, what projection are you using? I looked at the geojson, but shouldn't the Longitude's be like -79.xxxx ?
I'm using EPSG 3785 but it's scaled down and centered on africa or there abouts to prevent the projection from distorting the graphics perceptibly since the game is flat and the world is a sphere.
Updated:
- Fixed rendering issue where large search results broke search altogether.
- Changed activity indicators to only show people active in the last 24h
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Thank you for the great map Domox. My long distance voyages have been right on target since using it.
I've shared it with the people on my gaming community, and they thought it was fantastic as well.
So, thank you for the work you have put into it sir. Huzzahs to you and the vessels you sail on!
Thank you sir!
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2d plane from what I can tell, but my map uses a small section of a Mercator projection.
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Updated, Added realtime spotting indicators. Click the pin, choose what you're spotting, click a place on the map and everyone else who's using pins on the same server choice will see them!
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Updated: Added realtime active/idle/total indicators.
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I`m almost tempted to ask you if you could add X and Z coordinate on the cursor, but this might be a stretch, We might eventually lose them in game i believe...
Yes I'm trying to not rely on anything like that.
Updated, you can now adjust your speed and have the time estimates update along with it.
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Updated, now you search for ports by depth, free, or capital in addition to it's name.
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Loving the estimate bar. surprised you adjusted it so quickly. Bravo sir! I just jumped onto my phone to give it a go and may have encountered a slight bug that I thought you should be aware of. It may just be me but it seems that the whole map is entirely blue making land masses alone hard to mark out and no distinction between shallow and deep water.
Hope to see more great stuff from you and hope this helps,
Alexavier Frost.
Thanks for the feedback. This may be your device, or it's low contrast? Another possibility, and one that I haven't tested, is that I may have chosen poor colors for tritanopia and other 'color blindness's? I'll test it out today to see if I need to select different hues in order to make it more accessible.
Hey , first thank a million, this is a great tool!
I might be missing something regarding the estimate time of travel however. What is the average speed you are using to determine the travel time?
May I suggest you add this as a variable?
That way I can set course using your tool and then punch in the actual speed reading I'm getting in game. That would give me a more precise ETA
Then if you really have time, why not add a timer so that based on the punched in speed, your ship would progress along the route you traced.
This would be far from GPS precision of course but that's not what I'm looking for. I believe it would match pretty closely what a navigator would be doing on a ship in those days Every time the wind changes enough to make a significant speed change, just punch in the new readings, adjust your course if necessary and keep your fingers crossed
The speed right now is based on a 19kt average, but I understand this doesn't apply to everyone. The very next thing I'll be adding is a button to allow you to increase/decrease avg speed in order to adjust the estimates. Re: the timer, that's quite a handy feature, I think I'll add it.
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Updated, now the estimates and info are a bit more convenient.
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Just added speed estimation. The orange circles represent where you should be after however many days along the trip. If you follow the course line the third circle would mean a third day...
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Big update. Thanks to @shroudedrecluse for his port data he allowed me to transcribe.
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I'm sorry. When I get a chance I'll check Firefox again. Try chrome or a mobile device in the mean time if you need it quickly. Thanks!
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It is impossible to estimate with a real world map. The difference between distances in game and real world are different at different areas of the map. It is possible to write an algorithm that takes the ingame coordinates and translates that into Latitude and Longitude, with varying degrees of accuracy, but any other data, I think will not be that accurate.
Otherwise, if you take the ingame world we have, our knots value best correlates to 1 knot is roughly 1 km per minute. 20 knots is roughly 20 km per minute, etc. So, if you get the Game World distance between your start and end points, you can estimate a travel time.
p.s. However, you still can estimate a rough time. We were back when Open World was new and before there was an actual land map for open world.
This is very true. I've compared the two and the in game map is pretty distorted. Any speed/heading estimates need to be taken with a grain of salt.
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I'm doing this right now. Stay in touch.
I'm perfectly happy to take the slowest ship and the fastest, take into account distance travelled and wind heading changes and just provide range numbers. The game is inherently fuzzy re: travel times and I'm not worried about it being hyper accurate. How are you going about doing things?
Domox's Burning Sail Nav. Map [Now with Map Data, Arrival Estimation]
in Maps - Development forum
Posted
(3/14/16)
- Disabled online/afk status indicators to reduce costs.
- Added teeshirt links to help cover costs.