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Kanay

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Everything posted by Kanay

  1. Thank you very much Barberouge, i didn't visited much the forums lately and missed this one. Very good news, thanks a lot.
  2. I would also like to know when fully customizable controls will be implemented. Having a azerty layout and switching to get the full potential of the game not being an option for me i simply stopped to play for a good while now after too many frustrating experiences with controls on my azerty layout, was waiting for the moment i will be able to use my manual sails and others possible controls at them full potential without all the problems of duplicates keybinds or simply unusable ones. If anyone have any ETA on this please, i don't plan to return to the game before being able to use the controls fully on my ships, there is simply no point to get all the hassle in the heat of a battle due to those "simple" issues. Thanks.
  3. Seeing how this game engine is pure garbage when it comes to the inputs i doubt this will be fixed anytime soon or ever fixed to be honest ... The controls problems in unity engine is after some researches a basic feature asked since 2008 ... still nothing done in 2015, dev's have to code another layer just to have simple things working and most don't even bother with it or some don't have the knowledge or skills to make it work correctly and fully apparently from what i could read on the Unity engine forums when searching to fix this issues ... funny thing is that i never had a Unity engine based game before, sadly for me I took 2 EA in a couple of weeks both using this same engine and both games plagued by the exact same issues ... But well i now know that I'll have to stay far away from any Unity engine based game in the future and not only for controls issues btw ...
  4. Merci, je testerais la prochaine fois que je lancerais le jeu, mais cela n'est pas vraiment un tir rapide a priori, cette action est supposée être effectuée avec une simple pression sur une seule touche a la base :/
  5. @KapoutMan : Je n'utilise pas de joystick ou autre, juste le clavier, je suis curieux de savoir quelle est exactement la commande modifiée pour le tir rapide afin d'essayer de rentrer cela directement dans le registre Windows ou sont stockés certains paramètres de touches ( en gros bazar ceci dit et avec des duplicatas non accessibles ) , cette fonction étant inaccessible pour moi et fait parti des trucs qui me manquent en jeu. @Dagann: oui il semblerait qu'il soit plus que limité dans pas mal de domaines, je n'ai jamais eu a faire a ce moteur auparavant et coup sur coup en moins d'un mois je prends 2 EA basés sur unity qui tous ont les mêmes problèmes, et après diverses recherches et lecture sur leurs forums il semblerait bien qu'il y a une bonne raison a ce que je n'ai jamais eu a faire a ce moteur auparavant, certains trucs comme le keymapping courent depuis plus de 5 ans avec des demandes répétées ... , il est certain qu'a l'avenir je me tiendrais bien éloigné de tout jeu développé sur ce moteur ... Je garde espoir pour NA mais plus je lit et teste avec la version gratuite de ce moteur de jeu et plus je me dit que le chemin va être long , surtout pour un open world ...
  6. Je connais très bien le changement de claviers sous windows mais non merci, cela pose d'autres problèmes d'incompatibilité avec d'autres progs qui tournent sur le pc en même temps sans compter que cela rends le tchat rapide impossible en jeu, donc non ce ne serra jamais une solution en ce qui me concerne ...
  7. J'en suis bien conscient mais a lire le forum Unity et constatant que ceci étant un problème récurrent entrainant de nombreux soucis sur ce moteur de jeu cela me laisse perplexe quand a une éventuelle résolution dans un futur proche ...
  8. yes ... but it also needs fully mappable and working controls able to be adapted to the different keyboards layouts, not just working fully on qwerty ones like now, you can't release a game in EA on Steam with such basic feature not working ... After reading a bit on how unity engine manages this and all the complaints i found on them forums about this being a recurrent problem since many years and the additional work dev's need to put in the game development to make wrappers to handle custom inputs and handle such simple and basic feature for all games I'm a bit depressed knowing i won't be able to profit of the game fully before a while ... if they do this additional charge of work to get this working ... but releasing an EA game on Steam as it is now with such problem on controls will be a big mistake imo, unless they limit the release to Qwerty keyboard layouts regions ...
  9. Deja eu de nombreuses fois, soit a cause du ping quand envoyé sur le serveru US une pleine volée avec des morceaux de bois qui volent partout sur le navire ennemie et rien de reporté au niveau de la page de degats ... soit lorsqu'un navire n'a plus d'armure, ou une bonne partie manquante sur un coté, tous les boulets qui toucheront une partie n'ayant plus cette armure reporteront dommages 0, a croire que plus d'armure= plus de pénétration ou de dommages mais vu que le nouveau damage model 4.0 devrait arriver j'ai cesser de me tracasser avec ces incohérences. Le ping semble avoir une très (trop) grande importance dans ce jeu, leur protocole utilisé pour le net n'est surement pas finalisé et très faillible dés que l'on dépasse une certaine limite, de très nombreuses bizarreries arrivent dés lors que je joue en dehors du serveur EU, c'est très désagréable d'ailleurs et je joue de moins en moins car c'est la roulette pour les serveurs, ceci combiné avec l'impossibilité d'utiliser un clavier azerty pleinement combiné a certains blocages complétement aléatoires de commandes en jeu lorsque l'on remap quelques touches ... Concernant ce ce dernier point je ne suis pas très confiant ... ayant lu un peu sur le moteur de jeu il semble que cela soit un problème récurent avec des demandes faites en ce sens depuis plus de 5 ans pour modifier cela, en gros pour régler cela les dev's du jeu doivent programmer toute une grosse sur-couche dans leurs jeux pour avoir des contrôles modifiables et fonctionnels sans duplicatas par les joueurs ... charge de travail que beaucoup ne se donnent même pas la peine d'effectuer .... Si j'avais su cela avant je me serrais abstenu de mon achat pour être honnête, c'est quand même une honte de nos jours de voir que le support de claviers non standards n'est pas supporté dans un jeu même en early access ou carrément un moteur de jeu, au final on se trouve limités a ne pas pouvoir profiter pleinement du jeu, a avoir certaines fonctionnalités non disponibles ( le shoot direct sans élévation du canon avec supposément les touches [ et ] etc ... ) Du coup entre les problèmes rencontrés sur le serveur US et l'impossibilité d'utiliser correctement un clavier azerty et se retrouver avec une des commande bloquée en jeu a presque chaque partie sans pourvoir rien y faire j'ai tendance a être beaucoup moins enthousiaste qu'au début ...
  10. if you run windows seven try to disable aero effects on the desktop, it might help.
  11. C'est la cas mais cela reste perfectible et parfois contre toute logique dans certaines situations , j'attends de voir le DM 4.0 pour porter un jugement définitif la dessus, en attendant va faire un petit tour en PVE ou pvp avec un collègue et tire au coup par coup a diverses distances sur les bots puis regarde les dégâts infligés avec "L" après chaque tir. ( tape la ou il reste de l'armure qui a attaquer l'autre flanc pour bien comparer les résultats) Les divers cannons et munitions ainsi que la distance de tir semble êtres les divers paramètres utilisés , il y a aussi la penetration qui varie selon les cannons ou selon si on prend des longs ou courts, après a connaitre la formule utilisée ou comment tout cela s'actionne en pratique ... dur a dire d'autant plus que la page des dommages "L" reporte parfois certaines incohérences, j'attends de voir le Damage model 4.0 pour pousser mes tests dans ce domaine.
  12. I remember visiting this ship on a school trip to England something like 25 years ago, hope they will take care of it so in 25 years from now people could still do the same and be impressed by this ship as i was back then.
  13. Azerty layout here ( French and Belgium standard layout ) and same issue as others ( and no joystick or usb device input ), hope to see all controls and keybinds fully customizable at some point so we can avoid those issues.
  14. Yeah i would like to have something like this representing where you are looking at while in the telescope view :
  15. Slt, Chez moi les lignes supplémentaires apparaissent quand je remplace A par Q dans la 2eme ligne, immédiatement ces entrées se créent dans le registre windows ou sont stockés les paramètres de touches, il faut cependant un redémarrage du jeu pour voir apparaitre ces lignes dans le lanceur, elles deviennent actives dés le changement de la touche A par Q ceci dit. J'attends de finir la mise a jour et je vais voir si cela est toujours d'actualité après un reset des paramètres sur cette nouvelle version. Edit : Problème toujours présent après un rest des touches et cette nouvelle version chez moi :/
  16. Bonhomme Richard is tempting indeed, a versatile ship, but I'm a bit afraid of having a ship average in both merchant and fighting domains. I'm not a specialist at all but last time i checked some of the ships to see what they looked like for the first vote i read those ships were considered as slow if i recall correctly, at least the first ones having nice poop decks like this one seems to have, not sure if I'm wrong or not, i am by no means a specialist so feel free to correct me. I rather trade space and armament for merchandises and cannons if i got the speed and maneuverability for me with the incoming open world, and with this one I'm not too confident in those possibilities, i might be wrong and would think twice about my vote if i am shown it's no something to worry about for this ship, but that's one of the reasons i choose the rattlesnake for now.
  17. Hard to choose but like some others it will be the Rattelsnake for now, a big merchant ship armed is really tempting with today's announcement about the incoming features but i don't like much the look of the Amsterdam to be honest, so it will be the Rattlesnake that fits my style more.
  18. It's not something that i would like to see in game having any impact on my crews morals and such depending if I have a man of faith on board or not, I mean it's not something like keeping the crew well fed, or sailors not touching a solid ground for long periods of time and having some "relaxing times" on a port or getting a small ration of rum after a tough fight sailing in the middle of nowhere. Any kind of mystic aspect is irrelevant for the gameplay on ships imo, the only thing i can think about is for the exploration aspect of the game, if i recall correctly somewhere it was said that on some small islands to discover there will be locals that we could use to help build some small ports etc, then there yes maybe introducing some missionaries who will have to convert the population will have an effect on them efficiency, could be a positive or negative effect tho, we all know that converting populations to religions often wasn't really a peaceful thing and many fought against this and many missionaries had them life's ended prematurely by locals. So yeah this could have some small mechanics giving a positive or negative boost on the new discovered ground locals, but if this gives anything better like i don't know some aura boost to one Nation depending of how much lands are under them beliefs domination this will quickly turn a certain part of the game into a explore and convert in mass, not something that i would like to see. Missionaries could help keep some new lands more peaceful and under a certain domination but outside this i don't want to see mystic things added having a real impact on the game-play or any kind or relevancy on the main lands and ports and certainly not something like impacting even just a bit crews moral, would not like to have a priest on board giving any kind of moral boost to my ship crew, i don't want to see any mystical aspect like this, if i have a missionary on board in case of exploration to help with locals ( or make things worse with some of them depending the situations ) he will have a role once on the new lands only, i don't want him to interact in any way with my crew by having a positive or negative effect, he will just be a passenger having no role at all while on the seas. Some big ports could be under some Nations and beliefs domination in game but religion meaning nothing at all in game from a gameplay aspect beside maybe colonization or new lands locals and i strongly insist on negative or positive aspects they could introduce depending the locals and some various other aspects over the time ( probably hard to implement but if some diseases, natural catastrophes, starvation etc appears months after missionaries introduction and population conversion they could rebel against religion and the discovering people too etc but this will be too much work to introduce in game probably ) Overall this it's not something i really want to see implemented and certainly not having any impact of any sort on my ships crews.
  19. I voted for open world as i really want to see this and I'm really impatient to test it. But for now my main concern is the keybinds and the ability to set each of them to our needs, like few others here i got an azerty layout keyboard and some controls need to be set each time you launch the game or they will be mixed up ( rudder with auto centering mixed with rudder having no auto centering ). On the top of this some are hard coded and can't be changed, for example you double tap D to go full right, then instead of pressing Q that is on my azerty layout the left rudder, i need to press A to unlock the double tapped full rudder, A that is on my settings the manual controls for the sails ( the Q for qwerty keyboard), same thing when using manual sails and pressing A key to adjust front sail, if i don't keep my eyes on the UI to verify it can easily lock the rudder full left if i try to adjust the sails and the interval during my keystrokes is too fast. Also saw some things like left an right bracket supposed to shoot the full salvos without elevation for close range, this doesn't work on my keyboard, so i can't use this as i can't remap the keys, nor i can switch the single shot and full salvo commands as i'd like to get left click for single shot and space for full salvo instead of default settings and few more settings that are hard coded. For now this is the thing i would really like to see done in priority so i can fully enjoy the game and profit of all possibilities without having to mess with controls each time i launch the game ( and regret it deeply when i enter in a battle and notice i forgot to do it after a quick client restart ) or keep my eyes constantly in the UI when using some of the keys to see if i didn't pushed the keys too fast and locked the rudder when trying to move my sails controls with the hard coded keys. I know Dev's have probably other priorities and i won't blame them for this being as it is or not fixed for a few more months but for me this is what personally i'd like to see fixed first, fully customizable controls in game and each game function / command able to be assigned to a key i want / need.
  20. Slt, J'ai deja posté sur la partie Anglaise du forum car moi aussi ayant un clavier azerty j'ai eu le même problème suite a cette mise a jour. La solution temporaire pour l'instant c'est dans le lanceur de paramétrer les touches comme ceci a chaque fois que l'on lance le jeu: Avec les mêmes entrées pour primary et secondary, et faire en sorte que les 2 dernières lignes surlignées en vert soient affectées a d'autres touches que Q & D, ici les flèches droite et gauche sur le clavier. Cette manip serra a refaire a chaque lancement du jeu car les paramètres ne restent pas appliquées un fois le jeu redémarré. Le petit bonus c'est que l'on retrouve le centrage automatique lorsque l'on cessera de presser les touches Q-D et que les flèches directionnelles agiront de la même façon que le gouvernail tel qu'il est maintenant, c'est a dire sans retour automatique au centre et que les 2 peuvent êtres combinés. Cependant l'utilisation des flèches déterminera la position centrale pour le retour automatique, le retour automatique en position centrale s'effectuera la ou vous avez laisser le gouvernail en utilisant les flèches et non pas au centre absolu ( si les flèches sont utilisées, sinon rien ne change par rapport a avant ) . En gros il est désormais possible de définir soit même sont propre centrage si on le désire, soit légèrement a gauche ou a droite comme montré ici dans la vidéo du premier post : http://forum.game-labs.net/index.php?/topic/2866-i-do-like-the-way-the-a-and-d-key-s-behave/page-2 En espérant que cela aide un peu .
  21. Same here after today's patch, glad to see i am not the only one, posted here about it : http://forum.game-labs.net/index.php?/topic/2804-rudder-not-centering-issue-still/ I have an azerty layout keyboard and for my Q and D keys set for rudder
  22. Hello all, since i started to have fun with this game something happens with GFX , took the time to try many different things and workarounds since i first saw this but apparently nothing i do can bypass this problem. Problem : The Anti Aliasing settings reset to default ( OFF ) at the start of each battle and needs to be be reapplied each time on a new battle. This is the settings i use in game : each time a new battle is launched i need to go back to the settings and click on x2 AA to get it applied again. - I don't use x4 as it kills completely the FPS for now but it does the same on my tests, it resets each battle. - Using only the " Ultra " preset and not the "custom" ones gives the same result with the aliasing going off. - Trying to force the anti aliasing via the GPU control center doesn't work, i have a HD 7970Hgz and tried all settings possible for aliasing forced directly via the GPU control center and never got it to work in game. - Trying to force those various AA settings via RadeonPro was also a failure. - Trying via RadeonPro to use the SMAA injector included in this program was also a failure. I don't know if I am alone on this problem or if it's a AMD/ATI issue only or if Nvidia's GPU's can force the AA directly via them control panel. To summarize : there is apparently no way to keep anti aliasing setting in game, it resets after each battle and needs to be re-applied at the start of each new battle, and there is no way to force Anti Aliasing via the GPU control center or third part tools like RadeonPro, nor to use a SMAA injector still using RadeonPro. Expected: GFX settings remaining from one battle to another with no need to re-apply the anti-alisasing settings at the start of each new battle. Thanks.
  23. Done many tries and can't get it to work so i assume the left mouse click is either hard coded or some additional settings are not displayed in the input settings or in the regkeys, unless one of the Dev's give us some tips on this i returned to default keybinds for firing :/
  24. Thanks for the infos BBrown, yes as having a AZERTY layout keyboard i changed a lot of key-binds to fit this layout, where i struggled is to invert the cannons firing keys, instead of space for single shot and left click for full salvo by default i wanted left click for single shot and space for full salvo. Inverting in the launcher the controls inputs ( replacing anything " space " by "left click" , and everything " left click " by "space" had the full salvo working with space but no way to get the single shot on left click, same thing when inverting all the entries in the window registry directly, or even adding left click to all jump regkeys etc and other where space was the value ... I know about some of the other additional keybinds not listed, they start to appear in the windows registry and in the launcher input settings when you start to change some others inputs in the launcher but for some reasons i can't get the left mouse button to be binded to the single shot and can't find the correct regkey associated with this if there is one outside the "jump" or "posjump_" ," negjump_" etc, with those I tried all possibilities i could in the launcher and windows registry by manual editing and couldn't get this to work as i wanted, so i guess it's probably hard coded or linked to something else i couldn't figure out .
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