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Found 9 results

  1. Even if you have low graphics settings, Ultimate Admiral: Dreadnoughts is a beautiful game. And I don't know what other people like, but I like to stop and smell the flowers when I have a beautiful game to appreciate. Something that every other naval game has lacked is the ability to zoom into any place on a ship, to really get an up-close look at whatever you've built or are fighting against. Is this something that maybe is in the works, or is in consideration for a future version of the game?
  2. Hi! I have a problem with camera in the open world. I clicked right button mouse and move mouse but camera don't moved. Right click works in game (in video example i'm open map and use right clicks for set azimut) Game parametrs setted as default. Game runned by Parsec (Cloud gaming, like as remote desktop), I can provide for the test cloud-pc. I'm made report (ingame nick DanseMacabre) Any ideas? Example video on youtube
  3. I think the near clipping plane of the free camera is a bit to far away. I might just be imagining things but to me it looks like in a lot of the close ups stuff just pops in/out long after/before really being in/out of view of the camera(depending on direction of movement in relation to the camera) and I believe it is due to having a rather large distance to the clipping plane(below 1m but still noticeable in close up shots). Maybe there is a great reason for having it so, but if there isn't I think it would make it easier to make stunningly beautiful screenshots and recordings of the game close up without the annoying clipping.
  4. Hi All, I am not sure if this topic has been breached yet but, I see massive potential for youtube film makers who want to create beautiful camera motion effects for their youtube videos, (I would love this) Basically, if we have the ability to save the replay of our battles after we have completed them, that would then give us the opportunity to go back and record video clips of our favorite moments, using a camera that had smooth tracking and panning capabilities to create almost quad copter like aerials as well as a function to allow the camera to lock position relative to the hull our rigging of a ship, so you could get nice stable shots from the crows nest so to speak. Here is an example of aerial shots of tallships. -Mantock
  5. Is there a way to lock in the speed of free cam movement (the one activated by the "Home" button)? When I go into that mode, the camera movement speed (WASD) is slowest by default, which requires vigorous mouse wheel spinning. Any way to default this to the fastest movement?
  6. Think of what is possible ... if you support allowing some players the option of viewing the game from the deck of the ship to use a less limited view please reply with your support. Sailing in the open world can be amazingly beautiful. Recently the camera movement has been severely limited. It’s not clear if this by design or the key binding has been changed or if the camera movement function will be restored in the future. Movement now is limited and jerky. The result is when moving about the deck the camera seems to be bouncing around. Previously the movement was very fluid. The limited camera movement has made it impossible to position oneself on the deck and imaging sailing from any position other than up on the mast. Now the camera seems to stuck up on the mast and there is no way to move about the ship. Sailing slowly in open world is now more tedious. It is no longer possible to look up and check the wind direction from the pennants. Video of current limited camera views: Will this ever be repaired? Or is this intended to remain this way? Is this a change to prevent people from moving their view away from the ship to gain an unrealistic advantage? A test for an imposed awareness disadvantage? Would it be possible to allow camera movement close to the deck of the ship but not allow movement away from the ship? I hope so. It was very satisfying when traveling slowly in open world, using a first person view from the deck, because it seemed realistic. Looking forward to sailing again … one day soon. Previous Naval Action with free camera movement: Note: This post is intended to be constructive and is no way intended to be dramatic, confrontational or disrespectful.
  7. I am wondering if open world will have free camera mode. Think that it could help people to find land if there are lost, or find other player's ships and this would be like some kind of cheating. However, some of us like to take lot of screenshots and to record cinematics for youtube, and this tool is fantastic for doing that. Maybe you can adjust the free camera movement limitation to a 1km area around your ship. This could be a solution to have everyboddy happy. What do you think about it?
  8. Hello Game-Labs! I came up with a suggestion, 1st person camera mode. One thing that many people would like is to sail a 1st rate in 1st person view! The sheer size of the ship, plus all the weaponry is a very cool sight, even cooler during a storm or battle, with splinters and powder smoke flying everywhere! It doesn't has to be too advanced, something of the sort that Potbs has. There, the camera zooms in to the maximum, revealing a deck view that allowed for some cool moments despite the bad playability. Or you can focus on the Assassin's Creed Black Flag's style. With much more detail, functionality and action that Potbs one. I would so enjoy the deck view on the current available ship models, they are astounding!
  9. 1. History I've been reading something about how cannons were managed. The captain orders were about: - what type of cannonballs to load and where to shoot - when the batteries would be fired "Load round shots, double charge, shoot at tack, right to steerage" The master gunner orders were about: - the distance - the list "Load round shots, double charge, shoot at tack, point at 300m, no list, right to steerage" The piece chiefs actions were about (depending on the previous informations, the wind, the relative motion predictions): - the azimuth (with the carriage tackles) - the backsight adjustment (with a handspike lever and a focus wedge) Then the piece chiefs had to decide when to shoot exactly. At long ranges they had to choose the right moment depending on the ships actual positions, the roll and the pitch. Thus pieces weren't always fired at the same time. 2. Features overview That brings us to ask how aiming should be represented, from the captain to the piece chief. I think a fully realistic system wouldn't work well, but if "skill" has to be needed to aim, a PotBS system should be complexified. PotBS had a system that although simple was effective: 3 general types of ammo (sails shots, hull shots, crew shots), 2 types of zone (sails or hull). Depending on the ammo type, the aiming zone was automatically detected. A ship had different defense values for the sails and the hull, and the shooter had accuracy (to counter distance) and target tracking (to counter speed and relative motion). Whatever the zone that was hit, each ammo type featured a % of damage to sails, hull or crew. The number of cannons destroyed was proportional to the hull damage. Introducing aiming with a damage system that isn't fully realistic seems difficult (no full ballistic system). Basically, the potential parameters are: - the initial propulsion of the balls - the speed and deceleration of the balls - the weight of the balls - distance - wind direction and its force - list - roll and pitch And the possible player actions: - powder charge - cannonballs type - azimuth with its limitations - backsight adjustment with its limitations - when to shoot a cannon individually Ranges can be separated: - long range where the balls deflection due to gravity and wind affect the impact zone - mid range where the balls deflection is negligible - short range where aiming at the rigging becomes impossible, or all the cannons of a battery can't shoot at the same point And features can be: - skipped because requiring too much bandwidth - coded because adding to the gameplay - skipped because not interesting for players - driven by players 3. Possible tools I'm not a coding expert, but to avoid a full ballistic system, shortcuts have to be found. A ship is 2 cubes. One for the sails, one for the hull. Each cannon emplacement is known on the hull cube. Depending on the maximum horizontal and vertical orientations of each cannon, the game knows if a cannon has the possibility to shoot somewhere. The possible impact zone of a broadside is like a cube but with bigger edges at distance. The target is a point. If some of the cannons of a battery can shoot at the point, the theorical impact zone is a point. If only some of the selected batteries can shoot at the point, the theorical impact zone is a vertical line (all the remaining batteries pointing as close as possible to the point). The player can choose to shoot all the batteries or only those that can shoot at the point. The real impact zone is an ellipse, but only one trajectory is calculated, and then the number of hits on a ship cube depends on other parameters than the ballistic curve of each shot (like accuracy). 4. A possible shooting system I'm not a supporter of a special realistic aiming view, because it would only add to the immersion feeling, but would complicate the cannons management and break realism with no tactical gameplay advantage. Not to mention the cannons were actually differently placed in lenght and height. Also it's better to see the batteries being fired from distance (for movie feeling). I'd rather see an intuitive system: a player selects a broadside, a battery or multiple batteries, and the azimuth arcs would be shown on the screen. When the player puts his mouse somewhere, the cursor indicates the batteries that can hit the point. The targeted point could be on the sea, or anywhere on the cubes of a ship. That point would represent where the balls would hit if the shots were instant and direct. If needed (i.e. at longer ranges), the player would have to apply an azimuth correction (directly with the cursor) and a height correction (a "vertical angle" scheme would appear when holding the mouse button or using the mouse roll). However, the height correction wouldn't represent the backsight adjustment, but the overall correction that each piece chief would apply. There would be notches rather than angles. Such system would feature: - skipped because requiring too much bandwidth: full ballistic system - coded because adding to gameplay: the initial propulsion of one ball, the speed and deceleration of one ball, the weight of one ball, wind direction and its force, distance, list (as a lean of the target cubes) - skipped because not interesting for players: list (as a shooting parameter), roll and pitch, precise backsight adjustment, when to shoot a cannon individually - driven by players: powder charge, cannonballs type, azimuth, overall height adjustment Also when zooming in, the view would almost be an aiming view. The accuracy value (driving the number of actual hits) could vary depending on many parameters such as distance, crew skill...
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