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Felix Victor

Yet another map: Naval Action map

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1 hour ago, Felix Victor said:

You get 12.1 knots only if you do not select frame and planking woods. Closest would be oak/oak.

Tried it with oak/oak and got 12.19 knots only. And 12.09 knots for oak/oak Ingermanland.

What I'm doing wrong?

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12 minutes ago, Malcolm3 said:

Tried it with oak/oak and got 12.19 knots only. And 12.09 knots for oak/oak Ingermanland.

What I'm doing wrong?

What do you want to achieve exactly?

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1 hour ago, Felix Victor said:

What do you want to achieve exactly?

I want to get via Na-Map the number you stated as max speed for Indefatigable (and other ships mentioned)

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3 hours ago, Malcolm3 said:

I want to get via Na-Map the number you stated as max speed for Indefatigable (and other ships mentioned)

It is the speed without woods, so more a theoretical value.

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4 hours ago, Intrepido said:

Have you consider adding a layer to include port bonuses in the ship comparison?

Also it would be nice to have a list of the ranks of all nations, its crew and xp.

API data does not contain the port bonuses nor nation related information. Check for posts from @qw569

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8 minutes ago, Felix Victor said:

It is the speed without woods, so more a theoretical value.

It's very strange value, as even with most basic wood (oak) speed are not the one you mentioned. Better point the direction of changes (speed up or down) in that case

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On 6/10/2019 at 9:25 PM, Felix Victor said:

You need a magic number 😁

Take the F11 coordinates Pt1 and Pt2 from Position


Sqrt( (Pt1.x - Pt2.x) ** 2 + (Pt1.y - Pt2.y) ** 2 ) / 1025.7

 

@Felix Victor, @qw569 i found correct formula for distance calculation (that formula is used in-game trading tool) :

float K = SQRT( (Src.x - Dest.x) * (Src.x - Dest.x) + (Src.y - Dest.y) * (Src.y - Dest.y) + (Src.z - Dest.z) * (Src.z - Dest.z) ) / 1024
int k = (int) K - or your function that truncates to integer number (not round).

Where Src & Dest is `Position` field in Port structure.

`1024` - is hardcoded in-game code. Just a magic number.

 

Edited by DanseMacabre
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5 hours ago, DanseMacabre said:

@Felix Victor, @qw569 i found correct formula for distance calculation (that formula is used in-game trading tool) :

float K = SQRT( (Src.x - Dest.x) * (Src.x - Dest.x) + (Src.y - Dest.y) * (Src.y - Dest.y) + (Src.z - Dest.z) * (Src.z - Dest.z) ) / 1024
int k = (int) K - or your function that truncates to integer number (not round).

Where Src & Dest is `Position` field in Port structure.

`1024` - is hardcoded in-game code. Just a magic number.

 

rofl

Somebody think that kilo is 1024 (2**10) and not 10**3 as think International System of Units.

Maybe he even think that 1 kilometer = 1024 meters or 1 kilogram = 1024 grams.

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v8.14.9 2019-11-29

29 November patch

  • new (s = seasoned) woods
  • new seasoning shed
  • changes to damage parameters (EXPLOSION_DAMAGE_ABSORB_MULTIPLIER, no impact on the map) for some ships
  • maybe more, no patch note yet
Edited by Felix Victor
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Hi Felix, 

 

after trading has become more profitable again.

Is it possible for you to display the selling price as well as the purchase price of trading goods? 

For example: The price for beans to buy is displayed. 600 Reals. 

image.png.05e910c56623475c7e31f9bfe1978ce4.png

The price to sell is not displayed, I know that the price is not displayed because this product is not available in the port. 

image.thumb.png.3b154db1b19014f5930b6f653ecbe9c7.png

 

Maybe it would be possible, after you have selected one trading Good in the headline,

that on the right side an overview is shown which ports it buys or sells at which prices? 

It would also be possible to display, if I am at position X, which goods would bring the most profit within distance of X-k. 

 

image.thumb.png.6f8c3ac53cda26bd866c4f0c86c348f4.png

Edited by asdf

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On 11/29/2019 at 8:11 PM, asdf said:

Is it possible for you to display the selling price as well as the purchase price of trading goods?

Not available in api data. Only prices of contracted goods.

Edited by Felix Victor
contrated -> contracted
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5 minutes ago, Felix Victor said:

No, not yet. Only cap I know is 16 knots for top speed, do you happen do know the others for hit points and thickness?

The ship can be repaired by 50% with 4 crew bonus, captain's perk, 4 books and 2 upgrades. I did not find any more items that can increase the repair in the game.

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35 minutes ago, Yettie said:

The ship can be repaired by 50% with 4 crew bonus, captain's perk, 4 books and 2 upgrades. I did not find any more items that can increase the repair in the game.

Thats not a hardcap.

41 minutes ago, Felix Victor said:

No, not yet. Only cap I know is 16 knots for top speed, do you happen do know the others for hit points and thickness?

No sadly not. :( Will tell you once I know. @admin any chance you can support Felix there?

Also there is a bug in gametools -> ship blueprints. I can't select the new superwoods there

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45 minutes ago, Felix Victor said:

 

Also there is a bug in gametools -> ship blueprints. I can't select the new superwoods there. When selecting one I get:

image.png.779b26271529ac6075090571c0a05a43.png

 

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7 hours ago, rediii said:

Also there is a bug in gametools -> ship blueprints. I can't select the new superwoods there. When selecting one I get:

image.png.779b26271529ac6075090571c0a05a43.png

 

Thanks, I have noticed it myself. A big update is coming soon including a fix for this.

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16 hours ago, Felix Victor said:

No, not yet. Only cap I know is 16 knots for top speed, do you happen do know the others for hit points and thickness?

Only integrity caps were increased for hull structure and thickness. as far as i remember they were increased by 10 % (absolute increase)

 

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2 hours ago, admin said:

Only integrity caps were increased for hull structure and thickness. as far as i remember they were increased by 10 % (absolute increase)

 

Can you please announce latest hard caps, all of them including the changes. It is really difficult to find anywhere aside from some old outdated posts.

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