Malcolm3 213 Posted November 16 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? Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted November 16 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? 1 Quote Share this post Link to post Share on other sites
RestrictedFromPosting 6,139 Posted November 16 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. Quote Share this post Link to post Share on other sites
Malcolm3 213 Posted November 16 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) Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted November 16 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. 1 Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted November 16 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 1 Quote Share this post Link to post Share on other sites
Malcolm3 213 Posted November 16 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 Quote Share this post Link to post Share on other sites
DanseMacabre 6 Posted November 27 (edited) 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 November 27 by DanseMacabre 3 Quote Share this post Link to post Share on other sites
qw569 2,558 Posted November 27 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. Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted November 29 (edited) 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 November 29 by Felix Victor 3 Quote Share this post Link to post Share on other sites
Aquillas 773 Posted November 29 @Felix Victor You are the best patch note ever! 2 Quote Share this post Link to post Share on other sites
asdf 13 Posted November 29 (edited) 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. The price to sell is not displayed, I know that the price is not displayed because this product is not available in the port. 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. Edited November 29 by asdf Quote Share this post Link to post Share on other sites
van Veen 498 Posted Monday at 09:18 AM @Felix Victor, have you changed your json file paths? Keep up the good work! Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted Monday at 12:15 PM 2 hours ago, van Veen said: @Felix Victor, have you changed your json file paths? Keep up the good work! I did because of lazy loading. Fixed prefix and a hash. 1 Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted Monday at 12:17 PM (edited) 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 Monday at 01:16 PM by Felix Victor contrated -> contracted 1 Quote Share this post Link to post Share on other sites
DanseMacabre 6 Posted Tuesday at 10:22 PM @Felix Victor how do you store map? As rasterized tiles or vector in databases? Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted Tuesday at 11:26 PM 1 hour ago, DanseMacabre said: @Felix Victor how do you store map? As rasterized tiles or vector in databases? It is the pixel in-game map. Quote Share this post Link to post Share on other sites
rediii 9,455 Posted Wednesday at 08:33 AM @Felix Victor Are the hard caps on your site correct with the new patch already? Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted Wednesday at 08:42 AM 7 minutes ago, rediii said: @Felix Victor Are the hard caps on your site correct with the new patch already? 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? 1 Quote Share this post Link to post Share on other sites
Yettie 21 Posted Wednesday at 08:48 AM 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. 1 Quote Share this post Link to post Share on other sites
rediii 9,455 Posted Wednesday at 09:25 AM 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 Quote Share this post Link to post Share on other sites
rediii 9,455 Posted Wednesday at 09:27 AM 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: Quote Share this post Link to post Share on other sites
Felix Victor 734 Posted Wednesday at 04:57 PM 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: Thanks, I have noticed it myself. A big update is coming soon including a fix for this. 2 Quote Share this post Link to post Share on other sites
admin 47,375 Posted Thursday at 01:05 AM 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) 1 Quote Share this post Link to post Share on other sites
AeRoTR 1,457 Posted Thursday at 03:15 AM 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. 2 Quote Share this post Link to post Share on other sites