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Better Rudder Controls - Q and A with 6 or so rudder settings


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We use S to furl our sails atm. So using S for rudder control's won't work. :)

 

Yes agree, but you can rebind them to other keys. and i'm only using them as an example. you can use they arrow keys?

 

Why not just leave A/D as they are and implement Shift + A/D as increments that can be unlocked by tapping either A or D without shift? I use a similar method in flight sims depending on how many blip and coolio switches I need to map.

 

 very good point, sir! multiple keys are a very good option indeed! 

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Yes agree, but you can rebind them to other keys. and i'm only using them as an example. you can use they arrow keys?

 

I can't reach the arrows keys when i'm using WASD setup. Atleast it isn't very practical. 

 

- I'm not against the suggestion, i just wanted to point out that S is already in use. :)

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When we had the rudder bug we had what is requested.  It did not work.  It might work for a modern vessel with modern artillery and firecontrol, but it wont for a vessel that relies upon broadside of cannons.  All the people clamoring for this are people who have not experienced it.

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When we had the rudder bug we had what is requested. It did not work.

All the people clamoring for this are people who have not experienced it.

 

Agree, i did not experienced this, i am the from the latest batch of players that came into the Naval Action! And the developers ask me if i could give some usefull feedback to the game, and here i am making a suggestion/constructive feedback to change the rudder, i am not demanding it, and i am not clamoring about it and i'm not not bashing it!

 

It might work for a modern vessel with modern artillery and firecontrol, but it wont for a vessel that relies upon broadside of cannons.

 

at the Age of Sail and modern day i am sure that the man at helm/wheel (first mate i'm guessing) would recieve orders to head a certain ° on the compas for a heading and had to have a fixed position/degree of angle on the rudder for a short period of time (depends on the rate of turn) there is nothing modern about that? In fact the mechanic that Naval Action uses now is similar to a time dependent rudder, only on my ship it stays at a fixed position in ° after i moved/pressed my time dependent rudder control for a couple of seconds to port or starboard, Naval Action it wil go automatically to back to 0° mid ship's (and this is a very modern rudder control mechanic).

 

Basicly all i'm suggesting is a way to get a fixed rudder position and a key to center your rudder, something like JJWolf suggested?

Why not just leave A/D as they are and implement Shift + A/D as increments that can be unlocked by tapping either A or D without shift?

but if it doesn't work with current game mechanics then it's the way it is

Edited by Jacob van Heemskerck
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