• New Horizons on Maelstrom
    Maelstrom New Horizons


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My 9m Sailboat

Here is what it looked like by the time of her rechristening ceremony end March this year:
img_20190330_110932931_hdr_resized-jpg.34880
Gorgeous! :love And I love the personal special interest reference.

You have a flair for design, Pieter -- you do. :yes

:pflag[pirate flag] <-- Rocks! :aar This pirate approves. :pirates
 
@Pieter Boelen: now that you've dropped the Amsterdam from your signature, and have something a bit smaller, should we replace the Amsterdam with something a bit smaller for your namesake in PoTC? xD

That's not entirely a joke - if you want the game character to have something like a sloop or ketch textured to look like your Atlantis, say the word and I'll make it happen.
 
A four-master probably isn't happening unless someone wants to build it in Maya, or at least put a whole new rig onto an existing ship. The cabin midships probably also isn't happening unless you want your ship to be a steam frigate. And a sharp clipper bow will definitely need a new model built in Maya.

Otherwise, the nearest match would be a mostly flat-decked ship with three masts, at least three sails on each of fore and main masts, and jib sails rather than a sprit topmast. That's basically a frigate, preferably from "Revolutions" or "Napoleonic" periods. Any particular preference?
 
So it's a challenge? Very well...

To me, there is a fundamental problem with the way the Flying Dutchman is depicted in DMC and AWE. To illustrate, here's a painting which I plundered while redecorating Lucia's house. (Bartolomeu's Lucia, not Ardent's. :D)
flying_dutchman_painting.jpg

See the difference? Flying Dutchman, not Sinking Dutchman. xD So let's have a bit of fun:
real_flying_dutchman.jpg

This piece of amusement turned out to have a useful side effect. The painting shows relatively dull sails, not the bright red of our crimson sails, so I tried to use tan sails, then ran a FreePlay as a Cursed character. The curse turned the sails ragged and also white. Crimson sails stayed crimson when cursed, tan sails didn't. A Windows search for "sail_torn_red", to find out what red sails were doing and tan sails weren't, showed that I'd missed something when I created tan sails. "NK.c" has a function "GetCharacterCursedSails" which assigns torn textures based on the original sail texture and if there isn't one defined for that sail texture, it defaults to white. With a suitable line added for tan sails, it now curses them properly.
 
This piece of amusement turned out to have a useful side effect. The painting shows relatively dull sails, not the bright red of our crimson sails, so I tried to use tan sails, then ran a FreePlay as a Cursed character. The curse turned the sails ragged and also white. Crimson sails stayed crimson when cursed, tan sails didn't. A Windows search for "sail_torn_red", to find out what red sails were doing and tan sails weren't, showed that I'd missed something when I created tan sails. "NK.c" has a function "GetCharacterCursedSails" which assigns torn textures based on the original sail texture and if there isn't one defined for that sail texture, it defaults to white. With a suitable line added for tan sails, it now curses them properly.
Nice, I probably wouldn't have noticed it had you not pointed it out. :onya

See the difference? Flying Dutchman, not Sinking Dutchman. xD So let's have a bit of fun:
Is this going to be a part of the main mod?
 
Nice, I probably wouldn't have noticed it had you not pointed it out. :onya
Neither did anyone else. Presumably anyone playing a cursed character from the start did not choose one of the small ships which get tan sails by default; and nobody has been playing "Tales of a Sea Hawk" in Arcade mode, then picked up a naughty coin while still sailing the lugger with which you start the story. And I wouldn't have noticed it because I play Realistic mode and don't normally use the cursed start for FreePlay.

Is this going to be a part of the main mod?
Probably not, partly because I've no idea what a ship raised about 20 units above sea level is going to do to gameplay, and partly because I can't think of any useful purpose for it. But if you want a flying ship, it's easy. Define the ship in "ships_init.c", then find the 'refShip.WaterLine' line and subtract 20 from it. (Or try other values.) The one in the screenshot is just a clone of "Lineship1", which is the Black Pearl from the stock game and which bears a lot more resemblance than the film Dutchman to the ship in the painting.
 
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