1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

sailing realism

Discussion in 'About the Game' started by BarecGesh, Oct 10, 2014.

  1. BarecGesh

    BarecGesh Landlubber Hearts of Oak Donator

    Joined:
    Jan 20, 2014
    Messages:
    6
    Gender:
    Male
    Just wondering about how realistic sailing is going to be?

    specific questions
    will we have to worry about tides,currents?

    will we be able to sail our square rig vessels in reverse?
     
  2. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Simple answer: As realistic as we can make it.
    Currents should certainly make it in there, but I can say from experience there isn't much tidal range in the Caribbean.
     
  3. Andrew Maxey

    Andrew Maxey Landlubber Hearts of Oak Donator

    Joined:
    Sep 1, 2014
    Messages:
    20
    Gender:
    Male
    Occupation:
    History Undergrad Student
    Location:
    Austin, Texas
    Will we have control over exactly what sails we set?
     
  4. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    In the end, yes. But not at the beginning stages of development.
     
    Andrew Maxey likes this.
  5. agskipper

    agskipper HoO Team Member Provisional Quest Writer

    Joined:
    Oct 22, 2014
    Messages:
    4
    Gender:
    Male
    Soo true. The tides are barely perceptible in those latitudes.
    Realistic sailing is going to be great, but I wonder how many people will be on deck. Will there be one captain to do it all, or players as crew?
     
  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Hearts of Oak will be a single-player game so there will be only one player on the ship.
    Crewmembers will be there, of course, but they won't be other player characters.
     
  7. Lodewijk

    Lodewijk Sailor Hearts of Oak Donator

    Joined:
    Jun 17, 2014
    Messages:
    130
    Gender:
    Male
    I hope that characters on ships will actually look like they are working, not running round like headless chickens :p
     
  8. Captain Armstrong

    Captain Armstrong Shipbuilding Coordinator Staff Member Coordinator 3D Artist Storm Modeller Storm Modder

    Joined:
    Jun 16, 2011
    Messages:
    1,993
    Gender:
    Male
  9. con20or

    con20or Sailor Hearts of Oak Donator

    Joined:
    Mar 18, 2006
    Messages:
    165
    I can't wait to hear more about the sailing model, imagine standing on deck looking at the masts with your occulus rift setting each sail!
     
    Thagarr likes this.
  10. Thagarr

    Thagarr Pining for the Fjords! Staff Member Administrator Creative Support Storm Modder News Gatherer Hearts of Oak Donator

    Joined:
    Jan 1, 1970
    Messages:
    5,355
    Gender:
    Male
    Occupation:
    CNC Machine Operator
    Location:
    Steeler Country
    That intricate rope steering system should look fantastic in action to! I may also have to upgrade my sound system, just to get the full immersive effect, especially for cannon fire! :woot
     
  11. con20or

    con20or Sailor Hearts of Oak Donator

    Joined:
    Mar 18, 2006
    Messages:
    165
    I may have to upgrade my PC, monitor, sound system AND buy an occulus rift :)

    Shame I'm poor:(
     
  12. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    @ODemuth's rope steering system does need a bit more figuring out. I don't think we know yet how to get that to work properly in the engine yet.

    Would definitely be a cool sight to see your crew setting sail, with yourself standing on deck!
     
  13. ODemuth

    ODemuth The rudder rope guy Coordinator 3D Artist Creative Support

    Joined:
    Jan 12, 2014
    Messages:
    528
    Gender:
    Male
    Occupation:
    Scientific Illustration Student
    Location:
    Zurich, Switzerland
    @Thagarr

    I think it should be possible if we split that animation in different parts. Which would be triggered and played simultaneously.
    @Captain Murphy
    Do you know what the maximum joint count per object in Unity is? In Cryengine it was about 255... My animation has about 500 if I'm correct.

    Is there a way to track a specific frame in an animation? Or to add a signature to a frame so you can get that specific frame?
    It would be impossible to make hounderds of combinations for every degree of the rudder.
     
    Andrew Maxey and Thagarr like this.
  14. Captain Murphy

    Captain Murphy Actually a Captain TOP CONTRIBUTOR Programmer News Gatherer Hearts of Oak Donator

    Joined:
    Nov 3, 2013
    Messages:
    1,204
    Gender:
    Male
    Occupation:
    Software Developer
    I would be more inclined to go with dynamic points that have 'rope' objects between them. That way the wheel, rudder, tiller, etc can move and the rope will 'move' by shifting the material offset and turn pulleys to angle correctly. It would give the appearance of moving rope but not be hard to deal with as far as the animation timing. The whole system could then be dynamic and allow the wheel to technically be disconnected from the tiller motion other than through code (essentially how my current version works).
     
    Ashinokami and ODemuth like this.
  15. Post Captain

    Post Captain Seamanship Advisor Coordinator QC Advisor Storm Modder

    Joined:
    Jan 10, 2011
    Messages:
    3,518
    Gender:
    Male
    Occupation:
    Student of Naval Architecture
    Location:
    Southampton, England
    Speaking of steering, we're gonna need an animation for tiller steering... It involves walking around the radius of the end of the tiller on vessels over a certain size while holding the tiller. Or running, if you're trying to maneuver quickly. That might be challenging and it's just as important as wheel steering given that most smaller vessels back then didn't use wheels.

    Something to consider for the future obviously, since we're not even close to that point yet.
     
  16. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    You mean for the helmsman, I imagine?
     
  17. Post Captain

    Post Captain Seamanship Advisor Coordinator QC Advisor Storm Modder

    Joined:
    Jan 10, 2011
    Messages:
    3,518
    Gender:
    Male
    Occupation:
    Student of Naval Architecture
    Location:
    Southampton, England
    Yep. That might end up rather comical looking when you're trying to dock and your helmsman is scurrying back and forth... "Full right rudder! Half left rudder! Full left rudder! Hard right rudder!"
     
  18. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Might want to put two men on the wheel. :cheeky

    Wait, WHA!?!?
     
  19. slowdownloader

    slowdownloader Landlubber

    Joined:
    Nov 8, 2013
    Messages:
    21
    Gender:
    Male
    I wish there was more to it at being a sailor than being at the wheel and working the rudder. id like to be pulling the ropes to work the riggings. how bout climbing the mass to bring up the sails or be on deck to crank up the ancor.maybe sail the world and not just the Caribbean.
     
    Last edited: Feb 12, 2015
  20. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,575
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Not entirely sure how much gameplay there would be in manually running up and down the sails.
    That sounds like something that would work best in real life. Would be fun there though with the real wind in your face!

    We do have an eventual wish to expand outside the Caribbean. But not aaany time soon. :no
     

Share This Page