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    Maelstrom New Horizons


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Several small imperfections

Thanks Petros for explanation. But I think can do wihout it. I tried it in the in the past a little but I didn´t like it. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
I'm getting tired of the problem with the AI ships eventually trying to head directly upwind and seem to end up stuck. I suspect they're trying to escape.

This is probably hard coded into the game engine. But if I can find where it's done, I'm fixing it one way or another. If nothing else, I can keep ships from getting the "run away" order (unless they'll be running downwind), and making my own version of that task.

The biggest problem with realistic sailing is that the AI doesn't understand it. I've looked briefly at what would need to be changed so the AI would tack properly when heading for some destination upwind.

If the game didn't have the full realistic sailing options, I would have given it up after about 2 months.

Hook
 
I think it isn´t good if all the ships escape or on the other hand if would always attacked. It should be dependent on the strength proportion between hero´s and enemy fleet. It would be comical if some alone schooner would invade MOW or any 1 class ship because in this case one good aimed salvo is sufficient for sinking such a small ship so that such small ship should rather escape and bigger and being superior numerically ships needn´t do that and could attack. But it would be difficult to do it this way. Maybe it would be better let it be as it is. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=165320:date=Oct 3 2006, 07:13 PM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Oct 3 2006, 07:13 PM) [snapback]165320[/snapback]</div><div class='quotemain'><!--quotec-->
Maybe it would be better let it be as it is. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
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Keep in mind that I always play with full realistic sailing turned on. This is the only part that needs to be changed. We're playing two completely different games here, and none of these changes will ever affect you.

Hook
 
I think if these changes would be good enough it wouldn´t be such big problem to switch on realistic saling for me. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=165315:date=Oct 3 2006, 07:58 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 3 2006, 07:58 PM) [snapback]165315[/snapback]</div><div class='quotemain'><!--quotec-->
I'm getting tired of the problem with the AI ships eventually trying to head directly upwind and seem to end up stuck. I suspect they're trying to escape.

This is probably hard coded into the game engine. But if I can find where it's done, I'm fixing it one way or another. If nothing else, I can keep ships from getting the "run away" order (unless they'll be running downwind), and making my own version of that task.

The biggest problem with realistic sailing is that the AI doesn't understand it. I've looked briefly at what would need to be changed so the AI would tack properly when heading for some destination upwind.

If the game didn't have the full realistic sailing options, I would have given it up after about 2 months.

Hook
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If you could figure that out, I would love to get ahold of that! If there was some way to get them to only flee with the wind, realistic sailing would be awesome! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I think I will give the realistic sailing another try and focus more on joining sea battles, that sounds like alot of fun! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=165202:date=Oct 3 2006, 11:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 3 2006, 11:06 AM) [snapback]165202[/snapback]</div><div class='quotemain'><!--quotec-->
About fast turn: I've always had the ship turn about 270 degrees. I don't remember it ever being 180. I always play at arcade sailing, so that might have something to do with it. I am not aware of any changes being made to the relevant code.
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I just tried the 180 turn in a few games. It was always 180 to the best of my ability to measure it.

I'm wondering if it's possible that arcade mode speeds the ship turn rate up so much that the inertia keeps the ship moving after it was supposed to stop. In any case, you should find the line in AIShip.c that has "LDH_TURN_RATE_FACTOR":

fTRResult = fTRResult * fMaxSpeedY * fTurnPerk * fFastTurn180 * LDH_TURN_RATE_FACTOR;

...and change it to this:

fTRResult = fTRResult * fMaxSpeedY * fTurnPerk * fFastTurn180 * floatRet(bArcadeMode, 1.0, LDH_TURN_RATE_FACTOR); // LDH 04Oct06

We don't need the LDH_TURN_RATE_FACTOR added into the arcade sailing turn rate, and with any luck it will fix the problem with turning more than 180 degrees.

Hook
 
I will try it. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
I recall my ships turning more than 180 degrees long before you ever added your turn rate factor. Perhaps the realistic sailing mode has indeed something to do with it. Can somebody please test the difference between a 180 degree turn on arcade and realistic sailing mode?

This code appears to apply to the 180 degree turn:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // fast turn 180
    if (sti(arTmpPerks.Turn) == -1)
    {
        CharacterPerkOff(rCharacter, "Turn180");
        arTmpPerks.Turn = false;
    }
    float fFastTurn180 = AIShip_isPerksUse(arTmpPerks.Turn, 1.0, 8.0);<!--c2--></div><!--ec2-->Is there anything particularly wrong with that? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Just tested a few quick-turn 180's, and here are my results: <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

With ARCADE sailing. I tried in a Class 1 Battleship (very poor turning), full sails and Battle sails both produced turns of about 220 degrees (overshot the 180 by 40 degrees). The same results (220 degree turns) applied in a class 4 Xebec (very nimble turning) with both full sails and battle sails.

With REALISTIC sailing, both the Class 1 Battleship and the Class 4 Xebec with either full sails or Battle Sails all produced a perfect 180 degree turn every time.


While executing the turns, I did not try to assist them by holding my manual steering buttons, I just allowed the ability quick-turn to do the turn on it's own. The degrees I have quoted are based on starting the ship on a perfect heading of North, and monitoring the result on the compass after the turn.

Hope this info helps!

Cheers,
H.M.M.
 
I just tested it too. It turns out with arcade sailing your ship can go very fast indeed. And the faster your ship is going, the faster it turns. The ship turns so fast that it doesn't stop when the "turn180" thing releases the turn key. The inertia of the ship keeps it turning.

With the unmodified LDH_TURN_RATE_FACTOR above, the ship will indeed turn more than 180 degrees. After modification of it in the second line above, the ship still turns beyond 180, but not quite as much.

If your ship is motionless in the water, then the turn180 will turn you almost exactly 180 degrees. But if you're moving, expect to turn more than 180 because of inertia. Perhaps striking all sails will help, keeping the turns closer to 180.

We can probably modify the turn rate so that it never exceeds the 8 times normal, but I'm sure people would complain.

Hook
 
I couldn´t find the line in this file. Do you have some method to find it? I don´t have any experiences in finding concrete lines in such huge files. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
You can also change it in buidsettings.h. Just make sure LDH_TURN_RATE_FACTOR is 1.0 in that file and it will do the same thing.

Hook
 
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