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    Maelstrom New Horizons


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What to mod now?

kblack

Landlubber
Storm Modder
Hi all

I've installed again POTC, after a long time. I have found the Post Build 12 Mod fairly stable (only found some minor thing till now) and also I think that the realism has improved a lot since Build 12. Specially the cannons mod. Now the sea combat looks more realistic.

Anyway, I wanna to program a few, and I wonder what to improve next.

I would like to have your opinion, and ask for some clues

So far, these are my ideas:

- Improve the weather at sea:
<blockquote>Now the changes are too abrupt
Also, there aren't a "logic" in the wind changes
I'm thinking to make the changes smoother (¿?) maybe checking in smaller time increments, and limiting the amount of change in each one
Maybe even putting in some "rules" (as making sudden wind changes only near the shore, and making more likely winds from the shore at nights)
The ideal would be even having barometers....

Anybody can give me a clue about which files could be involved in wheather change?
</blockquote>

- Improve the sailing attitudes of differents ships:
<blockquote> IIRC, there are parameters for each ship about the response at several wind angles, and parameters as inertia.
I think it could be possible to tune the ships parameters to get a more realistic feeling, specially differences between a fore-and-aft rigging and a square rigging
</blockquote>

- Make the amount of load a parameter for velocity, inertia, and maneuverability
<blockquote>Associated to this, I could try to give info about the load when using spyglass. In real life, a captain could guess the load counting the number of strakes ("tracas" in Spanish) over or under the load line
</blockquote>

Well, thatatha, thaththa, that that that's all, folks
Waiting for your comments and clues.

Kblack
 
Those ideas sound very nice indeed. But I'm afraid doing the first thing will either be really complicated or not possible at all. I wouldn't be surprised if the game's engine doesn't allow for that. I'm not sure though. You can try, but if you find out it's no good, I'd recommend dropping that idea and trying any of your others ideas. Personally, I would prefer having more accurate sailing characteristics. Would be nice to have the amount of load having influence on the sailing. And I reckon that might be reasonably easy to do, although I'm not sure about that either... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, looking in the code, I have found that our friend Nathan Kell already modded both numbers 2 and 3:
- it looks as the load is taken in account for maneuvres and velocity - checked in the game and seems to have a slight influence.

- also, the sailing mode has in account the characteristics of differents ships and rigging. As in "ship_init.c"...
case "Bla":
refShip.ClosestPoint = 0.375;
refShip.BestPoint = 0.875;
refShip.RigType = sDet;
break;

although I feel there is place to improve.

About weather, seems feasible, at least looking in Weather directory.


Anyway, Pieter, I'm gonna to code first a couple of tools:
- one to make a full lists of all .c and .h files, and also all the functions in each .c
- one to convert ship data from "Ship_init.c" to spreadsheet, and back... then it will be easier to check uber-ships, and to better tune the ships (lets say, I'm now playing with a Corvette with 18pdr guns... well, the first FRIGATES with 18 pdrs where French ones in 1800 !!!!!!)

So, Pieter, you'll have news from me.

BTW very nice and hard work what are you doing

BTW2 Where is NK and Cat the pirate

BTW3 Will you going to play POTBS whenever it will be launched?

BTW4 Have you considered to pass all the amount of know-how and code done for POTC to the POTBS dev team?

Regards

Kblack
 
<!--quoteo(post=141763:date=Mar 11 2006, 08:09 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 11 2006, 08:09 PM) [snapback]141763[/snapback]</div><div class='quotemain'><!--quotec-->
BTW2 Where is NK and Cat the pirate
<!--QuoteEnd--></div><!--QuoteEEnd-->
They have been gone for quite a long time and I am not happy with that at all. I wished they'd come back.

<!--quoteo(post=141763:date=Mar 11 2006, 08:09 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 11 2006, 08:09 PM) [snapback]141763[/snapback]</div><div class='quotemain'><!--quotec-->
BTW3 Will you going to play POTBS whenever it will be launched?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I personally won't. I am not into online games.

<!--quoteo(post=141763:date=Mar 11 2006, 08:09 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 11 2006, 08:09 PM) [snapback]141763[/snapback]</div><div class='quotemain'><!--quotec-->
BTW4 Have you considered to pass all the amount of know-how and code done for POTC to the POTBS dev team?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Would the PotC code work with PotBS at all? They're two quite different games. As far as I'm concerned, they may use whatever they like from my work though. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=141763:date=Mar 11 2006, 08:09 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 11 2006, 08:09 PM) [snapback]141763[/snapback]</div><div class='quotemain'><!--quotec-->
BTW4 Have you considered to pass all the amount of know-how and code done for POTC to the POTBS dev team?

<!--QuoteEnd--></div><!--QuoteEEnd-->

Everyone is welcome to use anything we ever made. We always tried to spread our knowledge. Have a look at the PotC wiki and the sticky threads, and feel free to ask if you need more info.
 
<!--quoteo(post=141763:date=Mar 12 2006, 03:09 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 12 2006, 03:09 AM) [snapback]141763[/snapback]</div><div class='quotemain'><!--quotec-->
Well, looking in the code, I have found that our friend Nathan Kell already modded both numbers 2 and 3:
- it looks as the load is taken in account for maneuvres and velocity - checked in the game and seems to have a slight influence.

- also, the sailing mode has in account the characteristics of differents ships and rigging. As in "ship_init.c"...
case "Bla":
refShip.ClosestPoint = 0.375;
refShip.BestPoint = 0.875;
refShip.RigType = sDet;
break;

although I feel there is place to improve.

About weather, seems feasible, at least looking in Weather directory.


Anyway, Pieter, I'm gonna to code first a couple of tools:
- one to make a full lists of all .c and .h files, and also all the functions in each .c
- one to convert ship data from "Ship_init.c" to spreadsheet, and back... then it will be easier to check uber-ships, and to better tune the ships (lets say, I'm now playing with a Corvette with 18pdr guns... well, the first FRIGATES with 18 pdrs where French ones in 1800 !!!!!!)

So, Pieter, you'll have news from me.

BTW very nice and hard work what are you doing

BTW2 Where is NK and Cat the pirate

BTW3 Will you going to play POTBS whenever it will be launched?

BTW4 Have you considered to pass all the amount of know-how and code done for POTC to the POTBS dev team?

Regards

Kblack
<!--QuoteEnd--></div><!--QuoteEEnd-->

Passing the code wouldnt do any good, POTC and POTBS are two compleatly diffrent games, with two compleatly diffrent engines
 
I know both POTBS and POTC are very different, and the code it isn't directly for use with the POTBS engine

but

the logic and solutions we have coded and devised for POTC could be useful in POTBS.... ie, the logic in the real cannons mod (or how to model the real 17xx cannons), or the spyglasses mod ... or the boarding improvements (I have read some people in POTBS forum asking for that)

Anyway, it was just a side idea... the main purpose of my post it's to don't duplicate efforts, and to start coding what the community feels more useful (but no find bugs, plz, I'm not good at that)

Kblack
 
If you are active in the PotBS community, feel free to tell them that they could use the ideas from our code if they want, even if they can't use the code itself.
 
<!--quoteo(post=141871:date=Mar 13 2006, 12:43 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 13 2006, 12:43 PM) [snapback]141871[/snapback]</div><div class='quotemain'><!--quotec-->
I know both POTBS and POTC are very different, and the code it isn't directly for use with the POTBS engine

but

the logic and solutions we have coded and devised for POTC could be useful in POTBS.... ie, the logic in the real cannons mod (or how to model the real 17xx cannons), or the spyglasses mod ... or the boarding improvements (I have read some people in POTBS forum asking for that)

Anyway, it was just a side idea... the main purpose of my post it's to don't duplicate efforts, and to start coding what the community feels more useful (but no find bugs, plz, I'm not good at that)

Kblack
<!--QuoteEnd--></div><!--QuoteEEnd-->

PoTC and PoTBS may not even use the same programming language, the solutions and that we come up with is good for POTC, but given that potbs uses a diffrent engine it is possible it uses a diffrent syntax and different way things are built up
 
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