MAJOR UPDATE - V0.3 / 2 Jan '10
217 ships completed in 13 days. Now undergoing integration testing.
Please review the updated manual for a list of completed/historically renamed/reviewed ships.
Major revisions to ship handling for ALL vessels intended, with historically influenced characteristics.
Secondary improvements:
Modifications to Interface ship names (F2 screen, shipyards etc) for reviewed ships.
Shipyard Upgrading item descriptors overhauled. I've fixed some Build 14 specific errors in several ship configurations from.
Read the LAST page for latest developments.
Dear Pirates,
Over the past month or so I've had the idea to modify ship handling for POTC so as to make it a bit more.. lifelike. You can read the concept here.
But you know, working on the manual and all took up a huge chunk of my time, so did reacquainting myself with my old favourite game.
However yesterday this project at last left the inner recesses of my less than sane mind and the first two ships were "reviewed" and resulted in the following:
Prototype ship handling improvements for the Fast Galleon and the Caravel:
1. Realistic inertia. You can now tack. For real. Rudder left full into the wind, raise sails, momentum does the work. No longer do you have to be jealous of that pic of Pride of Baltimore II doing it at 10 knots and your virtual ship gets stuck!
2. Realistic steering. The ship is no longer sailing on rails. You can,in your imagination, have 4 men push the rudder hard over for an emergency turn, but are you prepared to regain control of the ship? You will need to apply counter-rudder to put her back on an even keel. The game won't stabilise the ship, you, the Captain, have the right to do that yourself.
3. Each class of ship will be given her own personality, based on what I deem right from her hydrodynamic profile. Caravel has small rudder? I make a note in the attached ship recognition guide? You bet that is an issue in game.
Note:
4. Keep track of the rudder position mentally. You don't want to have a runaway helm in battle! Real helmsmen CAN miss maneuvers, so can you.
5. Your heading CAN drift on the high seas. Don't be stingy and buy a compass! We disabled the "using wind direction log as compass" cheat so...
I have attached below a test package. Test in the following manner:
1. Use the console.c file to give yourself a FastGalleon1 or Caravel2,
2. then load any save game in port
3. Go to the port, stare at your ship. Hit F11, then F12; which will give you the physical ship
4. Poof, new ship appears
5. Conduct seakeeping trials. Be gentle to the helm, the heavy rudder is meant to help you do graceful turns around islands and such. Sailing upwind in the formerly less useful ships should be much less of a chore, and the increased manuverability is a double edged sword - it's easy to forget rudder position in a pitched battle and you lose the ship...
You can find the test file below. Make a backup, and place it in POTC/Program/Ships. Note that I have ONLY worked on Caravel2 andFastGalleon1 right now. Test the Galleon first, for I have programmed deliberately a little flaw in the Caravel's handling - her character is explained in the readme file.
Warning: File is provided AS IS. Please wait for the finished release product if you don't know how to swap script files!
Development code template WBT 1 (Medium draft cruiser handling template):
ORIGINAL B14 A 10
LEVEL I HANDLING IMPROVEMENTS
LEVEL II AS COMPLETED
* I know exactly what you're thinking with that turn rate, which is MAXIMUM rudder deflection. It takes up to 10 seconds to go that far - consider it an emergency turn!
217 ships completed in 13 days. Now undergoing integration testing.
Please review the updated manual for a list of completed/historically renamed/reviewed ships.
Major revisions to ship handling for ALL vessels intended, with historically influenced characteristics.
Secondary improvements:
Modifications to Interface ship names (F2 screen, shipyards etc) for reviewed ships.
Shipyard Upgrading item descriptors overhauled. I've fixed some Build 14 specific errors in several ship configurations from.
Read the LAST page for latest developments.
Dear Pirates,
Over the past month or so I've had the idea to modify ship handling for POTC so as to make it a bit more.. lifelike. You can read the concept here.
But you know, working on the manual and all took up a huge chunk of my time, so did reacquainting myself with my old favourite game.
However yesterday this project at last left the inner recesses of my less than sane mind and the first two ships were "reviewed" and resulted in the following:
Prototype ship handling improvements for the Fast Galleon and the Caravel:
1. Realistic inertia. You can now tack. For real. Rudder left full into the wind, raise sails, momentum does the work. No longer do you have to be jealous of that pic of Pride of Baltimore II doing it at 10 knots and your virtual ship gets stuck!
2. Realistic steering. The ship is no longer sailing on rails. You can,in your imagination, have 4 men push the rudder hard over for an emergency turn, but are you prepared to regain control of the ship? You will need to apply counter-rudder to put her back on an even keel. The game won't stabilise the ship, you, the Captain, have the right to do that yourself.
3. Each class of ship will be given her own personality, based on what I deem right from her hydrodynamic profile. Caravel has small rudder? I make a note in the attached ship recognition guide? You bet that is an issue in game.
Note:
4. Keep track of the rudder position mentally. You don't want to have a runaway helm in battle! Real helmsmen CAN miss maneuvers, so can you.
5. Your heading CAN drift on the high seas. Don't be stingy and buy a compass! We disabled the "using wind direction log as compass" cheat so...
I have attached below a test package. Test in the following manner:
1. Use the console.c file to give yourself a FastGalleon1 or Caravel2,
2. then load any save game in port
3. Go to the port, stare at your ship. Hit F11, then F12; which will give you the physical ship
4. Poof, new ship appears
5. Conduct seakeeping trials. Be gentle to the helm, the heavy rudder is meant to help you do graceful turns around islands and such. Sailing upwind in the formerly less useful ships should be much less of a chore, and the increased manuverability is a double edged sword - it's easy to forget rudder position in a pitched battle and you lose the ship...
You can find the test file below. Make a backup, and place it in POTC/Program/Ships. Note that I have ONLY worked on Caravel2 andFastGalleon1 right now. Test the Galleon first, for I have programmed deliberately a little flaw in the Caravel's handling - her character is explained in the readme file.
Warning: File is provided AS IS. Please wait for the finished release product if you don't know how to swap script files!
Development code template WBT 1 (Medium draft cruiser handling template):
ORIGINAL B14 A 10
// Orig Values - NHB14A10
// refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
// refShip.InertiaAccelerationY = 6; refShip.InertiaBrakingY = 3;
// refShip.InertiaAccelerationZ = 2.0; refShip.InertiaBrakingZ = 4.0;
// refShip.WaterLine = 0.2;
// refShip.SpeedDependWeight = 0.3;
// refShip.SubSeaDependWeight = 1.0;
LEVEL I HANDLING IMPROVEMENTS
//Ship Handling I - can now tack without losing steerageway
// no heading stabilisation; rudder will not return to centre automatically
// refShip.InertiaAccelerationX = 4; refShip.InertiaBrakingX = 0.5;
// refShip.InertiaAccelerationY = 6; refShip.InertiaBrakingY = 0.1;
// refShip.InertiaAccelerationZ = 2.0; refShip.InertiaBrakingZ = 0.3;
LEVEL II AS COMPLETED
//Ship Handling II - can now tack without losing steerageway
// no heading stabilisation; rudder will not return to centre automatically
// large hull, poor rudder response at low speed
// waterline raised, lower gun deck was flooding.
refShip.InertiaAccelerationX = 4; refShip.InertiaBrakingX = 0.5;
refShip.InertiaAccelerationY = 2; refShip.InertiaBrakingY = 0.1;
refShip.InertiaAccelerationZ = 2.0; refShip.InertiaBrakingZ = 0.3;
refShip.WaterLine = -0.48;
refShip.TurnRate = 80;
// Default Turn Rate setting - originally from first part of ship init section
// refShip.TurnRate = 31;
// Vessel will NOT attain max TurnRate unless at speed!
// Vessel will attain maximum rate of turn only at max. rudder deflection!
//
// Review: Vessel configured as:
// high seas cruiser, medium draft U-hull, moderate turn circle (WBT1)
// <SWS - Willemstad Builders' Trials Winter 09 S/N 001> is henceforth complete
// on this day and date Sunday Dec 20 2009, 1311h
// Issues: As yet unable to influence roll factor
* I know exactly what you're thinking with that turn rate, which is MAXIMUM rudder deflection. It takes up to 10 seconds to go that far - consider it an emergency turn!