The luffing is fine with this ship. It starts luffing about the time the ship starts slowing down. I need to try it in a different ship, preferably a square sail one.
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Constant luffing sound? Whatever are you going on about?Ok fine. I will just leave the headphones on the desk to avoid the constant luffing sound.
That means the sound remains exactly like it was before BUT the "tacking" behaviour does function as if that number was zero.Maybe instead of doing that, see what happens if you replace this line:
With this:Code:if(fOffWind < fClosestPoint + (RS_CP_OFFSET * 8) && fOffWind > fClosestPoint && fSailState > 0.0) {Ship_SetSailState(iCharacterIndex, 1.00);};
Code:if(fOffWind < fClosestPoint) && fOffWind > fClosestPoint && fSailState > 0.0) {Ship_SetSailState(iCharacterIndex, 1.00);};
#define SAIL_LUFFING_SOUNDS 2 // INT - Set from 1 to 3 to play sail luffing sounds when sailing too close to wind. 0=off, higher numbers add more luffing sound.
Then please post the file where you think it works well and I'll see how that works.Bottom line: The NPC behave better the way I had it rather than the way you have it. The way you have it now he drops sail and starts tacking far too early while I just continue sailing along and pull away from him.
See attached for a copy of the file that has all related code restored the way it was.That was the one. First I changed it from 0.02 to -0.02 and play tested it. Then I changed it to 0.00 and was play testing that (it seemed ok) when I installed the patches, which made it worse. I was attempting to put it all back the way it was pre-patches and failed, so had to start over from the latest patches. Basically I am stopped and doing nothing to this anymore.
Should be this code responsible then:Why the NPC ships are so slow is easy for anyone to see. When the wind gets to a moderate attack angle they furl the sails and start tacking. Meanwhile I am sailing along doing just fine and quickly disappear over the horizon.
//TM --> Detect when non player ship is sailing into wind and use rotate function to turn it out of wind
float fTacking2 = 0;
if (iCharacterIndex != GetMainCharacterIndex()) {
if (fSeaExpTimer > 5) {
if(fOffWind < fClosestPoint + (RS_CP_OFFSET * 8) && fOffWind > fClosestPoint && fSailState > 0.0) {Ship_SetSailState(iCharacterIndex, 1.00);};
if(fOffWind < fClosestPoint) {
if (fSailState > 0.0) {
Ship_SetSailState(iCharacterIndex, 0.001);
float fTacking = stf(arCharShip.Speed.y);
if(fTacking <= 0) {fTacking2 = -0.0015; arCharShip.Impulse.Rotate.y = fTacking2;}; //Left
else {fTacking2 = 0.0015; arCharShip.Impulse.Rotate.y = fTacking2;}; //Right
} else {
arCharShip.Impulse.Rotate.y = 0
fTacking = 0
fTacking2 = 0
}
} else {
arCharShip.Impulse.Rotate.y = 0
fTacking = 0
fTacking2 = 0
}
}
}
// <-- TM
I see the following adjustments that could in theory be made:My alleged memory says that it was adjustable.