As another test, I replaced that "8" with a "4" now in the ZIP here:
Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy!
Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy!
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Apparently, no I didn't. Just checked.EDIT: I see that the *8 is now *4 and that did not seem to help, so I changed the 0.02 to 0.0. Now to see if that helps.
I'm a bit concerned with the 0.0 setting. For one thing, the "ramp" between "full speed" and "zero speed" becomes non-existent that way.I am pretty happy with the *4 and 0.0 settings.
if(fOffWind < fClosestPoint + (RS_CP_OFFSET * 8) && fOffWind > fClosestPoint && fSailState > 0.0) {Ship_SetSailState(iCharacterIndex, 1.00);};
if(fOffWind < fClosestPoint && fOffWind > fClosestPoint && fSailState > 0.0) {Ship_SetSailState(iCharacterIndex, 1.00);};
if(!CheckAttribute(rCharacter, "tackShip")) // Ship is not tacking
{
if (fOffWind <= fClosestPoint + RS_CP_OFFSET) // Ship is in the "luffing" area and needs to tack
{
rCharacter.tackShip = true; // Indicate that the ship is tacking
Ship_SetSailState(iCharacterIndex, 0.001); // Lower all sails
float fTacking = stf(arCharShip.Speed.y); // Check which way the ship is going
if(fTacking <= 0.0) arCharShip.Impulse.Rotate.y = -0.01; // Make the ship rotate to port
else arCharShip.Impulse.Rotate.y = 0.01; // Make the ship rotate to starboard
if (IsCompanion(rCharacter)) LogIt("The " + GetMyShipNameShow(rCharacter) + " is tacking");
}
}
else // Tack in progress
{
if (fOffWind > fClosestPoint + 2*RS_CP_OFFSET) // Ship is outside the "luffing area" again
{
DeleteAttribute(rCharacter, "tackShip"); // Mark the tack as completed
Ship_SetSailState(iCharacterIndex, 1.00); // Make sail
arCharShip.Impulse.Rotate.y = 0.0; // Stop rotating
if (IsCompanion(rCharacter)) LogIt("The " + GetMyShipNameShow(rCharacter) + " has completed her tack");
}
else
{
Ship_SetSailState(iCharacterIndex, 0.001); // Keep sails lowered
}
}