-
Posts
17,069 -
Joined
-
Days Won
1,129
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by admin
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
10 ships though, aren't they awesome on the beach?- 187 replies
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
You do. You get more rewards from higher level missions and higher level bots give you more money and combat marks- 187 replies
-
- 1
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
Everything that was posted on the internet is always there. You can't hide from what you have said. you can only explain. We stand by our promises So long.- 187 replies
-
- 2
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
Promised product is detailed here. https://steamcommunity.com/sharedfiles/filedetails/?id=259130636 10 ships simple crafting simple trading conquest couple of other things all is delivered.- 187 replies
-
- 4
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
I don't know what you have tested though.. Leeway at broad reach is higher than leeway at running. It also depends on the sail plan. ships with higher % of stay sails will have a different angle of max leeway. But its definitely not equal at all points of sail. -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
we don't want to waste time on linguistics. but what you are talking about is running speed. abaft is exactly from stern. the document you linked exactly describes what happens in game currently. the statements the in game leeway has the same strength at any wind angle there should not be any leeway at running speed whatsoever (running range is huge) are both incorrect Leeway changes depending on hull position and wind power and wind angle. And there is some leeway at running speed because running angle definition is too wide to be exact. Running angle has less leeway than close hauled and broad reach, but it still happens because due to nature of the age of sail ship keel cannot convert all wind power into forward force - if an angle is involved in any force some of could leak to the side (simple vector physics) -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
wtf? hex editor? for a server based game? lets do this.. do that thing you are talking about. Increase your speed for example to a 1000 knots in a battle instance and post your sailing adventures here on the forum. Its a simplest way to prove to you that people who spread lies about cheating in NA have no clue (or clueless). -
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
It is not true. Ships generally tack faster and better than they did pre patch 14. You are probably comparing the turning with the 14.1 experiments which tripled yard power for line ships. In 14.3 Ships of the line have almost 1.5 speed of tacking compared to patch 13 data. (victory tacked in 2 mins previously and tacks in 1min 20 seconds now from broad reach to broad reach. It tacked in 180 seconds before- 187 replies
-
- 2
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
wind changes in port battles, so if you are stuck near shore you have a chance to move away eventually We will change wind in instances over time too (we will update it too)- 187 replies
-
- 4
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
no the video is most likely the instance and wind is static there. lee shore kills you giving no chance to recover (even if you wait 10-15 mins) in port battles wind changes- 187 replies
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
перевод на русский будет - ОБЯЗАТЕЛЬНО но пока точно не можем сказать когда переводы пачтноутов появляются практически сразу - инди пианисты играют так быстро как могут если игроки могут переводить лучше и быстрее мы будем прикреплять в топ их переводы вместо своих
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
wind change (from port battles) needs to be applied to all combat types.- 187 replies
-
- 9
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
WASA why so over powered?
admin replied to Sea Fox's topic in Current Feature Improvement Suggestions
impossible - constitution was like the third ship added to game. we love the uss constitution. its just new ships sometimes make old ships unbalanced. but the combat update will also be applied. Consti will get its hp/thickness buffs (as well as indefatigable). -
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
Leeway was added with the best intentions. I made ship behavior feel more natural and realistic. It works awesome when you are far away from shore. There are of course some unforeseen consequences to this change (looting, bot behavior near land). Another area to review carefully during next 8-10 days is port battles. Port battles will be REALLY different and will require a lot of precision and planning now.- 187 replies
-
- 1
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
happy new year to you too.- 187 replies
-
- 1
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
Will give it some time - nothing can be patched until holidays end anyway. All aspects have to be considered of course, including picking up loot. As players who love the leeway might never farmed for books. Temp workaround - try to kill enemies when they are downwind.- 187 replies
-
- 2
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
We accept the fact that this game is not for everyone, and embrace it. If someone tries to please everyone he usually ends up pleasing no-one. Naval Action lees to a realistic side. Players players who believe that shooting games should have ironsights ww2 plane games should not fly like flying saucers car games should have handbrakes and drift ship games should care about wind and its effects Will be happier. Players looking for clicker heroes experience or other casual experiences (huge market for some developers) will not be happy with naval action at all. You should not force yourself to eat thai food if you hate thai food. Maybe you are looking for a casual sailing experience which we never promised and there are such games on the subject. We will continue adding realistic mechanics that make game play better if they improve combat gameplay depth and add fun.- 187 replies
-
- 13
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
No its not missing that big thing. Read the document you linked. For example my understanding of the quote from the doc Vessels sailing close to wind: close hauled close reach = more leeway, or max leeway Vessels sailing downwind: broad reach, run = less leeway. (still some leeway but less than close reach or close hauled) Vessels sailing ABAFT - negligible leeway. Abaft https://www.merriam-webster.com/dictionary/abaft This exactly how it works in game More leeway close hauled/close reach Less leeway broad reach/running Negligible leeway - abaft - (wind directly from stern) Stop doubting please. -
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
devs last month- 187 replies
-
- 35
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
we had to start somewhere light to not scare everyone immediately. But we will adapt the model to reflect real life differences. I also remember surprise to be a good sailer in reports and definitely better than many other ships - eg santi. are not smaller vessels supposed to have less leeway (be less leewardly)?- 187 replies
-
- important
- might lose ships
-
(and 1 more)
Tagged with:
-
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
i have even easier explanation of this bug with the speedometer imagine a helicopter flying 0 kmh forward (forward force) but flying 3km h upwards (side force) our speedometer tries to visualize it in one number when helicopter, still flying up, moves 10 m forward from the center point it shows 3.01 positive speed. it is 3.01kmh from the center point) when helicopter, still flying up moves 10 m backwards from the old center point it shows -3.01 negative speed. it is still 3.01 but it shows negative because its opposite direction from the old center point. From the old point it is an opposite direction and distance passed by the helicopter is 3+/-01. If you look at the helicopter form above it only moved 10m forward and 10 back (old speedometer) but it also flew 3km up which speedometer does not know how to show so it shows it as positive or negative depending on change of direction from the starting point as a result speedometer shows 3.01 when helicopter flies 10m forward while moving up 3km/h up and shows -3.01when it moves 10m back. because its the distance passed in 2 dimensions. -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
The thing is that players don't need to know side force so we probably just have to remove it from the speed visualization. (like we don't show speed of bow turning or stern turning). Or they need to know side force separately (like pilots need to know vertical speed separately) -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
OP said that the force is the same irrespective of the direction, but its not true you don't have leeway when wind is from stern for example (as commenter pointed out). You also don't have leeway on inertia if you depower all sails immediately (for example by destroying all masts at the same time), leeway depends on how wind interacts with ship sail plan its relationship with the hull (for example angle of sails to hull) you are not downwind on this screen. You don't have leeway with wind into stern. You to the contrary are sailing at the point where the leeway is usually at max for LGV. Leeway does not exist (or minimal only at 180) after that it starts going up and peaks when sail power vector to hull increases to max (at the point where keel is no longer capable to convert wind force to speed and starts leaking it to leeway). you are on battle sails (so keel has less resistance as your speed is lower) so your hull itself starts adding to sideforce and wind/sail power is not counteracted by keel fully - thus leeway increases the ship is sagging because you have more sail on the front mast than stern mast which is not fully counteracted by keel (again due to lower speed), effect of sail influence on side force is less pronounced at high speeds. Brigs will sag into opposite direction due to more sails on backward masts. Mast position is important (in relation to the center) You will sag even more at lower speed. But you won't see much leeway downwind and will see a lot of it at the point where the combination of sail power for your ship is max (depends on the sail plan) -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
All statements in your post were incorrect. Sail power and leeway force does not jump back and forth and it is calculated properly taking into account hundreds of parameters. Here is an example of our Rig individual parts and parameters (which is used in sailing model and damage model calculations) When you start posting statements which will confuse others stating things completely opposite from truth we would have to protect ourselves. Please avoid. The situation is simple Speedometer does not know how to work with side force. Its like it is playing checkers and game plays 3 dimensional chess. It can only count into 1 dimension. We added a multiple new dimensions (forward back and to any side over 360 degree plane) to a 1 dimensional speedometer (forward/back) -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
it does not! Who told you that? Leeway (side force) in game depends on wind power in sails which in turn depends on 1) sail damage 2) yard position 3) sail composition (more square sails you will have different drift and max drift angle) 4) mast damage 5) hull size 6) and of course wind angle Please don't make statements that do not correspond to facts, if you continue i will just remove you from the forum because you are confusing yourself first and then start confusing others by making made up statements that leeway is always 2 and does not depend on anything.