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Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
read first - comment second. You have not read my post carefully and jump to commenting without understanding IT DOES NOT MOVE BACK AND FORWARD Read my post again please We are not assuming anything. 2 was just given as an example of a ship drifting 2 knots to the right or left without any forward or backward movement. There is no jump of the ship. There is a jump of numbers speedometer because its not only the forward force on the spedometer any more (we did not have leeway before) Side force is to the left it stays to the left and does not move back and forth. Again the example you have no forward movement but you have some side force - lets say its 2 knots. Speedometer will show 2 knots because ship center mass moves at this speed. If you add minor 0.1 movement forward (changed yard angle) you will have 2.1 on speedometer - still moving 2 to the left and 0.1 backward If you changed that yard angle a bit and got -0.1 movement backward you will have -2.1 on speedometer - still moving 2 to the left and -0.1 backward remember that speedometer is a RESULT - not an INPUT. it just shows change of centerpoint compared to old position. So on the plane which has 2 dimensions it jumps from -2.1 to 2.1 because forward change has + and minus and side change (modul) has not and is not separated so thats why you see this jump (the ship moves ok and does not jump from 2 to -2 at all. We just need to remove side force from speedometer (showing side speed and forward speed separately like on planes) or to not confuse players or just remove speedometer. Meanwhile just ignore this jumps and look at the ship and adust rudder based on how ship moves if the speedometer is confusing. -
Leeway warning! Important!
admin replied to admin's topic in News Announcements & Important discussions
You fhall pay a fine, two fhillings- 187 replies
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For immediate release! Extreme importance. All veffels are subject to leeway but some are more leewardly than others. Captains commandeering leewardly veffels in battle must keep distance from land and shores. Strong wind will make it impossible to maneuver out and will eventually beach your ship. Captains are encouraged to use this information to their advantage and attack leewardly ships close to land when wind is blowing to shore. Veffels lost due to beaching or grounding or captured or destroyed due to beaching and/or grounding will not be recovered or replaced by the Admiralty and Support services. Appendix: Ships with stronger leeway All ships of the line. Wasa.
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Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
speedometer does not know if it is sideforce or not so if your forward speed changes from -0.1 to +0.1 but you also have side force of 2 at the same time speedometer will show a change of -2.1 to 2.1 because the center mass moves both forward and to the side (0.2 forwards and 2 to the side) so its not weird, it shows true speed of the center mass compared to its old position. Of course proper way is to then have 2 speedometers like on planes. But honestly the speed indicator should be removed for realism (real age of sail captains could only judge speed approximately and rely on visual clues, like rope with knots) ps beached is a realistic but brutal outcome of leeway. Some captains will see it sooner than later. If you have a strong leeway ship and wind blows towards land in instance - you are a goner. -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
impossible are you sure you dont have mods reducing downwind speed? inger profile was only tuned at 45 degrees to wind (close hauled). Downwind curves should have remained -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
lose ship - lose paint they act as permanent upgrade. But due to sheer volume of accounts (120k) we might never run out. People will sell them or can be captured with them -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
please report on edinorog guns if you have any feedback. -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
i think the speedometer does not properly account for stronger side force in those situations. -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
?? sorry don't understand the statement -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
not yet -
Patch 14: Part 3 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Tacking actually became easier. If you are able to pass the wind - leeway (side force) pushes you out and down helping to tack. -
Hello Captains Happy Holidays and Happy New Year! New year presents will be distributed after this patch Patch is being deployed today. Sailing model 2018 New sailing model has been applied to 6th rates and unrated vessels (some ships could become too good but it will be tuned) Ship displacements finalized and ship colliders (game development term) tuned. Yards have been overhauled. Force is now being applied to the position of the masts Yard forces rebalanced for historical feel (adapted to be usable in gameplay) Leeway Staysails now provide sideforce Square sails now provide sideforce Sideforce depends on ships form and sail power Side and yard side force now depends on speed (due to keel resistance rising at speed) The higher the speed the more keel resistance you will encounter. Yards will not be as efficient on maximum speed. Heel Sail/Yard power now provides heel Heel depends on hull form and Sail power Fast ships (especially ships that has fastest speed beam reached) will heel more. This opens new options in combat (for example conserving broadsides to focus on waterline) Turn inertia and acceleration added both to rudder and side force Bigger ships will take longer time to reach maximum turn rate As a results you might need to plan maneuvers a little bit in advance and plan to change direction a little bit earlier, especially in heavy vessels Nimbler ships will reach maximum turn rates faster Autoskipper no longer balances ships when you receive damage or lose masts. If you lose sails or masts your ship will drift more at the point where you have more sail power Due to positions of masts on the ship if you want to unbalance your opponent more focus on frontal mast (as it usually has more sails than the stern mast) As a result for full removal of artificial limitations from the sailing model we will no longer see ships jumping or climbing each other when using yards. Turn rates (especially for frigates) will probably require another pass of optimization for historical feel and gameplay. But we are very happy how all the changes turn out in internal testing. NA has the best sailing model now, fully representing the majority of decisions age of sail captain had to make when sailing a combat ship. We plan to adapt the steam page description and website to reflect this accomplishment Tunings and fixes Additional reload bugs fixed thanks to Twitch and Youtube Streamers Fixed the bug that locked the mouse cursor when alt tabbing Battle group cannot be exited instantly (it takes 60 seconds to leave the battle group) - this will reduce using battle group exit as a way to avoid combat PVP leaderboard will count all kills and assists Penetrating waterline leaks water intake slightly increased Pumps have been buffed Close hauled performance slightly nerfed for the following ships, still keeping them the best beam reach/closed haul sailers Wasa (Gustav Adolf) Constitution Endymion Surprise will remain the awesome close hauled sailer. Closed haul performance slightly increased for Wappen Ingermanland Turning slightly reduced for Wapen and Wasa Final round of turning changes will be done in next patch, as there are still some aberrations in the turn rates that need to be adapted for historical feel Combat tutorial is already in game, but the button is disabled as it needs additional testing. Update 29 Dec 2017 2 new permanent upgrades were added to pvp store Reinforced Bow Reinforced Stern Update 30 Dec 2017 Wind now changes in all instances, not only port battles
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Навал это инди игра с крайне небольшой командой. Мы не активижн или мейл ру чтобы иметь 100 тестировщиков. Поэтому тестируем по живому и выкатываем все идеи сразу. Такая открытая разработка обещалась и пункт про открытую разработку есть на стим странице магазина. Так и продолжится до релиза Но коммент принят - после релиза патчи будут тестироваться на тестовом сервере по полгода
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Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
We believe that victory marks won't be expensive and situation will actually remain the same as before, despite changing victory marks to pvp marks. There will be no pushing out and ports will be the same due to still large supply of VMs. The change of combat marks to pvp marks for VMs will soon be accepted as the new normal. -
Prussia,Russia,Poland Why?
admin replied to Urchin's topic in Current Feature Improvement Suggestions
We rely on references provided by polish players. @Bart Smith advised us on the naval jack and provided how it look historically. -
Prussia,Russia,Poland Why?
admin replied to Urchin's topic in Current Feature Improvement Suggestions
So you are saying that prussia, commonwealth and russia could not invade Caribbean or send colonial or privateering fleets there if they wished to do so? Please stop applying old games logic to NA. The pattern of adding spain france and britain to caribbean games had to be broken. Previous game makers could not even bother to research for example that st bartholomew was swedish (until 1877) and virgin islands were danish for example. And they were danish until 1917! -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Update has been deployed today - 26th December Removed victory mark requirements in blueprint and permit acquisitions for all ships except for first rates Reduced prices for PvP content in pvp marks because previously the catered to top pvp players but not the average players (it should be better now) Fixed an important bug with bot reload getting stuck from time to time Increased cool down and time to recover crew on the surgeon - surgeon was working too fast and too often during battles and it had to be nerfed. Final changes for ship physics including leeway and adaptation of all light ships is being prepared. New year gifts will be distributed with the forthcoming patch (part 3 of sailing model improvements) -
Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Here is what happened Captains Player makes up a false assumption, gets irritated with his false assumption, start spreading it as being true, turning himself into a hater (with no actual reasons). This happens a lot on the internetz. We learnt to ignore this. You are incorrect and should avoid making statements that have no factual proof. We can easily disprove it by just showing our work. We of course understand that maybe you want something else. But we will focus on things that we want: Making rvr and pvp matter more or improving the sailing model or adding new ships. Like this Danish beauty -
Add Prussian/Russian/Polish Ports to PvE Server
admin replied to Sunleader's topic in Current Feature Improvement Suggestions
maybe admiralties should be added to free towns? We don't see any other easy solution -
Searching hours for PVP
admin replied to Slim McSauce's topic in Patch Feedback and General discussions
you can judge current activity by combat news, as they give the time and position of the kill. It means they are almost certainly in that area. -
Searching hours for PVP
admin replied to Slim McSauce's topic in Patch Feedback and General discussions
If pirate player hunts around British capital, you can sink him around British capital. Reinforcement zones do not affect pirate players near the british capital. So yes you can hunt the hunters there. -
Searching hours for PVP
admin replied to Slim McSauce's topic in Patch Feedback and General discussions
you are doing it wrong https://www.twitch.tv/videos/212420058 watch this guy - non stop pvp + epic event today (with couple of rarest books farmed in it + permits). He is in top 10 in pvp almost every day. Today He ended up with 55 PVP marks (all streamed live) and his clanmates got another 50 there are a couple of streamers that have exciting battles all the time too (they stream every day) https://www.twitch.tv/moscalb https://www.twitch.tv/klavapupkina Follow their example and you will do fine. If you are not a hunter and dont know how to sniff (feel) for targets, find a fleet and sail to enemy capitals. To hunt players hunting players around capitals. There is always someone hunting dutch waters polish waters british waters and around la tortue If a streamer streaming live can get 55 marks for him and 50 for his clanmates LIVE on TV.. you are definitely doing it wrong. -
в открытом море это на данной стадии не пофиксить но к релизу будет исправлено причина проста - ребилд маршрутов ботов длительный процесс и сейчас просто не хотим отвлекаться от поставленных задач в бою они вроде просто выбрасываются на берег но по земле не ползают - если ползают плиз можно видео короткое записать или уже существующее скинуть
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Patch 14: Part 2 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
we reset progress for at least 11 players based on reports.