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admin

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Everything posted by admin

  1. yes you are much slower overloaded and have less accelleration and longer deceleration
  2. sorry @Liq this post was for you Its not insane it feels insane because you compare it to old model. But all this is realistic and possible The only difference is this: Realistic sail setting time is 45 mins. Realistic yard turning is 10 mins. Current behavior looks fast because yard turning time is fast and sail setting time is fast. Not because its unrealistic I think you can do it because of deep knowledge of the ship behavior. People without your knowledge wont be able to do it. We just have to slow it down a bit to feel right
  3. of course we make it for players like you. and just like you we dont like to be told what to do and what not to do
  4. I sometimes am an emotional squirrel myself
  5. we will have paints We will have to wipe ships to add them back (because paints will be added as ship knowledges (that can be used on that ship forever). And this will require ship wipe because it will change structure of the database making all old ships obsolete and unusuable
  6. Current behavior is realistic and is finally comparative and is purely based on ship profile, not some feel. We just have make it feel right now
  7. i remember the first posts on this forum were people were commenting on flags waving in the wrong direction - most games were ponting flags and banners just to the stern of the ship backing speed - some people said we are crazy and sailing ships never could sail back (because all other games did not have it
  8. Its not insane it feels insane because you compare it to old model. But all this is realistic and possible The only difference is this: Realistic sail setting time is 45 mins. Realistic yard turning is 10 mins. Current behavior looks fast because yard turning time is fast and sail setting time is fast. Not because its unrealistic
  9. I care about sailing profiles. I am making this game for myself first. I decide what to add first and last.
  10. Bellona = 3rd rate but with decorations - same naked displacement same weight of the hull Rattlesnake heavy = rattlesnake - same naked displacement same weight of the hull Remember that guns and fit outs are added OVER the hull weight. Guns include weight of guns and ammo for it. Repairs Rum simulate other things including provisions for crew. You can maybe check it in the lobby before commenting like an emotional squirrel. Calm down maybe?
  11. did you know you can sort in google sheets? Enjoy
  12. some stats added to main post https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0
  13. all sails are individual. so maybe you are experiencing the sum of the positive staysail force and the negative square sails force (which already provides negative speed)
  14. just tested… works fine 20-25 at 45 degrees (as before)
  15. will check. the speeds should improve for OW not decrease
  16. Sails have a dead zone (where wind stops working completely). Maybe what you are describing is caused by narrower dead zones in game than in real life. Staysails have a dead zone of 10-15% in game depending on a ship. Another thing that is not implemented in game that is causing this effect (there were a lot of discussions long time ago about it) is leeway. We consider your sailing master and boatswain smart so they correct the rudder for leeway automatically for you.
  17. open world speeds have buffs at angles closer to winds to give some boost for travel times
  18. Naval Action is the ARMA of age of sail. We have THE BEST sailing model ever done in a computer game and we will continue to improve it. We are sure that some landlubbers prefer first rates to sail as motorboats, but hey - they can sail them in other games (and even install ram on their ship) first rates no longer come out of tack at speed (it was happening because they had old inertia which is now fixed)
  19. ai will use the same tools players have, based on their skill level (rank shows their skill level)
  20. it will destabilize the ship but not if the ship on the autoskipper (autoskipper is always balanced - because the boatswain balances your vessel for you.
  21. Please focus your answers on the patch and ship behavior In this topic we are not interested in feedback NOT related to the patch and ship behavior
  22. you still have a good amount of power on yards, to help you push through. but you will sail much slower closer to wind indeed.
  23. Captains Part 2 of Patch 14 is being deployed today Ships of the line and frigates sailing performance is finalized based on: Sail percentages on individual masts Spankers Jibs Staysails Spirit sails Displacement to sail power (amount of sails in comparison to weight) Block coefficient Waterline length Width to depth ratios now better affect acceleration and deceleration Width to Length ratios now better affect speeds and turning Crew on sails are adapted to the square area of sails Speeds, yard power, turning, sternway (backward speed), accelerations, decelerations were changed for all 3 masted ships. As a result. Performance of vessels in combat is now extremely realistic. If your ships has a bigger spanker or more jibs you will see a slight difference on how this ship reacts to wind. You can fail a tack if you do things wrong and do not use yards. If you try to tack at low speeds you will get completely stuck in irons if you don't use your yards. Example of the failed tack Other changes Speed will be affected by structure damage. If your structure is below 70% you will see a degradation of speed and will have be more careful when conserving structure. In other words you will not longer see light frigates zooming away at 14 knots having 2 bars of structure left. Open world speeds slightly improved at bad winds (you will travel slightly faster) - this is done to compensate to significant changes to square sailer curves Next patch: Part 3 will cover hp, br and speed performance for light vessels (2 masted and 1 masted ships) some indicative stats https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0 Please use this topic to feedback on the sailing performance of frigates and lineships. Patch update 18 Dec Update was deployed yesterday 18 Dec Important: Defence timers added to ports. Clans can set up the timers for hostility and port defense. Hostility generation is IMPOSSIBLE outside of the defense timers. Port battles will always start 24 hours after hostility reaches 100% defense or defence? Fixed a very important rare bug with the cannon reload (which now allows us to bring light carriages back). Thanks to @Cpt. Reverse Ow Traders now drop better loot Sternway reduced to 55% from forward speed from 65% Bot behaviour against the wind improved Bot OW speed reduced by 15% Update 21st December: Experimental Gameplay changesVictory marks (marks received for winning the map) conversion is now only available for the PVE serverImprovementsCrash reports sent only take into account logs of the recent crash (speeding up returning to the game significantly after the crash) Update was deployed today 22 Dec. Labor hours contracts can now be bought for combat marks Victory marks can be bought for PvP marks to promote both RVR and PVP activites Prices for ship notes for PvP marks updated and generally lowered. Wasa and L' Hermione have been moved to PVP rewards and prices were updated Ability to acquire wasa on a pve server will be added next week together with the removal of permits for majority of vessels on both servers. permits will remain for first rates and second rates Distribution of victory marks changed victory marks will be given to top 3 positions on the conquest weekly leaderboard 3 marks for first place 2 marks for second place 1 marks for third place victory marks will only be given to the players who: Have at least one lord protector status in at least one port by the end of the round - bringing his nation a control point or, Participated in a successful port battle during the conquest round (even if the port was lost later on) - bringing his nation a battle point 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)
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