Felix Victor Posted May 8, 2019 Author Posted May 8, 2019 v8.9 2019-05-08 new: port points are displayed (port tooltip and map settings, patch 31, #200) new: county capital icons changed (patch 31, #202) improved ship compare: port bonuses added (patch 31, #206) improved ship compare: repairs (#182, #193) fixed: all rare wood forests are displayed (patch 31, #207) 6
Beeekonda Posted May 10, 2019 Posted May 10, 2019 Could you check if values are showed correctly from API please?
Felix Victor Posted May 10, 2019 Author Posted May 10, 2019 (edited) 6 hours ago, Beeekonda said: Could you check if values are showed correctly from API please? Data is there, cf. https://na-map.netlify.com/data/modules.json Currently: rounding error 0.02 -> 0% (should be 2%). Thank you for the report. Will be fixed soon. Edited May 10, 2019 by Felix Victor 1
Beeekonda Posted May 10, 2019 Posted May 10, 2019 Time range set by port owner I dont think this works
Felix Victor Posted May 10, 2019 Author Posted May 10, 2019 7 hours ago, Beeekonda said: Time range set by port owner I dont think this works What does not work? All ports without a timer are also displayed in any time range. 1
Malcolm3 Posted May 11, 2019 Posted May 11, 2019 There is something strange with loot tables as suddenly I loot from 4th rate today first "Means of Directing the Fire" and then "Art of Cargo Distribution". Meanwhile the tables state 0% chance of that
Felix Victor Posted May 11, 2019 Author Posted May 11, 2019 5 hours ago, Malcolm3 said: There is something strange with loot tables as suddenly I loot from 4th rate today first "Means of Directing the Fire" and then "Art of Cargo Distribution". Meanwhile the tables state 0% chance of that A chance of '0' means very low probability, not improbable. 1
Beeekonda Posted May 11, 2019 Posted May 11, 2019 13 hours ago, Felix Victor said: What does not work? All ports without a timer are also displayed in any time range. Yes, thats one of the problems. Another thing is if you set range 01:00 to 04:00 ports like Nuevitas and Baracoa will not be displayed, but they do have 01:00 - 04:00 timers
Felix Victor Posted May 11, 2019 Author Posted May 11, 2019 On 5/10/2019 at 8:04 AM, Beeekonda said: Could you check if values are showed correctly from API please? Should work now. 1
Malcolm3 Posted May 11, 2019 Posted May 11, 2019 4 hours ago, Felix Victor said: A chance of '0' means very low probability, not improbable. Thanks. Then I was just quite lucky
Thonys Posted May 21, 2019 Posted May 21, 2019 is it also possible to show the completed invested buildings of the outpost so we can make a better choice where we should make an outpost. 1
Felix Victor Posted May 22, 2019 Author Posted May 22, 2019 18 hours ago, Thonys said: is it also possible to show the completed invested buildings of the outpost so we can make a better choice where we should make an outpost. Data is not in the api. At least I haven't found it. 2
Karpfanger Posted May 22, 2019 Posted May 22, 2019 Hi Felix, today I have found, that in some cases the nation of an attaking clan for the PB is shown as (n/a) ... sorry if someone have already reported this thanks for your work
Felix Victor Posted May 22, 2019 Author Posted May 22, 2019 16 minutes ago, Karpfanger said: nation of an attaking clan for the PB is shown as (n/a) I know. I get the data from Mishka tweets, no nation indicated when insta-flipped. Haven't had the time adding the guessing of the nation. 3
qw569😳 Posted May 22, 2019 Posted May 22, 2019 (edited) On 5/21/2019 at 7:56 PM, Thonys said: is it also possible to show the completed invested buildings of the outpost so we can make a better choice where we should make an outpost. PortPoint can help to make correct decision. Port with 45-55 portpoints use for shipbuilding. Port with 25-35 for collect rarity woods. Edited May 22, 2019 by qw569 1
Felix Victor Posted May 29, 2019 Author Posted May 29, 2019 v8.10 2019-05-29 list cannons: new cannon types (patch 32, #212) a few fixes 4
Felix Victor Posted May 30, 2019 Author Posted May 30, 2019 v8.10.2 2019-05-30 list cannons: data display corrected tax and net income: better colour separation 1
Felix Victor Posted June 1, 2019 Author Posted June 1, 2019 How na-map can help to find and share your position although the game will not show F11 coordinates anymore: 1. Share your position with the help of the in-game sextant Find your position on the in-game map Find the same position on na-map and double click there ('show F11 coordinates' under 'Settings | Double click to' must be active) Enter the coordinates ('Map tools | Go to F11') and click copy to clipboard Share the link 2. Share your position with the help of the in-game trader tool Use the in-game trader tool to find the distances to the nearest ports (click on distance column to sort) Enter the data for at least two ports ('Map tools | Get position') Enter the coordinates ('Map tools | Go to F11') and click copy to clipboard Share the link 2
Busterbloodvessel Posted June 1, 2019 Posted June 1, 2019 I performed four town location and was actually at the intersection point of the four circles not at the average point shown. Buster (woops!)
Felix Victor Posted June 1, 2019 Author Posted June 1, 2019 1 hour ago, Busterbloodvessel said: actually at the intersection point of the four circles not at the average point shown. Still inside in the green circle 😶 Try to find ports which are not on one horizontal line. 1
Busterbloodvessel Posted June 1, 2019 Posted June 1, 2019 34 minutes ago, Felix Victor said: Still inside in the green circle 😶 Try to find ports which are not on one horizontal line. Well at the edge. My point is that the 'best' point will always be at a point of intersection or very close to it. From the picture I gave you can see that there are four circles which generate eight points of circumferential intersection. If inaccuracy were not an issue then four of these intersections will coincide and ideally the ship will be at this position. No other location will have four points of intersection if four port distances are input. I would suggest an algorithm which calculates the distance between each pair of intersection points and selects the four intersection points which are closest to each other and also includes intersections from all four circle pairs. You then place the ship position inside the area bounded by the cluster of four selected intersection points (there always being a cluster due to the input co-ordinate inaccuracy). If only three towns are inserted this should result in the ship positioned within the selection of group of three co-located intersection points. To calculate the circle intersection points using the input distances and the distance between ports the formula described in the linked video should assist. (apologies if you are familiar with all this, I am not trying to be condescending, just helpful). Great map by the way. Buster 1
Felix Victor Posted June 1, 2019 Author Posted June 1, 2019 3 minutes ago, Busterbloodvessel said: I would suggest an algorithm The problem to solve is a trilateration (or multilateration). I have used a simpler approach by just indicating the intersection area and rely on the user to choose "good" ports. I will have a look into it. 1
Captiva Posted June 1, 2019 Posted June 1, 2019 7 minutes ago, Felix Victor said: The problem to solve is a trilateration (or multilateration). I have used a simpler approach by just indicating the intersection area and rely on the user to choose "good" ports. I will have a look into it. Victor. I used three ports as points of distance references and my given location was correct. Hope this helps. 1
Felix Victor Posted June 2, 2019 Author Posted June 2, 2019 (edited) 22 hours ago, Busterbloodvessel said: I performed four town location and was actually at the intersection point of the four circles not at the average point shown. Buster (woops!) Updated beta version at https://na-map-test.netlify.com/: get position: trilateration instead of circle intersection, use Map tools | Get position Please test 🙂 Edited June 2, 2019 by Felix Victor 2
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