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Ein Übersetzungsproblem melden
PLEASE stay with the work and updates. You really have a gem of a game on your hands, and once you hit that critical moment I really feel you have the next Truck Sim niche game on your hands.
Stay with it, please.
If you make a Steam supporter pack that adds some random cosmetic stuff you'll get more $ support right away. I know I'm not the only older gamer nerd that sees this, this is a really unique thing, keep nose to the stone. It WILL pay off.
IRL for multi staysail configs, it is legit if the sails would "collide" when they are all in completely tight (parallel to ship) positions, because they are not supposed to be used like that anyway. They are meant to be used at an angle, at which the sails will not collide.
Please consider enabling it on GeForce Now, as I would love to be able to play it again since my laptop fans died.
the sail power is now normal, and the wind shadow is no longer exaggerated.
Edit: I tested the speed, while the speed readings are good, it seems that this is highly offset by the poor course-keeping as mentioned below. It could also be simply I'm not familliar with this particular rig yet. I may need to test more.
However, I noticed that the upgraded rudder of the Sanbuq has little to no auto correction/stabilization (the tendency to keep the ship straight when the wheel is unlocked and not under player control), making the ship very prone to veering off-course, and require almost full attention on course-keeping.
now it has (by default )a bowsprit, four non-functional winches in the bow, and only one sail?
Not to mention in the shipyard it has very, very poor compatibility with practically anything except its "original layout"?
It looks like... it's in the middle of something? maybe a new version of it is being made?
Edit: with the alternative mizzen mast not working, any change about the default Junk sail limits its angle to something like 65/85 and no way to remove that excessive winch on the mizzen mast, I guess it is indeed WIP. Currently there's only two possible configs I have found out:
1. the "original" one. Remove the bowsprit, put a 9yd junk (thicker boom type) on the foremast and mizzen, and there you go.
2. the "cursed" one, remove the mizzen mast , put on stays except the lowest one, and then put a 20yd jib on top stay, 16yd jib on second stay, and then still put a 9yd thicker type junk sail on the mizzen. This will limit the main Junk sail to the aforementioned 65/85 angle.
It does fix the orientation of the junk sail though.
Now please, Raw Lion, listen to this:
Currently it seems that it's very difficult to utilize the bowsprit on the 3MJ because of how the stays inhibit foremast and even interferes with main junk sail.
But I got good news for you.
https://upload.wikimedia.org/wikipedia/commons/2/28/TsinTunJunks.jpg
https://www.nmmst.gov.tw/attached/image/20170601/20170601174658_5400.jpg
Noticed the inclined foremast in both photo/painting? That's the Junk version of bowsprit. it keeps the distance between fore- and main mast. So this is my suggestion:
in the release version, there will be three options regarding the 3MJ's bow:
1. traditional foremast, for max 9yd Junk sail or other traditional sail options.
2. remove foremast and use Western bowsprit, for stay sail installation between bowsprit and main mast.
3. (new) inclined foremast, taking the space of both bowsprit and foremast, allows for a bigger-than-9yd junk sail (we're gonna need junk sail between 9 and 15yd anyway, from my experience on the Sanbuq) but poor support for other sail options. The junk sail on inclined foremast should have extremely forgiving restraint (I have seen some photos that seem to suggest beyond 90 degrees in both directions, probably for the purpose of avoiding wind shadow.)