Sailwind

Sailwind

29. Jan. 2023 um 16:49
Beta patch 0.21.b1 - sanbuq customization and wind shadows
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Beiträge 115 von 37
it seems that customized sail generates far less propulsion than default. My config of 14yd jib, 11yd gaff, 9yd gaff + 11yd square, 9yd square only gives about half~60% speed of default 12yd, 9yd lateen.
Can't wait for the day multiplayer comes
Just like the current bug with the Kakam (which has the same issue), removing the mizzen mast leaves bits of it floating above the boat. Please fix both.
Loving this game right now. Please continue with these updates and keep pushing towards launch. With a bit more polish this game could be legendary.
Vicxent 30. Jan. 2023 um 20:36 
Nice keep it up!
So glad you are still on this! The ugly assets could use some improvement though, hope you get enough money to change the situation.
Holyvision 31. Jan. 2023 um 16:41 
The shadow thing is a game changer for a lot of ships.

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.
I second this man ^
nice, thank you very much
There's something funky going on with the sails. If you have multiple fore stays, you should be able to add multiple sails. There are ships with three stay sails. The wind flows over the sails, after all, not against. Currently, the game will say the sails collide.
Ursprünglich geschrieben von 83rd Koffieslikker:
There's something funky going on with the sails. If you have multiple fore stays, you should be able to add multiple sails. There are ships with three stay sails. The wind flows over the sails, after all, not against. Currently, the game will say the sails collide.
I think what happens is this:

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.
I love that this is getting updates and continually improving. Thanks for an amazing and unique game.
Please consider enabling it on GeForce Now, as I would love to be able to play it again since my laptop fans died.
Feedback for post-update Sanbuq customization beta:
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.
Zuletzt bearbeitet von boris.glevrk; 9. Feb. 2023 um 23:02
Uh, what the heck happened with 3MJ?
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.)
Zuletzt bearbeitet von boris.glevrk; 10. Feb. 2023 um 6:22
when will we have 0.21 on steam? this game is great.
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