Suggestion for new vehicles
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I've sailed before, and first off, you'd need some rope and iron as well, and what about wind speed and which way the wind is going? How is a Cantr character supposed to learn how to sail?
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Chris Johnson wrote:Weather including winds and sea currents has been a long accepted and planned idea - It will be a while before anything happens but there is no reason why boat travel will remain unchanged when this is implemented

can we at least have propellers and ship engines so rich people can just cut through the wind and currents?

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Elros wrote:I agree, sailboats do sound cool and simple when you talk about just needing some rope and iron and cloth on top of the regular boat requirements, but when it comes to wind direction and speed pffft. There is no way that will ever be prgrammed into the game.
To adjust the velocity to the wind speed it's quite simple:
Given a particular wind speed and direction in a place, a sloop will sail twice its cruise speed if its direction is the same, just the cruise speed if the direction is perpendicular, and stoped if the direction is opposite, and using trigonometry to calculate the concret speed for the rest of the combinations.
The same can be done with the sea currents (maybe with different effects on the cruise speed of the boat).
That gives us lots of possibilities
- Some of the boats designs can be more influenced by winds (big sails) or either by currents (deep draft), than other boats.
- The unsailed boats must require oar or paddles (or engines) to move.
- The sailors must operate the sails or the oars (be engaged in a "sailing" or "rowing" project) if they want to lead correctly the boat.
- The rudder should be operated by someone too or the direction would change with the currents and winds.
- The boats with oars can sail against the currents and winds
- Big ships will require big crews to operate the ship, or it couldn't set sail.
There are more...
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This might stop the loners from fleeing to the seas and thus ease out the loss of population on the old islands. How ever, argh, where am I gonna get trustworthy sailors to join my crew?! If a ship cannot be hijacked by a single person, that might help a bit, but there's the problem of people getting the sleeping sickness or getting a heart attack in the middle of the ocean. There should be a way of getting home even though the unthinkable happens and your whole crew dies or falls asleep.
Sails would be cool, provided that hemp cloth can be used. Maybe even hide could be used, but it would be more risky to rip.
One thing I was thinking about today is a full steel/iron boat (or why not a land vehicle). Living in a town far away from the nearest forest and rubber source creates some trouble, especially with resource runners getting distracted or falling asleep. I would like to give them a vehicle to speed up the journey, but if they don't return, we're not gonna get the rubber needed to build more vehicles to try again.
Sails would be cool, provided that hemp cloth can be used. Maybe even hide could be used, but it would be more risky to rip.
One thing I was thinking about today is a full steel/iron boat (or why not a land vehicle). Living in a town far away from the nearest forest and rubber source creates some trouble, especially with resource runners getting distracted or falling asleep. I would like to give them a vehicle to speed up the journey, but if they don't return, we're not gonna get the rubber needed to build more vehicles to try again.
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Sicofonte wrote:Elros wrote:I agree, sailboats do sound cool and simple when you talk about just needing some rope and iron and cloth on top of the regular boat requirements, but when it comes to wind direction and speed pffft. There is no way that will ever be prgrammed into the game.
To adjust the velocity to the wind speed it's quite simple:
Given a particular wind speed and direction in a place, a sloop will sail twice its cruise speed if its direction is the same, just the cruise speed if the direction is perpendicular, and stoped if the direction is opposite, and using trigonometry to calculate the concret speed for the rest of the combinations.
The same can be done with the sea currents (maybe with different effects on the cruise speed of the boat).
That gives us lots of possibilities
- Some of the boats designs can be more influenced by winds (big sails) or either by currents (deep draft), than other boats.
- The unsailed boats must require oar or paddles (or engines) to move.
- The sailors must operate the sails or the oars (be engaged in a "sailing" or "rowing" project) if they want to lead correctly the boat.
- The rudder should be operated by someone too or the direction would change with the currents and winds.
- The boats with oars can sail against the currents and winds
- Big ships will require big crews to operate the ship, or it couldn't set sail.
There are more...
The hard programing is not in controling the boat, but in making the wind and currents. Wind constantly changes direction and speed, and the you would have to program all of the different currents in the sea. All that is very very time consuming. Its a good idea verbally, but not programabally.

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