Jump to content

Knokke

Member
  • Content Count

    1
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About Knokke

  • Rank
    Newbie
  1. Knokke

    Nassau 1715

    Fantastic mod. The cutter is sailing very nicely, and is easy to master once you've a basic understanding of sailing and once you're accustomed to where the different controls points are located in the ship. I was able to enjoy a cruise around Tanoa until I fell in the water while firing the guns (I still don't know how I managed to fall off the ship, but it was a shock to realize how fast it was moving away and how slowly I could swim). The ship is very maneuverable and it is possible to sail between the islets without running aground. At first, I had a lot of trouble with the ship not wanting to turn and responding very sluggishly to either steering with the rudder, or steering with the sails. Basically, the ship wanted to stay with the wind blowing from astern, and it was almost impossible to sail close-hauled. Furthermore, the ship was barely able to move forward, even with all the sails properly set and drawing, moving at a crawl. That was because I had tied the yawl with a rope to the stern of the cutter, thinking that I would be able to tow it astern. But as long as I kept it there, it was almost impossible to steer the ship: the yawl probably has too much drag in the physic simulation, and/or it was acting like a floating anchor, or a drogue, keeping the ship pointed with the wind astern. Once I deleted the rope and abandoned the yawl, the ship surged forward and started to be controllable again. It's unfortunate that it is not possible to tow another ship or boat; I hope you'll be able to find a way to make it possible without screwing the sailing of the cutter. Also, I had the impression that the ship is not making any leeway, even close-hauled, or with the wind blowing abeam where it should be more noticeable. It would have been more noticeable with a square rigged ship, but I was expecting to see leeway, even with a good sailer like a cutter. As for the rest of the mod, It looks very promising, even though there are still a number of bugs. The biggest drawback that I can see with doing a period mod for Arma 3, is that the animations of holding or charging the weapons are way off and would need to be redone from the start. Also, I'm curious as to how you would handle fighting with swords, bayonets and borading axes. I'm eagerly waiting to hear more from this mod.
×