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Harry Pines

Detailed Sailing Ship 1+2, Electric Boogaloo

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Probably the best ship I've seen on here! Really liking that it turned out pretty sleek despite having two cannon decks. Epecially love the interior design!

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Still got a ways to go but performance has been improved with the dupe removal, such a pain to find them

 

Edited by Harry Pines

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5 hours ago, zarwil said:

Probably the best ship I've seen on here! Really liking that it turned out pretty sleek despite having two cannon decks. Epecially love the interior design!

thank you! I must say however as soon as you publish your ships that title will certainly fall to you!

I am still debating if I should strip out the nonessential interior in the published version as I fear it may be overdoing it. The trick to the cannon decks are down to two things, The height of each deck is actually one block less than the doors (some evil clipping used) thus i managed to shave off two blocks right off the bat. the second part I personally think is due to the cannons on the upper deck being smaller. I can't explain why but it helps a ton with the overall profile.

 

thank you again! I'm one of the biggest fans on your shipyard stuff!

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Eye candy time!

I cleaned up the rear so it's a fair bit sleeker, I've also begun decorating the hull of the ship, changed the paints and added gilding. Captains quarters are taking shape too but still a WIP.

The biggest headache was redoing the rigging, it wasn't at the right angle to the ship and was rife with clipping. there was even another duplicate hiding in there! I've now moved it away from the hull and finally tidied and polished off the bottom of it with rope and more poles. I think it looks much better than before.

<WARNING> LOTS OF SHIP P0RN INBOUND

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minor physical work today, cleaned the back a bit more. fleshed out the rear interior and fixed the stairs throughout the ship. benches looked nice but were glitchy to move up and down. 

 

Also decided to play around with the logic to develop two features. 

1) have the all cannons fire sequentially as a broadside. The lack of global variables makes this a pain as I have to add each one to an array or do it individually each time. regardless that system is working great!

2) have two levers that configure the range of the cannons. this should be as simple as using the "aim to" block but sadly it isn't so. for some reason the positions you input have no bearing of reality which meant the entire thing resorted to trial and error. still playing with the individual offsets and the overall range as the small cannons have a much faster dropoff rate. the effect does work... kinda?

 

below is a comparison of the default position (right) vs the long-range script (left)

those holes on the left closest to the ship are the small cannons at pretty much 45*.  Not sure if I should bump the range up anymore on the big ones. Do people actually land hits at ranges greater than that?

Please don't hesitate to discuss your experience in ship to ship combat!

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Edited by Harry Pines

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code progress!

the cannon rangefinder now works perfectly and the hassle of reloading has been replaced with a chest!  now all you have to do is place your balls in the box and whenever a broadside is fired, a few moments later all the cannons will reload with however many you placed in there.

the saloon has been converted into a proper kitchen and I'll have the remaining interior done soon,

next up, cannon recoil!

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sadly despite getting cannon recoil working on the ground, there seems to be no way to implement it on ships at the moment. Instead, I went about finishing the interior. Note the special cannonball chest with the protruding machinery.

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