Regarding the mod menu: You can find it in-game under ‘Gameplay Additions’.
A note about Wind: In the mod menu, you can 'use in-game' wind. That means, use the actual wind values to sail. If you disable this option (off by default), this mod simulates a fake wind, which is randomized every time you mount the boat.
The mod Realistic Wind Effects changes the in-game wind. It is perfectly compatible with this mod, however, it is realistic in the sense that there actually could be no wind at all! And thus, you wont be able to sail much. I kinda want to leave it like that. If you choose realistic, you get realistic.
Given your note that you added "acceleration and deceleration dampers" I believe there is a bug, somewhere. Whenever I turn into the wind my boat stops on a dime. I don't mean it slows to a crawl, it goes from X m/s to 0 instantly, like I hit a wall. It's very jarring to say the least.
Your mod makes using a boat actually worthwhile, as before it was just an exercise in boredom and watching your sail texture, so please fix the dampening, pretty please?!
Thanks!
PS: in your input.settings.part you list IK_Pad_X_SQUARE=(Action=GI_Decelerate) IK_Pad_A_CROSS=(Action=GI_Accelerate) these should probably be IK_Pad_X_SQUARE=(Action=SailTight) IK_Pad_A_CROSS=(Action=SailLoose)
Well, I sort of expected it to go another 2 meters further at least, enough to complete the tack, or to beach the boat once you get close to shore. This is especially glaring if your really moving along at a fair clip (max speed set to 60%) and you stop so suddenly I feel like Geralt should fly off the front of the boat :D
EDIT: If you don't feel like changing it for the mod, could you at least point me to where you keep the attenuation/dampening computation, so I can lower it myself? Thanks! EDIT2: Ok, some quick experiments later and I see you don't dampen the boat to a stop when turning into the wind (at least the dampening factor plays no part). I suspect it gets clamped to 0 in the 'VecConeRand' function, but alas I cannot find it (is it bundled in the blob0?). So for a fix I shall await :D
hej thanks for so much initiative from your end! :D a welcome sight here.
I will change it - it does make sense to retain some momentum! If you're curious btw, it must be in the scripts! (oh dear I made this mod a while ago haha)
One thing I also noticed, when you enable RS the boat stops riding the waves. When you calculate tilt from the wind you also overwrite the boats calculated forward and back tilt.
It might be interesting to only add your tilt to the existing one instead of overwriting it.
Thanks again!
EDIT: one more bug, the boat stops dead if the wind is dead astern as well. But it must be precisely in the middle for it to stop.
Don't know if you are still interested but I think I found a way to make the boat slowly stop when the wind is in front of the sail. Go to the boatComponent.ws file and look for function "CalculateSpeedMult(rbd : SRealBoatData)". This is a speed modifier that returns 0 in no go zone. Change it to a small number (like 0.01f) will do the trick.
Excellent mod that's 95% CDPR vanilla feature quality. It's a delightful tweak that only affects a tiny portion of gameplay, but hugely boosts immersion. No longer is Geralt the Archmage Sparrowhawk, summoning the wind. Seriously this could have been implemented in the vanilla game with only minor tweaks.
I use the realistic version with vanilla wind. A very minor issue: (1) aesthetically speaking the boat does tilt a little too far in high winds, with the leeward side slipping below the waterline.
The only substantive issues are (2) the lack of momentum carried when the wind fails (you stop very suddenly which makes the act of tacking/zig-zagging look a bit unnatural), and (3) the trouble the boat has keeping momentum when sailing towards and close to shallow water - again, it tends to stop on a dime with no obvious cause.
I can't stress how minor all these issues are though - 3 especially is gotten around by reducing sail to near zero and then switching to vanilla control to nurse the boat to shore. 2 only applies when your destination is directly windward, usually due east in Velen. Fyke Isle to Midcopse and back with vanilla wind is an absolute joy and a very relaxing experience.
Great mod, but it's too involved for me personally. Really, all I'd love to see is a simple mod that removes the forward propulsion when you turn the rudder. That's been annoying me since 2015.
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- fixed a bug where you couldn't move after dismount
- added speed dampers
- updated tilt mechanics
A note about Wind: In the mod menu, you can 'use in-game' wind. That means, use the actual wind values to sail. If you disable this option (off by default), this mod simulates a fake wind, which is randomized every time you mount the boat.
The mod Realistic Wind Effects changes the in-game wind. It is perfectly compatible with this mod, however, it is realistic in the sense that there actually could be no wind at all! And thus, you wont be able to sail much. I kinda want to leave it like that. If you choose realistic, you get realistic.
Is this MOD compatible with Next Gen?, i miss some realism on the game
Thanks
Whenever I turn into the wind my boat stops on a dime. I don't mean it slows to a crawl, it goes from X m/s to 0 instantly, like I hit a wall. It's very jarring to say the least.
Your mod makes using a boat actually worthwhile, as before it was just an exercise in boredom and watching your sail texture, so please fix the dampening, pretty please?!
Thanks!
PS: in your input.settings.part you list
IK_Pad_X_SQUARE=(Action=GI_Decelerate)
IK_Pad_A_CROSS=(Action=GI_Accelerate)
these should probably be
IK_Pad_X_SQUARE=(Action=SailTight)
IK_Pad_A_CROSS=(Action=SailLoose)
I addume you sailed before and turned a sailboat into the wind? it ... kinda ... stops very abruptly. but you think it's too abrupt on my end?
ah thanks for the input keys. I don't own a controler haha sorry bout that
This is especially glaring if your really moving along at a fair clip (max speed set to 60%) and you stop so suddenly I feel like Geralt should fly off the front of the boat :D
EDIT: If you don't feel like changing it for the mod, could you at least point me to where you keep the attenuation/dampening computation, so I can lower it myself? Thanks!
EDIT2: Ok, some quick experiments later and I see you don't dampen the boat to a stop when turning into the wind (at least the dampening factor plays no part). I suspect it gets clamped to 0 in the 'VecConeRand' function, but alas I cannot find it (is it bundled in the blob0?). So for a fix I shall await :D
I will change it - it does make sense to retain some momentum! If you're curious btw, it must be in the scripts! (oh dear I made this mod a while ago haha)
When you calculate tilt from the wind you also overwrite the boats calculated forward and back tilt.
It might be interesting to only add your tilt to the existing one instead of overwriting it.
Thanks again!
EDIT: one more bug, the boat stops dead if the wind is dead astern as well. But it must be precisely in the middle for it to stop.
Go to the boatComponent.ws file and look for function "CalculateSpeedMult(rbd : SRealBoatData)". This is a speed modifier that returns 0 in no go zone. Change it to a small number (like 0.01f) will do the trick.
Example: In Skellige, there's an abandoned boat somewhere on the ocean. When real sailing, the boat doesn't hit and stop but "slides" underneath it.
"Run Script Merger" ...
Where does i find it?`
Thanks
I use the realistic version with vanilla wind. A very minor issue: (1) aesthetically speaking the boat does tilt a little too far in high winds, with the leeward side slipping below the waterline.
The only substantive issues are (2) the lack of momentum carried when the wind fails (you stop very suddenly which makes the act of tacking/zig-zagging look a bit unnatural), and (3) the trouble the boat has keeping momentum when sailing towards and close to shallow water - again, it tends to stop on a dime with no obvious cause.
I can't stress how minor all these issues are though - 3 especially is gotten around by reducing sail to near zero and then switching to vanilla control to nurse the boat to shore. 2 only applies when your destination is directly windward, usually due east in Velen. Fyke Isle to Midcopse and back with vanilla wind is an absolute joy and a very relaxing experience.