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Found 26 results

  1. Stock Sails and Skins
  2. First up, this is not a new idea to have a tutorial for: There's a great primer here by @Din Narcotic that's gotten a lot of attention. It's a wonderful intro to painting, and I'm going to assume that you've read that post before starting here. This post tries to explain the template creation process. Several other painting tutorials that I'm not going to list, because it goes on and on However, I think each guide on this topic is missing some crucial step, so some newer players are confused by the actual process of painting in-game, from start to finish. In this post, I'm going to attempt to give a complete tutorial on how to paint in-game. This covers the following topics: Basic understanding of files needed for painting Creating templates for different sails/signs/etc Using templates to create an interesting graphic Converting back to a game-readable format Required software: ATLASPntConverter (You can use the ARK PNT converter, but it's missing some features and ATLAS-specific colors) image editing software (I use the free program paint.net, because it has a layers feature which is VERY useful) Of course, ATLAS! Currently, you can only do this on PC - sorry Xbox players File formats/graphics intro Creating graphics to use in-game requires a little bit of file manipulation: the game uses .pnt files to store the graphics, which are unreadable by typical image editing software. You have to use the .pnt converter above (we'll explain thoroughly later) to convert the images to a .png format, which is readable and editable. The only other tricky part is knowing which pixels in the image go to which parts of the in-game item (for those that are interested, this is known as UV mapping). We'll need to make templates for each and every item you want to make a graphic for - that includes player tattoos, each animal you may want to paint, each size and type of sail (including cosmetic designs), signs, billboards, and canvases. Each will need their own template! After that, the only limit is your own creativity. Creating Templates Creating a rough outline Find something you want a template for - if you're lucky, you may be able to find a template online. If not, continue... Gather a paintbrush and a lot of dye. TIP: You can do this in singleplayer, so you can cheat in everything you need with cheat gfi colorbox 1 0 0. Left-click with a paintbrush on the animal/object you want to paint - I'm going to paint a billboard for this tutorial. Paint an outline around each part of the object/animal if possible. For animals, just painting a solid color works better than trying to find the "borders". Some tips: Shift+clicking makes it easier to make the border, since it draws a thicker line. The border doesn't have to be neat - we'll clean it up later. Some regions cannot be painted manually - these can only have a solid color using a paintbrush in-game. On a billboard, only the face of the billboard can have a graphic applied. You may want to draw a square somewhere on each part, as well - sometimes the game will stretch/squish graphics, and drawing a square will show you if that happens. Right-clicking and dragging will just move the object around, which can make it easier to get a good outline. Now click the "Save Paint" button at the top of the screen and name the painting something memorable - I'm naming mine "BillboardTemp" (Your name can only be up to 15 characters). Finding the file and converting to a .png The template is now saved on your computer, in the folder named <Steam_Folder>\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings\. The <Steam_Folder> location depends on where you have steam installed on your computer and if you told steam to install it somewhere non-standard. Usually, it's in program files. Find this folder, and in it you should see a file with a name that resembles what you named your painting in-game but it will not match exactly. My billboard template is called BillboardTemp_Sign_Large_Wood_C_1.pnt. Don't change this filename, since everything in the name (other than the part you chose) tells the game what object/animal this painting is for. Open the ATLAS pnt converter, and click the "Open" button at the bottom right - navigate to and select the file in the previous step. You should now see 2 copies of your outline image/template at the top of the screen, like in the image on the right. Now just click save, and change "save as type" to .png. Click save, and now you have a template in an editable format! Cleaning up the template Open your template .png file in an image editing software of your choice. Images below will use paint.net, as I mentioned at the beginning. Check the square that you drew to see if the image has been stretched/squished at all. Animals will typically have lots of stretching, so your square may not even have straight edges. Other objects my scale it, so your square looks more like a rectangle. Keep this in mind while making your graphics. You can start making your graphics right now, but I like to do the following to clean up the template: Fill in each part instead of just having an outline. Add some basic text with the right stretching (based on the square) to remind you in the future how it gets stretched. Remove any extra/stray pixels - I had just 1 pixel to remove. I'm not sure how they get there, but they don't affect the painting so I remove them. Now just save it, and you can use the template to make an interesting graphic! Creating a graphic Using a template to create graphics (using layers) With the template open, save as a new file - paint.net has their own file format (.pdn) that you can use, or you can just save it as a .png. To keep things simple, keep the extra text at the end of the filename, and just change the part of the name that you chose when making the template. I'm naming mine "NyanCat_Sign_Large_Wood_C_1.png". Before making any changes, create a new layer by clicking the Layers menu at the top of the screen, and select "Add New Layer". If you have the layers panel open, you can see all of the layers on the right side of the screen - if you don't have it open, you can open it with F7. Select this new layer, and start adding in changes or pasting in images! Your changes will go on top of the template image, so you know what parts of the image you can use. I'm going to just paste in an image of the Nyan cat. Tips: If your image completely covers the template, you can double-click the "layer 2" on the layers panel, and change the opacity. This lets you see through your image to the template beneath. Just remember to set the opacity back to 255 when you're done. To clean up stray marks outside of the template: Select "layer 1" (the template layer). Then use the "magic wand" tool to select the transparent background outside of the template. Select "layer 2" again and press delete. To finish the painting, uncheck the box next to "layer 1" in the layers panel to make it go invisible. Set the opacity for "layer 2" back to 255 if you messed with that. Finally, save as a .png! It will have a warning about flattening the image - this is fine, it just gets rid of the template layer since it's invisible. Converting back to .pnt and loading into the game Everything up until this point should be in your "My painting folder", although you can do your image editing anywhere you like. Now we have to get the image back into the .pnt format, and loaded back into the game. Open the ATLAS pnt editor and open the image you just made. 2 copies of your image will appear at the top of the screen. The left copy is the actual image on your PC, and the right image is close to what it will look like in-game. SIDEBAR: ATLAS doesn't have every possible color of dye, so it will ALWAYS approximate the look of your image. You have several settings that you can choose between at this point, to change how it looks. These can be found at the bottom left of the screen: YUV/RGB: This changes how the image is interpreted. One option may be closer to the original than the other, so always check both options. Dithering: This causes the streaky, colored lines that try to mix colors together to approximate a color in-between the two options. In my case, the pink of the Nyan Cat isn't available in-game, so it tries to mix a darker pink with white. These are very apparent in gradients, but you may want to turn these off (set to 0) or enhance them (set to 1+) depending on your image. Color palette: By default, all atlas dyes can be used in the painting. If you want to limit these, you can select each color individually across the bottom of the window. But the best solution in most cases is just to press the "Reduce" button which reduces the number of dyes a few at a time without changing the image very much. NOTE: White dyes are transparent in-game. The top-right image above is the one I use for my final painting below, and you can see that the frosting has pink and brown (wood color) since the white is invisible. Once you have the settings the way you like in the pnt converter, click save, and change "save as type" to .pnt. Make sure you're saving in the "My Paintings" folder where you originally found the template file, and that the extra parts of the name are still there - if you miss either of these, you won't be able to see it in-game! Now just hit the object/animal with a paintbrush in game and click "Load paints from this type" at the top left. Select the name you saved the .pnt as, and it will preview on your screen, showing you what it will look like and what dyes you need. Go ahead and get those, and click "Load painting" at the top left. It'll start painting! Down below is my finished painting: If you found any part of this tutorial confusing, please let me know in the comments, and I'll clarify any of the steps Also, please share your templates in the comments - that's the most tedious part of painting, and I know people have some templates for others to use out there - if you have a good stash of templates in one place, let me know and I'll add a link to the top of the post!
  3. currently weighted sails are hardly ever used and are undermined by the cargo containers. I'm starting up this thread topic on how to make the weighted sail a viable option compared to the other sails while maintaining the usefulness of the cargo containers. the ideas i have so far will be numbered to allow people to discuss each individually and help me help the devs make it a sail worth taking. 1. my main idea for the weighted sail is to allow it to rotate 360 degrees BUT requires 2 crew for the small sail, 4 for the medium, and 6 for the large to rotate it with the turning speed slowing down the larger the sail (negated somewhat by the crew skills to improve turning rate). but could be turned with less than the max but at a much slower pace so even a solo ship it can be used stil. 2. the speed of the sails should be slightly slower than the handling sails when both types are full green so someone who is using duel speed sails can still attempt to capture people with heavy sails. 3. weight should effect the sail differently like not actually slowing it down until after 80 percent (or some other number) and wont allow the ship to be effected by the cargo racks (so a large ship with large sails and cargo racks is slow but not a snail) 4.the weighted sail should have twice the sail hp and 3 times the mast health since weighted sails tend to be just as weak as other sails but need to take more damage since the ship is slow and should be able to take a beating. 5.currently weighted sails and cargo sails are mainly used for the heaviest mats such as wood metal and other heavy items when these matierals are easily available to all parts of the map it makes trading routes short since you only have to go to the tile next to you to get a certain type of metal so to counter than materials should be more scarce in biomes they shouldnt be in. metals should be in the artic, wood in the tropic, and stone in the desert with biomes inbetween being a mix of these. I'm not saying there should be no stone anywhere else but there should be massive deposits of these mats with different types of stone on different islands within that biome. changes to the heaviest items in the game make traders required and make pirating more important to take transported goods with the weight of gold also being increased and the ease of getting it slightly reduced would make it a lot more valuable especially for traders. feel free to add and help me with this discussion
  4. Introduction Looking around, I have found a need for a comprehensive guide on the most efficient use of speed sails, cargo racks, and long-distance resource hauling. Especially now that singleplayer mode allows for quick and easy testing, we need to get more factual information about ATLAS out to the public. For simplicity's sake, I will avoid discussing weight sails, handling sails, and item quality (maybe you can look forward to a guide on those subjects from me in the future). Outline: TL;DR results Answering individual questions Quick summary of results Explanation of singleplayer testing Summary As a TL;DR, here are the questions I will be answering today and a quick summary of the answer: How do ship speed, sails, and weight work behind-the-scenes? Every ship has a max speed, if it theoretically weighed 0 lbs. Each sail you add contributes to the max speed, linearly. The speed is related to the square root of the percentage of your ship weight that is not filled. The following table has a few notable percentages (the speed % is compared to the max speed). For each type of ship, what speed sail configuration (small/medium/large) gives the fastest ship? sloop: 1 medium and 1 small speed sail schooner: 1 large and one small speed sail brig: 3 large speed sails galleon: 6 large speed sails What ship is the fastest? Contrary to popular belief, with optimal sails, galleons are the fastest, followed closely by schooners, and then brigantines and finally sloops (rafts aren't real ships :P). How many cargo racks should I put on my ship to get the fastest ship? This is a very complex question that depends on your ship type, the total weight you want to carry, your max weight, and the "empty" weight of your ship. As a rule of thumb, add a cargo rack if you have another 4,000 lbs in resources to put in one, and make sure you fill existing cargo racks as much as possible before adding more. What is the optimal way to haul resources long distances in as little time as possible? Once again, this depends largely on the factors in the previous answer. As a rule of thumb, load up your ship to around 50% weight when you are hauling resources. Here are some related questions that I Won't be answering today, but I will include some links to people that have answered them in the past (to varying degrees of thoroughness and accuracy - be your own judge on the matter): How accurate is the in-game depiction of knots (speed)? Do higher-quality (fine/journeyman/etc.) sails actually give any benefit? For a more in-depth discussion on each of these questions, keep reading! I will lead you through the testing I have done in singleplayer mode, and we will discuss factors that I had to ignore while testing, etc. Onward to information! IMPORTANT NOTE BEFORE WE BEGIN: I am going to use the terms "maximum speed" and "speed" throughout this guide, and these each refer to a different concept. The maximum speed of a ship is the theoretical maximum speed it could go if it weighed 0 lbs. The speed of a ship is the actual speed of the ship, with whatever weight it currently has on it. Most of the math is done with the maximum speed, not the current speed. I will start by talking about how to use the speed and weight of a ship to compute the maximum speed. How do speed, sails, and weight calculations work behind-the-scenes? Ship speed depends on the type of ship you are sailing, the number and type of sails your ship is equipped with, the number of cargo racks on board, and the weight percentage. We will discuss all of these things here. I will lead you through the testing I did and try to explain some of the nuances that I had to think about First - The effect of weight on ships: My results: Ship speed is related to the weight of the ship according to the following equation: speed = speed_max * sqrt(1-weight/max_weight) NOTE: This does not take into account cargo racks - see the equation below for a more complete equation. This results in a graph like the following: The maximum speed depends on the ship you are in and the sails you use - we will discuss this more in a bit. Since the speed changes as the square root of the remaining weight, you can see that the weight drops off really quickly as you get closer to 100% full. Thus, any weight above around 80% starts to really slow the ship down, and for that reason, I suggest never sailing above 85% capacity, since you just travel too slow. My testing method: I spawned each ship in using ssf <sloop, schooner, brigantine, galleon> (pick one of the arguments in the <>). I set up the wind using the commands setwind 100 and setignorewind true (both are necessary for consistency). Then I opened the sails to full and marked down the current weight of the ship and the speed, once it stabilized. Using this method, the ship speed is very stable, unlike in the actual servers, where the speed bounces all over the place. Now, I used the admin command gfi gem_base 500 0 0 to get 500 gems, and I recorded the weight and speed - rinse and repeat until the ship stops moving. We now have a data for ship speed versus weight. Plotting the speed of the ship versus the square root part of the equation above, I got a straight line with the slope equal to the maximum velocity for that sail arrangement: NOTE: Keep in mind that this method will spawn a schooner with 2 medium speed sails and a galleon with 5 large speeds sails, both of which are not the optimal sail arrangement. The max speed I got from these tests just correspond to a sub-optimal layout of sails. The important part here is how straight these lines are, which proves that this equation is correct. This is a great fit, so I am pretty confident about the equation and the max speeds we get from this method. From now on, we can just manipulate the speed equation to solve for speed_max if we know the weight and speed of the ship. This will be useful in the next section. Second - The effect of sails on the speed of a ship: My results: Sails add linearly to the max speed of a ship. That means that half as many sails will push the ship half as fast. However, I found it surprising that each type of sail increases the max speed differently for each ship. The following table summarizes my results. If you can find any patterns in that data, please let me know - I couldn't find anything. The main thing to note with this table is the speed per sail point. Remember that small sails cost 1 sail point, mediums cost 1.7, and larges cost 2.66 (ATLAS rounds this to 2.7, but it actually is 2.66 when you add multiple). The sails get more speed per point the larger you get (looking at a single ship). This means that it is always beneficial to use as large of sails as possible, and fill in any remaining points with smaller sails. This leads to the following optimal configurations: Sloop: 1 medium speed sail (max speed is 16.03 knots) Schooner: 1 large and 1 small speed sail (max speed is 21.05 + 4.55 = 25.6 knots) Brigantine: 3 large speed sails (max speed is 23.79) Galleon: 6 large speed sails (max speed is 26.88) NOTE: I discuss the optimal sail configuration more in the next section. This means that galleons are the fastest ship, followed closely by schooners, and then by brigs and sloops are the slowest. This is important, since many people tend to believe that schooners are the fastest ship, but this data shows that they are actually over a full knot slower on average. My testing method: I spawned the ships as I did above. This time, I removed all sails and set up the configuration I wanted to look at (for example, 16 small speed sails on a galleon). I marked the weight and speed while slowly removing sails. Plotting the maximum speed (calculated as mentioned above) versus number of sails gave a line, and fitting a linear trendline in excel gave a slope that you see in the table above. If you want to compute the max speed of a ship, just add together the values for each sail from the table above. Third - How do cargo racks affect speed? My results: A full set of cargo racks (2 for a schooner, 4 for a brig, and 6 for a galleon) will reduce your maximum speed by 40%. This means that each cargo rack reduces your speed by the following amounts: Schooner: 20% per cargo rack Brigantine: 10% per cargo rack Galleon: 6.67% per cargo rack If you only have some of the cargo racks, it affects your speed linearly (for example, 2 racks on a galleon reduces your speed by 40% * 2/6 = 13.3%). However, the racks also reduce the weight of anything inside of them by 80%, up to 8,000 lbs pre-reduction. This means that a full cargo rack reduces your ship weight by a total of 6400 lbs (80% of 8,000). The weight reduction will make your ship go faster, but it must counteract the speed reduction just for having the rack on the ship to be beneficial. This is complicated enough that I gave it its own section toward the end of this post. In general, always drop empty racks, and fill up your existing racks before you add another. My testing method: In singleplayer, spawn in ships as mentioned above. Get the ship up to speed and start adding empty cargo racks. Make sure to take note of the weight each time you add a cargo rack (they weigh 50 lbs each). You can then compute the maximum speed as mentioned above, and the plot of maximum speed versus number of cargo racks gives a straight line. The slope of this line is the maximum speed decrease per cargo rack. This will vary based on your sail configuration, but the percentage speed decrease (speed decrease / maximum speed) will be the same for every ship. Assuming you read the section above about maximum speed, we can update our equation to include the number of cargo racks: speed = speed_max * (1 - 0.40 * num_racks/max_racks) * sqrt(1-weight/max_weight) In addition, I added weight to the cargo racks to verify that the rest of the equation still holds with cargo racks. Indeed, you see the same square root behavior. This means that the cargo rack has only the two effects listed above: max speed decrease, and weight decrease. What speed sail configuration makes the fastest ship/ what type of ship is the fastest? My results: The table in the previous section summarizes my results about the how each sail type affects the maximum speed of a ship. Using this data, you can see that larger sails are generally more efficient than smaller sails. For example, look at a brigantine: Large speed sail adds 7.93 knots to your max speed, whereas the medium sails add 4.24 to the max speed. This means that the large speed sails add 2.94 knots per sail point, and mediums speed sails only add 2.49 knots per sail point. This is the reason that you should always use larger sails first, then fill in any remaining points with smaller sails. Using the table on the left, you can see that galleons are the fastest ship in the game, when used with 6 large speed sails. This is followed by a schooner with 1 large and 1 small speed sail, and then by a brig with 3 large speed sails, and finally the sloop with 1 medium speed sail. My testing method: I mentioned it above, but once again, briefly - spawn in each type of ship and mark down the weight of the ship, the speed you travel, and the number of sails as you vary the number and type of sails on the ship. The plot of maximum speed versus number of sails is a line, and the slope is equal to the max speed increase per sail. As for the optimal sail configuration, I did not test every combination of sails possible for each ship. Although we previously discussed why larger sails are more efficient, this does not automatically mean that using only the largest sails is always going to be the most efficient, since there are some leftover points that could, in theory, be used more effectively. I set up an excel spreadsheet (on the left) with all possible combinations of sails for which you cannot add another sail. Some of these use all of the sail points, and some do not. I then computed the maximum speed with each configuration and looked for the maximum speed out of all combinations. This just so happened to be the result where the largest sails are used first, as mentioned above (and everywhere else). This just proves definitively that there is no odd combination of sails that uses sail points more effectively that beats the tactic above. How many cargo racks should I add to my ship to maximize speed? Another way to phrase this question would be - how much cargo would I have to put into a new cargo rack to justify the additional speed decrease? This depends on the ship max carry weight, your ship's "empty" weight, and the number of cargo racks already on your ship. First, let's categorize the weight into "free" and "fixed" weight, by whether or not you can put it into a cargo rack. Fixed weight includes plank weight, repair materials, and crafting stations, to name a few examples. Free weight can include whatever cargo you have on board, armor or tools, or even blueprints (although you shouldn't store blueprints in cargo racks - there are only 100 slots to fill up with 8,000 lbs to be the most efficient). The reason we want to categorize the weight is because the fixed weight is just dead weight, there is nothing we can do to reduce it. However, it will affect when we should add racks, since the speed is not linear with respect to weight. This means that we should add a rack when the amount of free weight we can store increases the speed of the ship (by reducing the weight) more than the extra cargo rack would decrease the speed. Mathematically, this gives us the equation (where x is the free weight and n is the number of cargo racks currently on the ship) Obviously, this gets complicated fast, since we want to solve for x... Well, I did that for you, and here is the equation for the amount of free weight you need to store when adding a cargo rack: where the empty weight is your fixed weight, and f(n) is listed below: ok, this is still quite complex (we haven't even touched what to do when the free weight is outside of the range between 0 and 8,000, for example), let's unpack this a little. Unpacking the results: If the math makes you queasy, that's fine. I assume most people don't want the math, just the rule they should follow. Unfortunately, there is no simple rule, because the math is so complicated. But, we can get a few interesting tidbits from it: The heavier your ship is without any cargo (the fixed weight), the earlier you should be adding cargo racks If your galleon is very light (no fixed weight), the you should add a rack if you have 15.6% of your weight capacity in free weight. For a stock ship with 30k lbs capacity, this would be about 4,700 lbs of cargo. Of course, this assumes you have all your other racks filled already. Here is a graph comparing the speed of a ship with optimal use of cargo racks versus no use of cargo racks. The flatter sections show where racks are added (for a default galleon with no fixed weight): This may feel a little underwhelming, but you can get much more accurate numbers if you actually compute the free weight from the equation above. As a note, the amount of free weight needed changes with the number of racks on your ship, so it will change as you add more and more cargo. I suggest you add a sign on your ship, noting the ship capacity and fixed weight right after you make it, and then keep track of when you should add each of the 6 boxes on another sign. What is the optimal way to haul resources long distances in as little time as possible? This is another very complicated question. In addition to the problem of the cargo racks (addressed thoroughly above), you now have the added complexity of changing your goal. There are (as far as I can see) 2 main goals when it comes to hauling resources: Haul as many resources as possible in a given amount of time. This usually occurs when you have a supply route and you will keep making return trips indefinitely. Haul a given number of resources in the shortest time possible. This usually happens when you are trading or want to go on a relatively small-scale resource expedition. For the first goal, you want to minimize the time spent on each pound of resource, so you can move as much as possible with the time you have. For the second goal, you are trying to minimize the total time spent, which is not always accomplished by moving the fastest at any given time. This is more complex. Let's look at each one individually: Hauling indefinite resources in a given amount of time: If you haul more at once, you move slower but get more across in one trip. If you haul less, you move faster but get fewer resources in one trip. We also have to consider that half of the time you are sailing, you are just bringing the empty ship back to the resource location. This means that the fixed weight of your ship makes a big difference in the optimal strategy. If your fixed weight is high, you should haul more cargo to avoid making many trips. If your fixed weight is low, you should haul less and move faster, since the wasted time on the return trip is quite small. Working through some of the math, I made some plots for the item transfer rate versus the loaded ship weight (with optimal cargo racks). Here they are, and we will discuss them after: It turns out that for 0 fixed weight, you should carry 12,530 lbs to be most efficient, and for 10,000 fixed weight, you should load up to 19,600 lbs. However, you can see from the 10k fixed weight graph that it may be possible to improve the efficiency further, since the cargo racks are optimized for speed, not item transfer rate. Specifically, adding the last cargo rack earlier would translate into extending the rightmost section of the graph further to the left, where it looks like it may reach a higher rate than this optimization allows. This is an area that can certainly be improved in the future. More unpacking: In general, you should load your ship up to about 50% of the way between the empty weight and the full weight to get the most efficient run. It can get better than that, but this will get you a majority of the way there, if you use your cargo racks optimally. Not much else to say here, that is the main rule-of-thumb of this section. Hauling a fixed amount of resources as quickly as possible: The goal here is just to minimize the time taken to get the resources back. Since speed drops off quickly as your ship fills up, the strategy will be to split the load up into equal-sized portions and take the same amount of weight each trip, so you avoid a few heavy/slow loads. Then, since every trip takes the same amount of time, we can just optimize each trip. However, the optimal weight HEAVILY depends on the amount of cargo you want to haul back. Look at the next graph (of optimal haul weights versus the target weight you wish to carry back), and let me know if you can make any sense of the chaos: One bit of information to be gleaned from this mess is what happens when you need to haul a LOT of cargo. The chaotic mess converges to the same number that we got for the case where we wanted to haul an indefinite amount of cargo at as fast a rate as possible. Here is a zoomed-out image of the same graph I just showed. Obviously this behavior is much more complex than the behavior when you just want to maximize the rate. Therefore, I suggest that you just follow the advice there and let this section be more of a curiosity than actual advice. I mean, if you want to calculate the optimal carry weight every time you want to haul cargo, be my guest Summary Here, I will just list a bunch of bullet points that summarize the findings throughout the rest of the guide: As weight increases, your ship speed will fall faster and faster. Therefore, you should aim to keep your ship at around 50% capacity as a rule of thumb. This balances the amount of cargo you are hauling with the speed decrease from the additional weight. Galleons are the fastest ship in the game, followed by schooners, and then brigantines, and sloops are the slowest. When you are putting sails on these ships, start with the largest possible sail and fill in smaller sails afterward, to get the fastest sail configuration. As a rule of thumb, add a cargo rack when you have 4,000 pounds of resources available to store in it, and always fill up any existing cargo racks as much as possible. The heavier your ship is without any cargo on board, the earlier you want to add cargo racks when filling up your ship. The perfectly optimal weight arrangement is very complicated, and depends on many factors. You can look through the rest of this post for more info, but just know that these rules-of-thumb may not always be suitable for your exact scenario, and you'll need to use a bit of common sense. Thank you for reading through this quite long guide. If you didn't understand a part of it (or any of it), I will be keeping up-to-date with the comments, so feel free to ask any questions there. If you have any ideas you want me to look into further, I am open to suggestions for another guide. If you liked this extremely thorough type of guide, please let me know, so I can be motivated to make more in the future.
  5. Sails right off the bat. Since S1 or S2.. for PVP.. we discovered and pointed out to early Devs/CM that the Handle Sails Stat (Acceleration) also granted (Top Speed.) This has made the Handle sail the most important item in the game to go after. Many people level boats with Speed sails to run away from anything that has 120% or higher. Devs nurfed the Acceleration cap to 125%.. anything beyond that doesn't even do anything. Because in S2.. we saw that boats with 136% sails could out run Speed Sails. I would like the new Devs & CM to re-review this issue & remove the (Top Speed) hidden buff from Handle sails altogether. And add an additional stat to the Speed Sail. The Speed Sail only has 2 options to roll. 1.Rotation Speed & 2. Durability. Handle Sails has. 1. Effective Angle, 2. Acceleration, 3. (hidden Top Speed), & 4. Durability. Blue Print issues: There needs to be a Minimum and Maximum Cap on all BPs stats. for all of their options. Instead of a Mythical Cannon BP being able to roll 100-300% damage... it should be something like 200-300%. this should go for ALL BPs.. it adds excessive annoying grinding to the game. As you have to constantly popcorn BS BPs that have some of the dumbest stats. You should feel rewarded when you find those rare Masterwork, Legendary & Mythical BPs... not disappointed.
  6. I played this game for a smallish amount of time and waiting for the rework before playing again. But from what I've seen with the galleon, there was a few blaring problems. The first is a lack of stern chase gun ports, but that's for a different day. The biggest problem I see is the sails. The sails have a combination of two things that dont make the galleon pretty to look at. The height of the sails, and how many there are. 6 large sails on a ship like this, that dont have certain proportions in mast height vs hull height, it simply makes the galleon ugly. But what would change that? Even if the max limit was changed to be 3 or 4 sails, the proportion of ththe mast vs hull still makes it ugly... That is why I'm thinking there should be a new tier of sails. With the ships in the game, I've noticed that small sails are for sloops, medium sails for schooners, and large sails for brigantines. But large sails are also meant to be on galleons too, despite not looking like they're the right size. So, why not add a new tier of sails that corrects this issue? https://imgur.com/imCg9Ny https://imgur.com/5sv23wp These larger sails look much prettier than 6 smaller sails, right? If you look at these, our current large sail is the height of the rear most mast, whole the others are much higher and wider visibly. So this is what I'm proposing. With colossal sails, make them have x2.5 higher functionality (speed, handling, weight, ext) than large sails. That would negate the 6 large sail on galleon problem, to where you would want 2 colossal sails on a galleon and one large sail, but no functional difference between 2 colossal + 1 large sails and 6 large sails. Might even be better since these sails would be cheaper to make, and significantly less weight on the ship. Not to mention, look a lot better. What do you guys think of this proposal? (Edit: it wont let me post the image url, and imgur links dont work. How do I upload images properly?)
  7. Ahoy everyone! First off, sorry for the huge font size! I wrote the post in my phone notes to make sure I covered everything and can’t work out how to change it after it was copied and pasted here! So (if you can’t tell) I’m new to the forums, normally I just hide and travel through them and watch with popcorn whenever something big goes off. But with everything that’s happened recently I’ve made an account specifically to create this post addressed to the new community team and pass along a series of questions from our alliance that were all playing The Gorgon’s Gaze. Before the questions though, I’d just like to say welcome to the community to the three new developers who we’ve met so far. I hope you can keep the dream alive while also paying close attention to what your fans are saying, unlike a lot of developers for games which looked promising to begin with but ultimately failed because of breakdowns with fans. Without one you can’t have the other and all that... Also, I have to say that I currently personally class Atlas as my all time favourite game. And as I’m physically disabled, I’ve played a lot of games, but none that have hooked me as much as Atlas has. I become physically absorbed into the game when playing, and I just hope that my PVE based love for it now doesn’t turn to hate as I want absolutely nothing to do with PVP. If I did I’d play other games. I know PVE will still exist before people start blowing off, but let’s just say a lot of us don’t see the need for change when nothing (game mode related at least) seemed broken or in need of change. A lot of us feel we’ve lost everything for no good reason and are eager to see what the cost has bought us. Please note that the following are questions from 12 individuals, and not just all from me. The questions themselves reflect what’s most important about playing the game to each person, and how they’re answered may be the difference between people playing from July or not bothering anymore, something which I’m sure goes far wider than our alliance group. The questions aren’t listed in any kind of order of importance as they are all equally as important as far as we’re concerned. Q1. With the closure of The Gorgon’s Gaze, what is the long term plan on the roadmap for all the PVE players who have now lost their main server? Will there be a brand new server established with the newly released world map active for us to return to or are we all now expected to merge onto one server after July? Q2. As is the case with the majority of people on The Gorgon’s Gaze, we have spent literally months worth of playing time establishing ourselves as a stable company of 10 people, and played as part an alliance. We had several levels from the discoveries, a fleet of 5 schooners (2 of which were mythic), a brig and a mythic galleon. Not to mention the builds and tames (some of which being from Golden Age) spread across 6 grids and countless full days collecting gold to sustain our 58 point island. Will any of this progress be taken into account if we decide to still play? Perhaps at the very least, anyone who had already spent the time helping you develop your game to lose everything literally overnight could have some kind of unique skin on their account to show their continued commitment after losing all progress should they chose to start over? Q3. With the map adjustment, will you still be able to sail over the edges of the world and end up on the other side? Also, while other types of grid have been mentioned on the latest announcement, there is no info yet on where the Freeports will be. Will they still be included or will there be new ways now to recruit crews, buy skins and of course tame cats? Q4. Pathfinders have lost everything. What kind of new content can be expected? Or will we just have the same features with an adjusted map? Even SOME insight to new stations etc might be enough to swing people back to playing from July. For example, a way of taking the salt out of sea water such as a boiling station? Which could require alloy and gems and be far down on the skill tree to make it hard to get? Mechanical Filtering existed in the era the game is set in after all. Q5. Are we going to see any changes to the skill trees in general such as the amount of points it takes to buy skills? Will there be as many quest skills now or have some been lost to a smaller map or bunched together like on Blackwood? Q6. The main difference in base building between PVP players vs PVE is that PVE players build for keeps. We want our structures to be noticed and appreciated and remain as a form of overall progress. Will this be the final wipe? Or should we all just wait until the game is released to start playing again? Q7. Will there be any changes to taming, breeding and pathfinder levelling stats? Will discoveries now count for more points or will the max level be reduced to take into account what definitely appears to be a far smaller map than we had before? Q8. I’m concerned about how farming will now work with the fact that equatorial now only takes up a tiny part of the map (and oddly is not centralised). Are we now going to have to fight for an inch of land in the best planting terrain? Or will farming be easier to do in the other biomes? Also, will there be any new crops? Ark had vegetables AND berries for example but to be honest I really just want to grow my own mint and limes! Q9. Will pathfinders playing on ALL consoles now be able to see custom flags, canvasses and sails? Or will this still be restricted to 1X and PC players who are fortunate enough to be able to afford the higher end tech? Also, will we be able to put images taken on the pathfinder compass camera accessed by holding Y onto canvass now? Q10. Will there be a fix for the big bug where if you own an island and have the settings on COMPANY ONLY, other people can still do what they like and build anyway? We had all 6 of our owned island discoveries constantly blocked by other people setting up travel agencies there, despite us constantly breaking beds and foundations when we noticed they were there from the log. In other words, we were being stopped from building on our own island without any way to correct it as the admin IGNORED all 3 of our tickets on the subject, presumably with the knowledge of the upcoming wipe. Eventually we had to check every day, it would be nice to not have this hassle. Q11. Can we have a dedicated memorial gallery to post our Gorgon’s Gaze images to? That way at least our work has not been completely for nothing and our builds live on. I had a crew member who I temporarily forgot to feed once when I was new to the game and was bugged to be constantly retching. It would be nice if Lady Chuckup could live on as well in some way from our captures of her as she is definitely less replaceable and was our company mascot. Q.12 Possibly the most important question on a lot of people’s minds from both PVE AND PVP...will this be the Legacy update which sees our pathfinders be able to have children? And can we PLEASE have our flying ships now? I know a lot of these questions have likely already been asked, and some may have been answered. If anyone has anything they can answer, please do so. Just please keep your comments CLEAN and more importantly CALM. The Dev’s know we’re mad, but we won’t get anywhere now by freeplaying our war drums. ALSO...I HAVE ADDED THIS SECTION IN TO CLARIFY THAT THIS POST IS NOT INTENDED AS A PLACE TO VENT YOUR RAGE. Feel free to comment, but PLEASE ADD AT LEAST ONE QUESTION OF YOUR OWN OR SOME KIND OF CONSTRUCTIVE FEEDBACK INTO WHAT YOU WOULD LIKE TO SEE IMPROVED. Please chose to be civil with your comments though, as we have in our main post. And remember...THIS POST IS ADDRESSED TO THE NEW DEVS AND NOT THE OLD ONES WHO YOU MIGHT FEEL HAVE LET YOU DOWN. I’m not expecting a direct message response but hopefully at the VERY LEAST, the developers who introduced themselves to us recently will read this (in full preferably) and provide some of the answers with their next major announcement. It may be enough to prevent a full blown mutiny and bring some back to the fold. I tried to include some of the captures we do have from The Gorgon’s Gaze in this post but wasn’t able to add them in for some reason so I’ve put them on my profile instead if anyone wishes to see them. I sincerely hope to see you all on the seas (and land, as that definitely matters too) again from July, pending new info. Perhaps on a new server, appropriately titled “The Phoenix’s Flame” or something equally as worthy. Yours in seamanship, Kingston Towne
  8. Cannons and gunports have been fairly easier to find which is fantastic but maybe consider removing weight sales and medium sails from PvP servers. They offer little to no use. The community is having the hardest time finding planks and large speed sails, so removing those items may help us find them more often? I could fill a large storage box with the amount of mediums and weight sails I find.
  9. Please check the boom angle and sail bulge of Handling sail and Weight sail in relation to wind direction. I think is "OK-ish" to one side, but disastrously wrong the other side. Handling sail boom should always point more or less AWAY from the WIND. (Unless you press the boom by hand against the wind and you sail backwards!) Bulge should always be AWAY from the wind like the other sails. (You must make two alternating handling sail meshes or MIRROR sail mesh's x-axis when changing tack. you cannot just rotate all along y-axis) On Running wind (behind) the boom can be on either side (of your choice) (90 degrees to wind) and bulge forward. Suggesting to Google images "sail positions for points of sail" / Old sailor PS. Great game (800+ hrs)
  10. Network: EU PVE Whale's Solitude Grid: ANY Description of issue: When adjusting sail direction or Sail open/close the sails wiggle after having made the adjustment, you then have to press E, get off the steering wheel and get back to the steering wheel for it to stop. Any screenshots or video demonstrating the bug: Repro steps if available/applicable: CCC (if location specific, please include the CCC with your report):
  11. back on the day During the peak of times of piracy, the most used ships used by pirates used to be schooners and sloops due to the speed they had compared to their larger counterparts. the balance was perfect .... having a heavier armor and guns would mean you would be a lot slower than a lighter boat. Thr game is completely wrong when it comes to terms of sailing, more sails dont mean more speed... Make sloops and schooners faster. For a more balance PVP experience and the slowest of them all should be the largest ships. How can a galleon outspeed a sloop? Thats just inacurate. make sloops unable to carry that many canons maybe but make them fast. More suitable for boarding.
  12. first @ all nice game it have potential. but this game wants you on the sea but why there are only 7 ships with 3 of them you can only go in combat, 2 off them dont count (raft, dinghy) where are the Pinas ship , karawelle and more. pirats like edward teach sails a Pinasship/Fluyd (queen anne´s revenge) i think nearby every pirat sails a pinasship. further im shocked about the knowlege from the guys who programmed the game i never saw a galion with 6 masts, ships with 6 masts are freight sailors like the wyoning from 1906. how i can feel on the sea at home if i have so less configuration choices i canot config the hull on the galion i can only put 2 types of sails. where are the headsails, topsail, coursesail and more and i wound talk about how difficult it is to get a ceiling on a large ship deck when he alwas says no foundation nearby lol. with diffenent kind of sails and Ships the game will be more interest. grz burn
  13. On actual sailing ships, the rigging is climbable. This would also save weight on the ships. Thanks for listening.
  14. Hello, everybody, I'm looking for some templates for sails and flags. I just need some basic information about dimensions and file format. Where do i have to put which kind of file? Just need some short instructions ;) I'm a professional graphic designer myself, I'm looking forward to a useful guide for designing sails :D Is there a link or another thread? Best regards, ameesa
  15. PLEASE fix, this is nearly game breaking for people who pvp. Sail max velocity doesn't do a damn thing on speed sails. Sailed 2 brigs, one with 120% speeds and one normal, same speed, this has been mentioned many times now and still no response? Dev's please at least reply and let us know you are going to fix this? Thank you.
  16. At the moment there is only 1 viable sail configuration per ship with very very few exceptions: all Speed and the bigger the better. Sailing Speed is currently one if not the most important attribute for ships and not only for PvP ships. Roughly 95% of all the ships are currently like this: Sloop: 1 Medium Speed Sail Schooner: 1 Large Speed Sail & 1 Small Speed Sail Brigantine: 3 Large Speed Sails Galleon: 6 Large Speed Sails But this game offers 3 different sailtypes with different blueprint attributes in 3 different sizes. We have the Speed Sails, the Handling Sails and the Weight Sails, each in Large, Medium and Small size. Lets have a look at what these Sails have to offer: Common Speed Sails: By far the highest unmodified topspeed Fast ship turning at top speed Average sail opening, closing and turning speed Blueprinted Speed Sails: Max Velocity attribute is currently not working and has 0 effect on your speed Sail Turning Effectiveness allows for even faster ship turning at top speed, works as intended Common Handling Sails: Around 25% slower than Speed Sails, very noticeable Fast ship turning at almost closed sails or low speed By far the fastest sail opening, closing and turning speed, allows quick stops and rapid acceleration Offers the best wind angles, allows sailing against the wind with decent speed Blueprinted Handling Sails: Acceleration attribute currently gives the sail both Top Speed and Acceleration increases, outruns Speed Sails in top speed at above the 130% value Wind Angle attribute offers better speed against the wind by improving the wind catch angle of the Sails Common Weight Sails: Around 40% slower than Speed Sails, extremely noticeable Average to low ship turning speed By far the slowest sail opening, closing and turning speed, slow acceleration and requires a long time for a fullstop Same wind angles as Speed Sails, even though Weight Sails are visually more similar to Handling Sails Provides a flat Weight Bonus of 1000, 2500 or 4000 depending on size (reduces the speed slowdown for ships that usually have above 55% weight) Blueprinted Weight Sails: Offers only 1 special attribute: % increase to the Weight Bonus of the single Weight Sail (example: 120% = from 4000 to 4800, only 800 more carryweight) Now lets take a look at the different sizes: (The numbers below are from rough speed testing with the sextant on a testserver) Large Sails - Sail Unit points: 2.7: Maximum Speed / 100% Weight Sail Bonus: 4000 Extra Weight Medium Sails - Sail Unit points: 1.7: Below half the Speed / ~46% Weight Sail Bonus: 2500 Extra Weight Small Sails - Sail Unit points: 1.0: Very low Speed / ~ 22% Weight Sail Bonus: 1000 Extra Weight Now lets take a look at some possible Speed Sail configurations and size variety: Sloop: 1 Medium Speed Sail: 46 2 Small Speed Sails: 22+22 = 44 (additional mast = more crew required) (slowest) Schooner: 1 Large Speed Sail & 1 Small Speed Sail: 100+22 = 122 2 Medium Speed Sails: 46+46 = 92 (25% slower) 4 Small Speed Sails: 22+22+22+22 = 88 (2 additional masts = 2 additional crew required) (slowest) Brigantine: 3 Large Speed Sails: 100+100+100 = 300 5 Medium Speed Sails: 46+46+46+46+46 = 230 (~25% slower) (2 additional masts = 2 additional crew required) 8 Small Speed Sails: 22x8 = 176 (~42% slower) (5 additional masts = 5 additional crew required) (weird) 2 Large Speed Sails, 1 Medium Speed Sail & 1 Small Speed Sail: 100+100+46+22 = 268 (~11% slower) (additional crew required) Galleon: yes My personal Solution to the lack of Sail Variety would be: Speed buff to Small Sails by 50% Speed buff to Medium Sails by 40% Sail unit cost of Medium Sails from 1.7 to 1.8 Decrease the speed of Speed Sails by around 10% Allow all 3 Sailtypes to have an increase in speed by blueprints Slightly better Wind Angles for Weight Sails Additional Notes: The buff to the Small and Medium Sails would still not make them faster than larger sails but close the giant speed gap between them, allowing for different setups without losing too much. Weight Sails are clearly the least useful sailtype at the moment and need a rework. (3 Large Weight Sails are slower than 2 Large Speed Sails at average weight) (even after recent changes) Fixing the Max Velocity on blueprinted Speed Sails would make the other 2 sailtypes way more useless. Speed Sails should remain the most used sailtype in my opinion, the other appear to me as support sails.
  17. Since last night when I used manual sail controls on the ship I have been unable to control the sails. With NPCs on the sails I am unable to lower or raise them or spin them from the wheel. Other players are able to do it just fine. Occurs on multiple ships regardless of size or number of sails.
  18. Looking for some good cannon BPs for these. Medium or Large show me your offers. Thanks!
  19. Too many ships have the exact same sails. Having exactly one way to make a ship is not good gaming Large vs medium vs small sails are not balanced in the slightest. Every sloop needs 1 medium sail which costs less points than 2 smalls and is easier to control solo. Every schooner needs 1 large 1 small, every brig needs 3 large (even though it can have 1 large and 3 medium sails (worthless)) Control sails are inherent in skill tree, this basically tells everyone they aren't as good. Either all sails should be inherent or none should, so players can make interesting choices. Control sails should do better in bad wind angles than they do, compared to speed sails Weight sails should increase speed at higher weight (don't slow down as much at higher weight). They just add weight which doesn't make a lot of sense (but may be ok). You can add weight capacity with levels (overlapping jurisdiction of benefit, maybe ok, but it's the *exact* same benefit right now) Speed sails catch too much wind when it's at the complete wrong angle compared to control sails. Control sails are only faster at extreme wind angles (like the *very* back of the boat) and even then a speed sail boat can catch the control sail boat by using angles. If people want to sail into the wind they should have to either go slow or use control sails
  20. I'll leave this visual explanation here... basically fix your handling and weight sails so it doesn't look like they're pushing the boat backwards. The square sails are fine. (Alternatively re-work the handling and weight sails to work how they would in real life - that'd actually add to the gameplay with how these sails perform differently... and you wouldn't have to cheese it with increased sail angles or 'faster' turning and hoisting)
  21. I've seen a few older posts containing parts of what, but they are a bit incomplete (imho). I know people usually get angry over posting relevant things in older threads for some weird reason, so I made a new thread instead. 1. Why does it need a rework? - Ships with ridiculous platforms with most guns on top deck facing fore or aft, all with large cannons. - Almost no-one in pvp is using gunports - Galleons with 6 masts look horrible and are totally unrealistic for the era that inspired the game's setting, even if it's not set on Earth. (17th or 18th century) - We can't create any proper rig due to lack of headsails, staysails and inablily to attach gaff sails to the back of square rigged masts - The large masts look too small on a galleon. - The gunports look a bit too large. For people who think a game full of 6 masted warships is not an issue: https://en.wikipedia.org/wiki/List_of_large_sailing_vessels As you can see: - Not a single warship ever had more than 5 masts. - Not a single pure sailing warship ever had more than 4 masts. - The largest and latest pure sailing warships, when pure sailing warfare technology was at its pinnacle, right before steam engines were introduced on warhsips, only had 3 masts. - Even the hybrid steamer warships from the 19th century in this list, that had more than 3 masts, had their rigging reduced to 3 masts at some point. I did not find examples of 15th through 18th century merchant vessels with more than 4 masts either. So do you now understand why any Age of Sail enthusiast will cringe at the sight of a 6 masted galleon? In my opinion, the ingame galleon with it's maximum of 52 gunports and about 54 meter long gundeck, looks alot more like a 3-masted 4th rate ship of the line, than the earlier 4-masted galleons. Either way it should absolutely not have more than 4 masts and preferably only 3. 2. Solutions: 2.1 Sails - Add a very large mast, with royal sails and if larger shipclasses are added, add huge masts aswell. This would both allow for having a 3 masted galleon aswell as have the masts look large enough for the galleon and potentially larger vessels. - Adding jibs and staysails It would allow to have a proper Bermuda rig for sloops, a proper Schooner-rig or just about any proper rig that needs headsails. - Separate mast and sail placement. This would for example allow for an actual brig rig with 2 square rigged masts, a gaff sail (spanker) attached to the mainmast and jibs between the bowspirit and foremast. It would also allow for a square rigged sail to be put on top of a gaff rigged masst for a proper brigantine rig. - No weight sails Because it just doens't make any sense, remove a weigth sails and suddenly a ship can carry less and starts sinking? Similar to weight reduction on tames. 2.2 Cannons and combat - Remove the large cannon or restrict placement to lowest deck and increase range of medium cannons to at least match the range of SotD. It would make people actually use gunports and give us less ridiculous looking designs. The largest guns were actually put on the lowest gundeck, closest to the water, where the ship was at it's widest, to prevent capsizing when firing them. Could also not restrict placement and make ships capsize when firing large cannon broadsides from top deck. - Add fore and aft gunports and possibly restrict cannon placement (not sure about the latter) No more 10 cannons platforms at fore and aft. - Make cannonballs protrude the hull and damage, or just make the bow and stern weaker: Turning your bow or stern into an opponents broadside becomes a bad idea and people would want to actually use their broadsides as much as possible and try to do "T-mavoeuvers" for max damage, while at the same time trying to avoid allowing their opponent to execute this manoeuver. - No weight difference for cannons between openend and closed gunports. Opened gunports in high seas would just mean ur ship is sinking very slowly because it takes on water. I mean the ships sink with one plank removed, but keep afloat with all those oversized gunports open? And why does it say submit a bug report, when i'm posting in suggestions?
  22. Hello pathfinders, Does anyone know of a list or collection of templates for painting animals? There are dozens of sails templates out there, but hoping someone has a collection of animal templates they can share.
  23. Classic Bowsprit Figurehead needs completion, the bowsprit/Figurehead Mast typically held a functional sail as well , could this not be included as well? (at an extra cost maybe) https://en.wikipedia.org/wiki/Bowsprit
  24. So my idea is fairly simple... Make a "Small Mast" "Medium Mast" "Large Mast" which can be placed on the ship as they currently are. Then take the sail portion and call it "Small X rigging" Medium X rigging" and "Large X Rigging". Allow us to then apply the rigging to a sail. If the wind is with us on a trip we can run with speed sails south and get to our destination. The wind has yet to change so we removed the speed rigging from the masts and switch it out for maneuvering so we can sail into the wind better. Obviously the rigging has weight so we lose some free weight on the ship for carrying cargo but it allows us to modify our ships on the go. You could essentially add a timer of some sort for the removal of the rigging by a minute or something and then have a timer for applying the new rigging. This leaves you slightly vulnerable for a moment but keeps your from removing and throwing on sails in the middle of combat or something like that. I realize this might be some effort in the way you apply paint and images to a sail. Not sure if you can have that applied to the actual object of the sail or how that works on the back end but I assume it couldn't be too much effort to have that info save to the actual rigging itself and if you remove/replace it this will change the coloration/image base on whatever the rigging was set to. This also plays into the idea of being able to change your colors/sails. You are out looking like a lonely merchant by day but when night comes you swap out your rigging and fly the black sails.
  25. Please create an item to use when sailing so that you can gauge speed. For example, a knotted rope that you can throw into the water to see how fast you are going. ;
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