Rob Barendregt joined the project to bring much more realism to the sailing experience. His results to-date have been excitingly realistic.
The Bounty is now completely driven by wind speed, wind direction, sails yard arms position, and sails deployed. No engine is used.
Sails have 10 positions from square, 5 to the port side, 5 to the starboard side, 11 degrees movement between positions. Sails and rigging are animated.
Positions are described as Close Hauled, Broad Reach, Beam Reach, and Running. The Ship heading and speeds, Sail positions, wind speeds, directions, atmospheric conditions are displayed on the Sail Management gauge.
Speed over the water depends on those factors. Crosswinds provide lateral movement/course diversions (yaw) and roll/leaning.
You may not sail into the wind. Winds into the sail faces slow and stop the ship. You cannot tack through a headwind on heavy, tall ships/square riggers.
Proper sail management in a headwind or "locked irons" situation will allow limited, slow backward movement (0.1 - 2 knots), and you can use rudder steering to get out of the situation.
That may require 2-5 minutes based on winds and your sail management expertise.]
The Bounty sports 4 animated, waving flags based on wind speeds and wind direction.
Currently, there are two models, one model to sail and a lower-poly model for AI.
Sasha is doing the textures; Nigel is doing sounds (beware of sailor speak), Rob is managing the ship's responses to winds, Milton is trying to manage the "flight" model.
More fun to come
