Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here
There's nothing wrong with arcade, but when you advertise "real physics" people like me are going to expect, well, "real physics".
My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps!
You are of course free to make your game however you want, but false advertising doesn’t help anyone.
I hope you enjoy the bad reviews from people who expect something and don’t get it.
What he doesn’t realize is this game is only a month old in active dev, no one is trying to dupe customers I’m trying to learn what I’m missing. Obviously I can make some changes to push realism on the wind physics, and this will be updated.
[1] https://forum.zegluj.net/download/file.php?id=23628&mode=vie...
And what is this forum that unfortunately I can't read? Who made these diagrams?
I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?
Here’s currently how tinywind does it if anyone’s curious:
https://tinywind.io/wiki/sailing#point-of-sail