Thanks for the feedback!
A steamer like the Great Eastern would be close to the largest ship in FISH for example
I'm now using a scale of about 1 pixel/m for the reason that it seems to give a reasonable representation compared to the railway carriages, and any smaller (e.g. 2m/pixel) makes it hard to get the spars looking right - a 1m wide mast seems OK but a 2m one looks more obviously wrong! You are right, Great Eastern was much much bigger, and I have since updated that graphic to be more like this
as I couldn't see a justification for having a 4000+ passenger ship in the game at 1850! If anyone knows the scale of the FISH ships I could have a go at resizing to fit.
On a similar note, I am now using a cargo scale of 10% actual based on the largest FISH ship carrying about 1000t compared to the capacity of some of the real life equivelents' 10000t It seemed silly giving the clipper a capacity of 1700t!
for me its just a box with sails on it, the sails are improving, but instead of white i suggest using a very light yellow color, because no canvas in the world is ever bright white...
Agreed - It's a learning process and you should see further improvements as time goes on. Thanks for the tip, I will try it out.
Note: the further you deviate from an 8 pixel height, the more likely it is that you get noticeable glitches on bridges.
That is a thinker - the relative height to length is very close to 1:1 for most tall ships and this makes keeping close to that size hard unless they are going to be really, really small. On the other hand, I sail 8m boats on rivers and still have to take the mast down to go under most normal road/rail bridges. It really isn't an option for a tall ship unless you use a lift up/swing bridge. I don't think this option is possible graphically. As it is, the boats planned for the set would be used harbour to harbour without going under any bridges (with the possible exceptions of Tower Bridge/London or Tyne Swing bridge/Newcastle upon Tyne). I realise it is not ideal!
I will probably put an updated file up sometime this week - some niggling code problems with SFX.