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Ships & Shipping

Posted: 22 May 2012 14:11
by smallfly
Please use this thread to discuss all sea logistics aspects of P1SIM.

I start the discussion with a screenshot showing a typical P1SIM map. You can see the difference between shallow water (light blue) and deep water (dark blue). This is not only a visual effect. Large ships cannot travel through shallow water, while small ships can. This is something you have to take into account when buying ships.

A harbor for large ships needs deep water. But since there is no deep water you have to excavate the sea bed first!
2012-05-22T16-04-54_preview.png
2012-05-22T16-04-54_preview.png (26.05 KiB) Viewed 17583 times
(larger version attached)

Re: Ships & Shipping

Posted: 22 May 2012 18:05
by Supercheese
Surely there could be a chance for a naturally occurring deepwater harbor? A small chance, but the possibility nonetheless...

Re: Ships & Shipping

Posted: 22 May 2012 18:26
by smallfly
Supercheese wrote:Surely there could be a chance for a naturally occurring deepwater harbor? A small chance, but the possibility nonetheless...
I will keep this in mind when improving the terrain generator.

Re: Ships & Shipping

Posted: 02 Oct 2012 11:42
by LocoMH
Are the ships bound to the 16x16 grid as well or do they make their own path I wonder?

Re: Ships & Shipping

Posted: 02 Oct 2012 18:19
by smallfly
LocoMH wrote:Are the ships bound to the 16x16 grid as well or do they make their own path I wonder?
why should there be any difference?

Re: Ships & Shipping

Posted: 02 Oct 2012 19:22
by LocoMH
Curve radii. They could be much bigger (and thus more realistic) if one isn't bound to the grid (since this needs to be left straight at the borders, right?).

Re: Ships & Shipping

Posted: 02 Oct 2012 19:33
by smallfly
LocoMH wrote:Curve radii. They could be much bigger (and thus more realistic) if one isn't bound to the grid (since this needs to be left straight at the borders, right?).
The ship paths will depend on the grid. But the ship paths wont be created by putting water modules with integrated ship paths on the map. It will be possible to define the ship paths directly on the map and thus you can define any radius you want (from 0 to ca. 150 tiles).

Re: Ships & Shipping

Posted: 02 Oct 2012 19:44
by LocoMH
Alright, sounds great. Yeah, by grid I meant the 16*16 grid, the modules.

Re: Ships & Shipping

Posted: 02 Oct 2012 19:55
by smallfly
LocoMH wrote:Alright, sounds great. Yeah, by grid I meant the 16*16 grid, the modules.
Ah ok. I thought you were talking about the terrain grid.

Re: Ships & Shipping

Posted: 19 Oct 2015 19:25
by Doenitz
A harbor for large ships needs deep water. But since there is no deep water you have to excavate the sea bed first!
Will we have to purchase dredging ships/excavators for this?

Re: Ships & Shipping

Posted: 19 Oct 2015 19:56
by smallfly
Doenitz wrote:
A harbor for large ships needs deep water. But since there is no deep water you have to excavate the sea bed first!
Will we have to purchase dredging ships/excavators for this?
Good question. I'd say not in version 1.0. But later this could be an option.