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 Post subject: Ships & Shipping
PostPosted: Tue May 22, 2012 2:11 pm 
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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!

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 Post subject: Re: Ships & Shipping
PostPosted: Tue May 22, 2012 6:05 pm 
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Surely there could be a chance for a naturally occurring deepwater harbor? A small chance, but the possibility nonetheless...

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 Post subject: Re: Ships & Shipping
PostPosted: Tue May 22, 2012 6:26 pm 
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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.

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 11:42 am 
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Are the ships bound to the 16x16 grid as well or do they make their own path I wonder?

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 6:19 pm 
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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?

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 7:22 pm 
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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?).

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 7:33 pm 
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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).

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 7:44 pm 
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Alright, sounds great. Yeah, by grid I meant the 16*16 grid, the modules.

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 Post subject: Re: Ships & Shipping
PostPosted: Tue Oct 02, 2012 7:55 pm 
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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.

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 Post subject: Re: Ships & Shipping
PostPosted: Mon Oct 19, 2015 7:25 pm 
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Quote:
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?


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 Post subject: Re: Ships & Shipping
PostPosted: Mon Oct 19, 2015 7:56 pm 
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Doenitz wrote:
Quote:
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.

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