Oww! That mill hurts a Dutchman's eyes

Post » Sun May 29, 2011 4:01 am

I agree about most complaining about a game we haven't played yet but I think the developers would like to know about this one so they can fix it. It's a technical thing that doesn't fit with the physics of the rpg world. *This* one is exactly the kind of feedback they need. :) I hope it was seen by them or has been sent in to them.
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Alisha Clarke
 
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Post » Sat May 28, 2011 1:56 pm

... I thought mills can rotate both ways ...
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Rachyroo
 
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Post » Sat May 28, 2011 7:46 pm

Heh you're right, I actually hadn't paid much attention to the mill itself.

Dutchies unite!
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Epul Kedah
 
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Post » Sat May 28, 2011 7:28 pm

... I thought mills can rotate both ways ...


I don't know about that but the sails do not lead the blade into the wind. The blade pushes through the air. :)
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SEXY QUEEN
 
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Post » Sat May 28, 2011 5:07 pm

Something I find curious. How does it catch the wind anyway? It has so many holes in it...


As the wind rushes through the slits in the sails (the parts looking like a wooden fence), just like an airplane, there is a form of lift created. The sails are angled slightly so that from the top and the bottom their direction is reversed. So the same wind that pushes on the top, pulls on the bottom. Imagine a mag-lift train, how each ring is compressed magnetically, squeazing the cars forward one at a time, faster and faster. The wind is squeezing on the sails due the their slight angle. The imbalance in forces between the top and bottom causes the arms to rotate clockwise, which drives the threshing wheel below in a counterclockwise motion. That's the wheel you can see on the inside set in the groove. It is made of stone and is used to crush wheat or corn toward making homemade flour or cornmeal. So over a few hours the windmill (wind meal) does all the dirty work of grinding your food for you, or at least your main staples: flour and cornmeal. Then you don't need a horse to do it, which would eat up in the value of hay what it could produce in ground flour, rendering any potential savings (excess, which you could then sell to neighbors) moot.

The Mistake:
It's an easy fix, and it should be mentioned to Bethesda. And you, the one who got wound up over people mentioning a simple error ... when someone makes a terrible error on their business card, you definitely want to tell them ... or else who would hire them, seeing that error? You're their friend, making them look better to a professional world.... so don't get so bent out of shape for people clarifying errors.
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Wayland Neace
 
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Post » Sun May 29, 2011 4:37 am

As another Dutchman here, I must say, I hadnt noticed.
Until you pointed it out.

Indeedely doo, its a bit.. silly and jarring.
The sails need to be on the other side!

I think this is exactly the kinda thing this forum is useful for.
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Jonathan Windmon
 
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Post » Sun May 29, 2011 1:19 am

Omgosh. I never noticed, but now that someone pointed that out it looks ridiculous.

This calls for some bleach and an icepick.
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Ells
 
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Post » Sat May 28, 2011 12:31 pm

Heh you're right, I actually hadn't paid much attention to the mill itself.

Dutchies unite!


Huzah!!!

Why does everyone seem to think we dutchmen are alll farmers and millers..? Thtah was like, a billion years ago or something?

I hadn't noticed this untio the OP came up with it now XD
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Rude Gurl
 
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Post » Sun May 29, 2011 12:08 am

Physics works backwards in Tamriel
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Rowena
 
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Post » Sat May 28, 2011 11:05 pm

You know, I noticed there was something wrong with the windmill, I just couldn't figure out what. That explains it, thanks :)
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Alex [AK]
 
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Post » Sat May 28, 2011 9:59 pm

I'm Dutch but I hadn't even noticed. Then again, I'm a city boy and the only windmill I've ever seen is a defective one in my gran's backyard :cryvaultboy:
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 1:45 pm

I haven't noticed and probably never would have in the game, but now that I know... I hope they fix it.
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Suzy Santana
 
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Post » Sun May 29, 2011 2:42 am

Its a different world, to make them like a real life dutch windmill would be stupid, just my opinion.
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Lynne Hinton
 
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Post » Sun May 29, 2011 3:01 am

Its a different world, to make them like a real life dutch windmill would be stupid, just my opinion.


Lol they may not have to be like a 'real life Dutch windmill' but they should obey physics.
The way these things work, the way the wind catches into the sails and pushes the arms round and round, the sails need to be on the other side.
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Penny Courture
 
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Post » Sat May 28, 2011 4:31 pm

Well spotted.

Of course logical mistakes like these require fixing. That has nothing to do with it being a different world. Wind on Nirn seems to have the same effect on the environment as it does on Earth. No reason to break with logic here and have windmills be the only exception to that physical law.

It's a mistake, and it needs to be fixed, simple as that.

(Note: I haven't compared the OP's video with the trailer. I see no need to doubt the correctness of the observation. If there actually IS a logical explanation, I'm sorry. But judging by the replies in this thread, the OP apperas to be right.)
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Tom
 
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Post » Sat May 28, 2011 3:20 pm

Ok I see people didnt understand what I said..

If you flip the blades of a windmill so they angle outward like in this one looks like it does the mill spins backwards from what your used to. We are just used to windmills designed to spin clockwise they dont have to.
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OTTO
 
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Post » Sun May 29, 2011 3:25 am

I was curious, could the blades themselves not be the source of power currently which would explain why the sails are off? Maybe there is some beast of burden inside supplying power. Yeah I know there isn't, just trying to be optimistic... :sadvaultboy:
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Anthony Rand
 
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Post » Sun May 29, 2011 4:28 am

I live in Sweden and I caught it. Well, not really. I just thought it looked odd.
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Ally Chimienti
 
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Post » Sun May 29, 2011 12:03 am

I don't know [censored] about windmills, but now that you've pointed it out, I really hope they fix it. It would spoil my gameplay experience a little bit to see such a thing happening.

You could always blame magic though.
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Benji
 
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Post » Sat May 28, 2011 5:47 pm

The trailer is great, but I hope the devs will fix the rotation direction of the windmill's sweeps (1:20-1:23)! It may cause some sleepless nights for the Dutch fans -_-.
Check http://www.youtube.com/watch?v=dII42hA2abM to see for yourself.


Ja, but how does der tulips and dykes look compared to da nederlands?
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Tasha Clifford
 
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Post » Sat May 28, 2011 8:33 pm

I'm fairly certain , that it will be a insider joke... , somethin' akin to the '' paul is dead , Beatles album cover's''..
I reckon that Beth know which way a windmill turn's! and they just did it to see the fan's reaction's. :shocking:
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Shiarra Curtis
 
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Post » Sat May 28, 2011 11:45 pm

Ok So I'm starting up a Team to make a Mod to fix the orientation of the Sails on Windmills in Skyrim, who's in?
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john palmer
 
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Post » Sat May 28, 2011 6:00 pm

Ja, but how does der tulips and dykes look compared to da nederlands?

I think you forgot clogs, canols, drugs and bikes :smile:
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Chris BEvan
 
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Post » Sat May 28, 2011 1:19 pm

i think that the trailer is inverted that would explain the paulldron (the thing in the shoulder) discordance (in relation with the concept-art)
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Jade Barnes-Mackey
 
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Post » Sun May 29, 2011 1:21 am

`from yet another dutchmen .

now that you said so and I rewatched the trailer yet again:

OMG, it spins the wrong way if the (wtf are wieken in english?) are standing like that and it spins while their aren't sails on there.
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Fanny Rouyé
 
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