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About ObiQuiet

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  1. This research quantifies the advances made in ship speed (both merchant and naval) over the time period we're interested in: https://voxeu.org/article/speed-under-sail-during-early-industrial-revolution "What explains these substantial improvements in British ships? The jump in the 1780s is due to the copper plating of hulls which stopped fouling with weed and barnacles, and over the entire period there were continuous improvements in sails and rigging. A big contribution after 1790 came from the increasing use of iron joints and bolts instead of wooden ones (as well as replacing traditional stepped decks with flat ones fitted with watertight hatches) which made for structurally sounder ships that could safely set more sail, especially in stronger winds."
  2. This would help me too.
  3. In-game compass needs 32 points, not 24.

    That's good. I didn't know there was a naming system for the 24 point compass, and I didn't think to look for one either...
  4. From the current issue of Quarterdeck: http://www.mcbooks.com/pdf/newsletter_03317f00334081b896f8144a6fa3e636.pdf In 2015, Keith Richards of the Rolling Stones was interviewed on BBC Radio 4’s Desert Island Discs program and selected Doctor Dogbody’s Leg as one book he would carry with him to a secluded desert island. “Every time [Dogbody] turns up at the table he gives you a different story about how he lost it, and they’re all totally plausible,” Richards told show host Kirsty Young
  5. Ship paintings (Art collection)

    The current issue of Quarterdeck has an article and images by Paul Garnett, marine artist: http://www.mcbooks.com/pdf/newsletter_03317f00334081b896f8144a6fa3e636.pdf
  6. In-game compass needs 32 points, not 24.

    If (# of players who don't know the traditional terms) > (the # of players who can box the compass), then there's less confusion overall. The suggestion is based on that premise plus the constraint that the in-game compass won't change. If either of those is not true, then the suggestion is bad. I grant that it is offensive to traditionalists like you and me.
  7. In-game compass needs 32 points, not 24.

    While I am a traditionalist, there is a compromise that could work. To call out headings for the in-between tickmarks, first name the nearest labeled mark: "South", "Northwest", etc. Then, name the direction in which the heading lies from there: "by Southwest", "by North", etc. So, the two unlabled tickmarks between N and NE would be called, in clockwise order: "North by Nor' East" and "Northeast by North". Between SW and W, they would be "Southwest by West" and "West by Southwest":
  8. Granted -- in that its about planes going up and down instead of ships going side-to-side, it's not remotely similar. But, in that it's a skill learned over time in a video game, they are similar enough to make the point I wanted to make. Well, duh. that's why I (and many others) built such tools, e.g. at TDAmap.com Wait... don't assume the motiviation was to keep the tools out of the game or avoid the need for the devs to build them too.... it was to show that such things could be done in a game-enhancing way and to provide a platform for experimenting with the ideas.
  9. Yes, you are somewhere in that square, not in the center of it
  10. Problem: "finding wrecks is too hard for some players" Solutions to consider: * make wrecks easier to see from deck, perhaps varying with the Captain's skill level (tune an already present mechanism) * provide an appoximate location indicator in game (solve many issues at once, helps the really lost without being too precise) * add co-ordinates (likely leads to "finding wrecks is too easy for everybody after the first few times")
  11. Kudos, we need more people who are willing to back up their points with citations and data. Well done. In this case, though, the point doesn't hold. The real landmasses don't line up well with the lines on the map you show (no accurate large-scale measurements in the E-W direction). This is one reason old maps look distorted from our modern ones. And anyway the problem was always knowing where your *ship* was relative to the grid. The lines you're using to support your argument helped if a sailor knew which bit of land he was near, to estimate how far to some other bit of land on the map.
  12. Agreed. OTOH, it could be like learning to land a plane in a flight simulator game... You get the hang of it without looking at the instruments after a while.
  13. I think if it was in-game, all the squabbling would end. I did it because I was fed up with the bi-polar no-compromise posts. Years ago now. re: cool down: It's actually coded so that you can't repeat with slightly different co-ords and pin down an exact location. Not sophisticated, but a reasonable way to prevent abuse.
  14. It was proposed to see what feedback it got, and maybe the devs would like the concept.
  15. See the "Noon Sight" function at tdamap.com (the sun icon in the upper right). How's that suit?