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DeRuyter

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About DeRuyter

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    Commander
  • Birthday 08/08/1963

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  • Gender
    Male
  • Location
    Delaware USA
  • Interests
    Military history in general but in particular the Napoleonic era and age of sail. Wargaming and painting military miniatures. Sailor and bicycle racer. F1 fan. Fan of "proper" football: Gunners and Philadelphia Union!

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  1. Have patience. Right now alot of it is timing. US prime time last night 40 players on and battles had few or no AI. The balancer has been improved greatly since the beginning as well.
  2. I have seen this too left battle after being sunk, repair then the battle ends and you have to repair again. I F11d it.
  3. I had a battle last night in Merc with 5 cutters and the other side had Navy brig and 5 cutters. Lots of players in cutters = many new players! A good thing for NAL This happened to me - the two players in cutters sink one other player and then capped - we chased them and they ran and shot our sails waiting for the points to run up. In chat it was all about winning the match rather than sinking ships per se. We said you get more xp for kills but it was all about the win not brawling. Much like WoT or WoWs. I suspect we'll see much more of this and I can't really fault them for using those tactics to win the match. Think about winning in those other games - you have win stats and get much more xp for winning so there it is. In larger ships this tactic would be much harder. Also in another match we countered by splitting and going for objectives when we saw the other team was splitting up to cap - usually one or two cutters races off to an objective, etc. One solution is to have a good variety of maps with different objectives - one single objective you have to brawl. IMO I like a variety of maps and objectives.
  4. That diagram shows a modern fore and aft rigged sailboat mate. Try this one: Notice it shows only 2 points of sailing above a beam reach. I would recommend "Seamanship in the Age of Sail" by Harland if you really want to learn about sailing square rigged ships. Some of diagrams that @admin posted are from this book. I got the book when I was in classes to crew on a tall ship, it was recommended by our captain. Here is a quote on the subject: "Why a square rigger can only sail six points from the wind, The traverse of the foreyard is limited in front of the forestay, and abaft by the lee shrouds. These prevent the yard being braced up more sharply than three points from the keel line. If the sail is to fill, the wind must be three points further aft; this is because of the curvature of the sail. As the wind hauls ahead of six points from the bow the weather half of the sail starts to lift, then the weather half of the sail to flap, and finally the sail is all in the wind...." "Many square riggers could not brace up as sharply as mentioned above, and therefore could get no closer to the wind than seven points." This included men of war. "The fore and aft sail, of course, filled when the wind was three points on one side....A fore and aft schooner could, therefore, lie about four points from the wind. A point being 11 degrees on the modern compass. Here is another diagram for you:
  5. The devs have already said that bots are going to be removed eventually when there are enough players online, so a fix like this is not necessary. If bots were a permanent fixture they could set up a Co-op battle button like WoWs.
  6. 60 degrees is close hauled. That's as close as you get on a square rigger IRL, and some were recorded close to 10 knts closed hauled. 6.8 knts at 45 degrees is a gameplay bonus. Since @admin is rebalancing sailing profiles and wind force I'd say look at the sailing angles too. Want realistic sailing performance, there you have it.
  7. Actually it is the opposite - heavier seas hinder your turning. In those weather conditions square riggers would wear rather than tack due to the chance of rigging damage or failing to make the tack or both. We would need rigging damage from the weather implemented because you'd more likely see sections of the masts carried off before the ship came close to a capsize.
  8. There were good reasons ships did not normally go into battle under full sail. Battle sails were the easiest sails to trim when most of your crew was on the guns being one of them. @Hodo suggestion is a good one. Add in weather effects and you'd have another reason not to sail around at full sails depending on the ship ofc. Heeling would have a more detrimental effect on shooting when at full sail. I am for limited repairs.
  9. Have you tried sailing on the OW like you would in battle? In other words sailing on different tacks to reach an upwind destination? It may work out to be faster than just setting a straight course and waiting for the wind to clock around.
  10. It was a limitation based on the rigging. You can only brace up square sails so far - 6 points at best. Even with a fore and aft rigged vessel it is 4 pts off the wind. So yes ultimately your sails are taken aback. Interesting point here. My question would be why wasn't this a sail plan for square rigged ships sailing close hauled, I have not read about it or seen modern tall ships with just staysails set(other than in a storm or under power). Maybe there was insufficient sail area with just those set? Also having different sails set balanced a ship in different ways which could upset the sailing qualities. Keep in mind that IRL the Aggy made 6 knts close hauled (sailing report 1797) which was no closer than 60 degrees to the wind and likely more. For game play reasons ships can sail much closer to the wind than IRL of course but I see no problem with a change in the curve and a reduction in speed close to the wind - at 20 degrees none of the sails should be providing forward movement, so 2 knts is a gift.
  11. The F&A rigged ships in NA already have square sails for downwind sailing some more than others (Pickle, Prince). Having said that you used to be able to wing and wing before the change in controls to the foremast. IMO the topsail yard should have a separate control from the foresail.
  12. Ship speeds

    @jodgi Sounds balanced to me if the wind RNG is correct. Should be easy to determine the average wind speed and work from there with a random storm thrown in which should effect everyone. You take care of the complaints on either end by having a wind strength floor and a cap. So the SoL captain still has some speed in light winds and a small ship some chance in strong winds. Maybe the small ship escapes in the rain and fog... For it to work you have to have sail damage in high winds though. You can also have Studding sails and extra staysails mods actually work as intended IRL (re: painting of USS Constitution escaping British squadron in light wind).
  13. @JobaSet Yup it was the fort map. Rudder always going red on Mercury this time.
  14. I had limited playing time this weekend but here is what I found: Rudders - I have rudder going red multiple times each battle even with full stern and bow armor. I sent F11. Center structure bar not taking damage - AI ships - brigs to be specific. Side shot away and multiple broadsides at close range and no effect! Also F 11. @JobaSet I didn't know if you wanted feedback here so all the issues are consolidated or in a different thread.
  15. Sure but it depends on the port. Several ports require sailing past a fort to get to a cap circle. Some harbors could have decent coverage with good circle placement. I recall they looked at this when the land in PB was first implemented.
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