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Found 2 results

  1. Captains Part 2 of Patch 14 is being deployed today Ships of the line and frigates sailing performance is finalized based on: Sail percentages on individual masts Spankers Jibs Staysails Spirit sails Displacement to sail power (amount of sails in comparison to weight) Block coefficient Waterline length Width to depth ratios now better affect acceleration and deceleration Width to Length ratios now better affect speeds and turning Crew on sails are adapted to the square area of sails Speeds, yard power, turning, sternway (backward speed), accelerations, decelerations were changed for all 3 masted ships. As a result. Performance of vessels in combat is now extremely realistic. If your ships has a bigger spanker or more jibs you will see a slight difference on how this ship reacts to wind. You can fail a tack if you do things wrong and do not use yards. If you try to tack at low speeds you will get completely stuck in irons if you don't use your yards. Example of the failed tack Other changes Speed will be affected by structure damage. If your structure is below 70% you will see a degradation of speed and will have be more careful when conserving structure. In other words you will not longer see light frigates zooming away at 14 knots having 2 bars of structure left. Open world speeds slightly improved at bad winds (you will travel slightly faster) - this is done to compensate to significant changes to square sailer curves Next patch: Part 3 will cover hp, br and speed performance for light vessels (2 masted and 1 masted ships) some indicative stats https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0 Please use this topic to feedback on the sailing performance of frigates and lineships.
  2. My suggestion for restricting Ships-of-the-Line that is quite uncomplicated and does not need the imposition of many complex and convoluted changes, which make life hard for players and reduce the playability of the game, and is like trying to fit round pegs in square holes. Now, we have to sail to remote places wasting good playing time, looking for rare materials and using up time crafting complicated blue prints. Many players, including myself, are fed up. No complicated and destructive patches needed. For ranks, I am going to use the British nomenclature. 1) 3rd Rate: requirement is Commodore rank, 800 men. No lesser ranks allowed to sail it. Only one per player. 2) 2nd Rate: Rear Admiral, 900 men. No lesser ranks allowed to sail it. Only one per player. 3) 1st Rate: Vice Admiral, 1,000 men. No lesser ranks allowed to sail it. One per player. 4) Super 1st Rate: Admiral, 1,100 men. No lesser ranks allowed to sail it. One per player. This is simple and should be simple to implement. I have seen 1st Lieutenants trying to sail the gift Bucentaure! It is ridiculous. My preference is that a ship level be tied to a rank.
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