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Speed, turning, wind angles, heel, sails - suggestions and feedback

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22 minutes ago, Inkompetent said:

Second level of fix would of course be to try to improve the behaviour of the sails, since sailing at close reach and dropping from Half-sail (or above) to Battle (or below) forces you to drop the staysails/jibs while in transitioning through the Slow sail-plan. This royally screws up anyone trying to sail anywhere against the wind, and isn't just unintuitive, but actually quite broken. It would be better if a more intuitive system could be put into place (unfortunately no worked out suggestion for how to do that) so that sailing up the wind gives sensible speed transitions in the same sailing beam/broad reach does.

*ahem*

 

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On ‎6‎/‎8‎/‎2017 at 8:35 AM, Hodo said:

I have NO experience on sail boats or really the big blue wet thing, I was Army.  But I would gladly learn these skills from people who do know.  Between youtube, and google I can quickly flood myself with information.   But I am an odd ball who is willing to learn the little details to be better.  

GO ARMY BEAT NAVY!

Ironically early tanks had nomenclature in common with ships, I mean they were considered land battleships so you did have tillers, bow guns, turret, engine deck,  etc. Not so much now ofc.  Anyway Marine tankers I knew still called the turret floor the "deck"!

 

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Prince de Neufchâtel loses bowsprit way too easily

It need to be fixed. Sometimes the bowsprit isn't really touching the enemy ship and it breaks off. It should be much more breakable than other ships since it is so low but right now it's overkill.

make it less breakable

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3 hours ago, Lz3 said:

Prince de Neufchâtel loses bowsprit way too easily

It need to be fixed. Sometimes the bowsprit isn't really touching the enemy ship and it breaks off. It should be much more breakable than other ships since it is so low but right now it's overkill.

make it less breakable

The Privateer and the Lynx are just as bad. 

I have learned to adapt and over come this issue.   It is a ship design "feature".

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When tacking, the deceleration to 0 kts and acceleration to minus 2-4 kts is way too fast.  Hermione weighs about 1200 tonnes, there's no way it will come to a full stop and sail backwards at 4 kts within a distance of about 2 ship lengths when tacking. I agree to the backwards sailing up to a certain degree, but that will take way more time due to the ships inertia and not at that great a speed. I noticed that my Hermione sailed at -1 when I  was  (very) close hauled. This should take the speed out of the ship and eventually the wind out of your sails but not give an opposite force on your sails and a negative speed, especially not since you have your jibs and spanker raised. Maybe it's an option to insert the possibility to move the spanker the opposite way with manual sails because that's one of the 1st things you do when tacking. It forces your stern around even before you turn all your other rigging 

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1 hour ago, Peer den Schuymer said:

When tacking, the deceleration to 0 kts and acceleration to minus 2-4 kts is way too fast.  Hermione weighs about 1200 tonnes, there's no way it will come to a full stop and sail backwards at 4 kts within a distance of about 2 ship lengths when tacking. I agree to the backwards sailing up to a certain degree, but that will take way more time due to the ships inertia and not at that great a speed.

It's not the tacking: acceleration is incredibly fast in general.

In real life it's expected that you will lose most of your way while luffing up towards the wind.

 

Quote

I noticed that my Hermione sailed at -1 when I  was  (very) close hauled. This should take the speed out of the ship and eventually the wind out of your sails but not give an opposite force on your sails and a negative speed, especially not since you have your jibs and spanker raised.

It's correct. A square rigger's jibs, staysails and spanker aren't powerful enough to overcome the windage of the masts, spars and luffing square sails. You were probably moving sideways as much as backwards.

 

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