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Showing content with the highest reputation on 09/06/2020 in all areas

  1. So i did some remodelling of her, got distracted by new washing machine and various other irl stuff (cat flying around the bloody house aged 11 lol). but here is an image of the battleship atm, she has 8 508mm guns and 12 (each side) 152mm secs with hextuple 57mm MAA guns. Enjoy!
    3 points
  2. So i did some moar work on 'Triomphant' the french heavy battleship armed with 508mm 4x2 quads with 6x2 (24 in total 12 each side) 152mm secs DP, along with 3x3 203mm secondaries, 4x4 110mm DP HAA guns and 14x2 (will increase to around 18x2) 62mm 'Ciel Tapette' (dunno if thats correct) MAA dual barrel guns. Might add some quad AA but shes pretty stacked for AA, also did some changes to the SS and also changed out the MAA guns. Enjoy! Ill also be setting up my new pc as well tommorrow, so i will have to move everything to blender to continue my work so might take a
    2 points
  3. Hi Admin, Will SL simulate the apparent wind (which flows as a vectorial combination of true wind and headwind (wind due to the speed of the ship), thus not in the same direction as the true wind) (https://en.wikipedia.org/wiki/Apparent_wind) ? It has quite complex implications on speed and sail trimming. V = boat speed, H = head wind, W = true wind, A = apparent wind, α = pointing angle, β = angle of apparent wind Source: Wikipédia (https://en.wikipedia.org/wiki/Apparent_wind)
    2 points
  4. Hi, I am fairly new to this game, and have been trying to complete the tutorials. However, I am unable to complete the Gunnery tutorial. It works fine until I get to the "Demasting" part. No matter how many tracking shots I hit on either mast, the masts never go down. I am unable to do anything other than aim and fire, so I can't move closer. I tried using chain shot too, but to no avail. I hit both masts at least 20 times. I have tried restarting the game, restarting the tutorial, and verifying game integrity. I don't know what else to do. Please help.
    2 points
  5. Hi everybody, As SL will simulate combat at the deck level from the captain’s point of view, it is interesting to try to understand what type of decisions did the captain take before, during and after a battle at sea in the age of sail. Again, my point is only to give here a rough picture of the combat sequence in the period according to (some) historical sources, from the (quarter-)deck point of view. I won’t discuss here tactics and technical aspects of gunnery (types of gun, carronades, gunshot velocity, penetration, etc.), as Admin already has an enormous experience and technic
    1 point
  6. Bonden, I have UBOAT. Though I've only just dipped my toe in the water so far, too much real life going on atm, I look forward to playing it. It started off really rough but they seem to be on a good patch path. It's going to be a very fun game. (Now if they only could have merchant subs I'd really like it.) Great research Bonden. I enjoy reading your posts. Fair sailing and a great day from Capt. Ed and Petty Officer Wade.
    1 point
  7. For those like me who better understand physics with concrete examples, here is a nice video
    1 point
  8. I would love to have it in game. Since it is a mathematical thing, it shouldn't be difficult to code.
    1 point
  9. Hmm...i might go with the french actually always liked their design. Ill have to re-do the MAA guns but i still want them to be Hextuples lol 😆 Think they are my number 1 nation in both wurld of danks and warshipfus. Plus the republique looks so much nice than the kreml anyways. She would probs make a lot of peeps cry if she ever got shoved into the above game 😄
    1 point
  10. Nice! She looks like the french République, but more powerful 😀
    1 point
  11. If you read patchnot , dev say clearly they won't anymore have the rageboarding with pushing a ship front of the wind. Rage board is fun killing actually. Should be used after you make some dmg in the ship and not like a GOD MOD like lot of player us it for a long time. You want board a ship, aim the mast , destroy the ship ,ect ect , like in reality a ship never get instant board in a fight , you need to take advantage in fight first
    1 point
  12. Yesterday I made screenshot of this flash fire that was caused by a single lucky shot. Altrough it is impressive explosion I think it doesn't make much sense. Zähringen blew up just after New Mexico's first salvo. Only one shot out of this salvo hit. As you can see in this picture the damage this shot caused is clearly visible on the prow of Zähringen just under turret A. And this shot that hit prow managed to blow up Turrets B and C (in the middle and on the stern).
    1 point
  13. Interesting review of the new game
    1 point
  14. Even more impressive, the new Uboat simulator, which is very immersive ! Amazing graphics and nice gameplay ! Its core idea is rather close to SL: a kind of RPG simulating the life aboard a Uboat and its management (including food, etc.). I like the possibility to get an 'open' view of the ship, that would be a nice idea for SL. Other well thought features: the dynamic tactical map (with a possibility to see the ships from above), the interactions with the crew, the different views, the user interface and instruments, … Good source for inspiration in my opinion. It is still in early phase of d
    1 point
  15. If I understood correctly, the first ships will be privateers. So we will have cutters, schooners, brigs and privateers (corvettes), and even frigates?
    1 point
  16. Will there be different damage other than by a battle? bad use of masts breakage due to bad weather accidental collision masts falling (shift of wind) poor maintenance or aging of the rigging seaman's accident rotten hull Will the fog be implemented?
    1 point
  17. ... and it would be great to have a very detailed damage model, where every line and spar is simulated and their fixpoints like the fiferails. Disabling a certain sail (because the spar or some important line has parted) would imbalance the sails until corrected by the captain (setting addotional sails or striking some)or repaired by he crew. This would especially be a nice feature when playing as a smuggler and trying to run from a revenue cutter. It would give a sternchase as described in the books.
    1 point
  18. Imo it would also be nice If players could clear for action without opening the ports and running out the guns. This would make sense e.g. if players had the possibility to pretend beeing friendly or unprepared, when in fact they were not.
    1 point
  19. 1. 6. Firing Firing was the result of ‘decisional chain’ from the captain to his gun captains and a small delay could occur between the order to fire and the moment the gun was shot. The choice of ammunition of the (first) broadside(s) was decided by the captain when the ship was cleared for action. During action, most often it was decided by the lieutenant responsible for the gun section or, if absent, by the gun captain himself. The sequence was this: The captain would give the order to be silent and, when he judges it the right moment, to open fire on the
    1 point
  20. 1. 5. 'Beat to quarters !’ The next order issued by the captain when the distance to the enemy closed was the order to “beat to quarters”, mustering all hands at their battle stations. All men knew their stations and rushed up for it while Marine drummer(s) were repeatedly tapping out the tune ‘Heart of Oak’. The boatswain’s mates were shrilling their pipe and yelled the order “All hands to quarters ! Rouse out !”. Most men were sent on fighting stations (guns, tops, musketry,…), while only a few would remain in charge of sailing. Sails were often reduced to topsails (‘battl
    1 point
  21. 1. 4. Clearing the ship for action The first order given by the captain before any possibility of a battle was to ‘clear for action’. It involved all hands and every man knew what to do, when and where. Clearing for action was completed, by a well trained crew, in 15 minutes almost in silence (M. Adkin, p 239). Preparing a ship to battle implied a sequence of actions which were automatically carried out by the officers and the crew. This whole sequence described here under is of course difficult or even impossible to simulate/represent in detail in SL. It is neither necessary
    1 point
  22. 1. 3. Communication between ships (signalling and other means of communication) Communication between ships of the age of sail was unbelievably difficult with regard to current technologies. Without going into detail, the main means to communicate were: Signalling by hoisting flags in various locations on the ship rigging; this was difficult to read in dead calm or when the ships were on the same line as the wind direction; the Popham system (numbers or phrases referenced by flags corresponding to a digit code) was introduced in 1799 and improved after
    1 point
  23. 1. 2. Contact with enemy, identification of strange ships as friend or foe and assessment of the level of threat Identifying strange ships as friend, neutral or foes was one of the main challenges for a captain, especially when his ship had been for long at sea without news from ashore on the development of war (this could have importance in prize courts). When an enemy ship was identified, the captain had also to assess, with the help or not of his first lieutenant/watch officer, the level of threat in order to decide to attack or flee. Identification as friend or foe
    1 point
  24. 1. 1. Intelligence Intelligence was, historically, a sine qua non condition for success (see for instance the difficulty for Nelson to find the French fleet during the Nile campaign in 1798). Thus, collecting intelligence on the enemy position and intentions was of critical importance. The whole success of a mission could be dependant on aleatory sources of information and… luck of course, unlike today. Captains received intelligence reports from different sources (see infra, Communication). But there were also means for the captain to actively collect himself intelligen
    1 point
  25. 3. Midshipmen (mess in the midshipmens’ berth (cockpit); had to stand watches) a. Not in action - Learning navigation, mathematics and astronomy from a schoolmaster or equivalent (or even from the captain), seamanship (including to furl, to reef, to bend and unbend sails) and gunnery (often with the help of experienced seamen); learning from the captain useful skills like French language, drawing (to sketch profiles of coastal landmarks for instance) or even dance) - Performing a myriad of tasks (assigned and monitored by the lieutenants) : o
    1 point
  26. b. Lieutenants (messed in the wardroom/gunroom; had to stand watch) i. Not in action (tasks set by the first lieutenant) - Keeping the watch, meaning that they were in command of the ship if the captain was not on deck, and thus had total control and responsibility for everything that occurred during their watch; the captain would have determined the circumstances in which he was to be called (depending on the confidence he had in his lieutenant’s ability) - During their watch: o s
    1 point
  27. 2. Commissioned officers (commission from the Admiralty, on advice from the captain; mess in the wardroom/gunroom[1]) a. First Lieutenant (on rated ships) (messed in the wardroom/gunroom; had not to stand watch) i. Not in action - Second-in-command, taking over if the captain was incapacitated or died - Responsibility for the smooth day-to-day running of the ship; perceived as the ‘Prime Minister’ (‘captain proxy’) of the ship by the crew; did most of the work; it was said tha
    1 point
  28. 1. Captain (commander or post-captain) a. Main captain’s responsibilities, decisions and activities when the ship was not in action - Ultimate and powerful authority on everybody and everything aboard: the captain was commanding but also judging the violations of the rules; only death penalty could not be ordered without convening a court martial; captains, however, expressed their authority in very different ways, some ruling with the lash, other through courage and personal example (G Fremont-Barnes, p. 36) - Main duty: to implement Admiralty’s o
    1 point
  29. Hi everybody, Sea Legends : captain’s and officers’ main duties, decisions and functions at sea Here are some historical indications on the practical organization of a Royal Navy sixth- to fourth-rate ship and on the main decisions a captain and his officers and midshipmen had to take at sea, whether in action or not. Some would apply to privateers, other for sure not. In smugglers, I guess (but I haven’t made any research), merchant navy rules applied, which were more flexible, less strictly enforced (no Articles of war applied!) and involved less crew. I will try to make some resea
    1 point
  30. Hi everybody, First steps as a captain If SL gives us the opportunity to sail a ship from the captain’s point of view, it would be nice to begin our career at its very first stage: - I don’t exactly know how a smuggler’s career began, but probably in a obscure tavern on a remote shore in Cornwalls, trying to conclude a secret agreement with a unscrupulous trader and some accomplices on shore... - In a privateer, it began when you find a ship owner and when you get your letter of marque from the competent authority (see the posts on privateer’s career). - As a Navy l
    1 point
  31. Thank youMacjimm for your encouragement ! I am certainly not capable of developing a game, and what the developers in NA have done so far is remarkable. NA is a beautiful game, by far the best on the age of sail (what a nice surprise when I found the first informations on this game a few years ago), but it's not exactly a simulation (I am a bit lost in the complexity of the game (clans, port battles, perks, craft, etc.) and its jargon for gamers, as I am not a gamer myself…) but an open-wolrd game, in which you have to invest hours and hours to get to a certain level (I am still strugglin
    1 point
  32. Bonden, I gave up hoping Game Labs would add my suggestions to their game. I try to find some way to use what they have created in a manner that matches the type of gameplay I enjoy. NA is a good game, and Sea Legends will be good also. I wish you were developing a game. It would be astounding. I think I get more enjoyment from your posts than I will from Sea Legends. Please keep adding ideas. It's nice to dream about the type of game you describe.
    1 point
  33. Hello Here are links to the very nice blog "The Dear Surprise" (sort of web-companion to the PO'B novels) and an article on the life aboard a privateer in 1800, giving excerpts of the log book of the privateer Charles Mary Wenworth, 16-gun ship based out of Halifax, Nova Scotia. Very interesting, even if log books are always very synthetic on the actions carried out. https://thedearsurprise.com/life-aboard-a-letter-of-marque/ This blog (known by Admin I guess) is a good introduction to the life aboard a man-of-war in the age of sail (https://thedearsurprise.com/tag/getting-star
    1 point
  34. @admin Can you please empty the proposals from time to time, mayby move proposals older then 45 days to some kind of archive? It is getting quite confusing with so many post.
    1 point
  35. This meme explains why ^^(credits to Prometeo)^^ didnt i say something with "self inflicted damage" and "blaming russia for it" xd
    1 point
  36. Ports have to be supplied to keep the port bonus. For every lvl of the port bonus 500 units of one food (bananas, beans, garlic, tomatoes, etc) has to be supplied weekly. So max. 2000 units for a port with lvl 4 bonus. If only supplied with 3 goods, the port bonus is reduced to 3 for one week. Same with trade goods, but they shall increase the selling prices (5%) for each 500 units supplied a week ( max. 20%). This allows a kind of economic warfare and gives the traders a meaning. Those, who live somehow in the shadows today, will become much more important.
    1 point
  37. 1 point
  38. with the wind shadow, and determined defender i feel boarding player have been cut off their pleasure , and i would like to propose something that might set the problem a little . actually to board you have to be close, be prepared , your ship must be under 3,5knot and the ennemy ship must be under 3,5knot. it used to be possible to force someone into boarding by going under wind and push them frontwind , now that it is not possible anymore i would suggest that being able to grab somemone while you're a close enough and relative speed is under 3,5 knots , meaning if you are stuck to
    0 points
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