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Bonden last won the day on September 6

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  1. You will find a detailed presentation and beginner tutorial of the UBOAT game here. It is very interesting to understand the gameplay, the way the captain interacts with his crew, the different controls and management features, the possibility to choose realism options, the possibility to customize the ship and its crew, the tactical map, etc. I am not a fan of the Uboat per se, but the different features of the game look very intuitive and immersive. (Here is the link for Part 1)
  2. For those like me who better understand physics with concrete examples, here is a nice video
  3. Interesting review of the new game
  4. 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
  5. 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)
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. Don't forget to patent the Clerk 😎
  14. Hello Admin, Has 'the Clerk' (your generator of texts on the Age of sail) something in common with the new GPT-3 of Open AI (https://en.wikipedia.org/wiki/GPT-3) ? Looks powerful ! Best regards
  15. I think that it is not different from measuring latitude with the sun (you also need a sextant and focus on the Pole Star). https://study.com/academy/lesson/using-the-sun-stars-to-determine-latitude-longitude.html
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