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Yankee jack

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Everything posted by Yankee jack

  1. Live at 10:30 EST! https://www.facebook.com/pg/USSConstitutionMuseum/videos/?ref=page_internal
  2. My ship is gone! How about a loaner...........
  3. In battle no less.........
  4. The Devs have already indicated that (for game purposes), dismasting is not going to be historical (easy). Unless they change their mind, I think we have about as much as we will get.
  5. Jeez..........? Another hint. Start hoarding stone? Yikes. Have to use cannon balls for ballast.......
  6. Don't know if this is the right place but. Here's an interesting tidbit: From: "The Royal Navy: A History from The Earliest Times to 1900" By William Clowes, Vol. three, pg 337. (In 1764 the Admiralty experimented with better pimps) "It was found that whearas the old pump required seven men to pump out a ton of water in 76 seconds, the new pump, with but four men, would pump out a ton of water in 431/2 seconds; and that whearas two men could not move the old pump at all, two men could with the new pump pump out a ton of water in 55 seconds." Seems to me that that's a lot of water!! I guess the sound of pumps cranking in the game is just about right!
  7. Great advice Capt. Olav, I used to Chain first. Your idea works better.......... I just capd a cerb in my yacht! thx
  8. Stiffness: I always understood this to be a ballast and weight placement issue? (Not so much what type of wood is used?) More weight low down makes a "stiff" ship. Higher makes a "tender" ship. Also, "gamewise", a stiff ship is nice, in reality a ship could be "too" stiff. (Violent, quick rolls. Danger/damage to masts and rigging.) Crew space: Hmmm? These ships were built for one thing........ Crew, "Creature comforts" were historically unimportant and minimal. If you are going on a "boarding mission" build more crew space? Planking and Build Strength: These kinda go together. They could all be made watertight. "Double planking" would make them much stronger and more watertight at the expense of speed and much higher weight. Fir rotted quick. Live oak didn't. Maintenance issue. Rigging quality: "Sails up and down, etc" - Don't know much about this? isn't this more a crew quality/training issue?
  9. I would also like to join you. Good idea I did a post on this in "Trading economy and feedback" today. I made a spreadsheet too if your interested we can combine them? Looking at your original post, ha, ha, prices have sure evened out!! Even so I expect there will be good opportunities OW, especially at the "ends of the earth" trading wise? It will be fun to watch this develop.
  10. "Finestkind" ready for the fireworks. HAPPY 4th OF JULY!
  11. From a lowly 1 1/2 striper: Are there "sailing skill" modules to buy in OW? Historically, there were some "crack" ships that could "tack thru an anchorage". Maybe improved, tacking, raising and lowering sail, faster bracing of yards, etc? It would be realistic and help maneuvering against the "motor driven" bots......... Great game anyway guys!!
  12. Amp, "The chart plot distance (or location) is already calculated by the game." Where is this? I guess I missed it? I was thinking more of a distance from A to B. If you deviate along the way, it's up to the skipper to keep track of when you wandered off and back on.
  13. A mileage counter is just that, a miles traveled counter. Time compression is not completely relevant in this instance. If you plan your route, you will know how many miles the trip is before you start. When you are close to that many miles, time compression or not, if no land is sighted it's time to re-evaluate your navigation.
  14. Great game guys!! Don't know if this has been discussed already but, I would like to see a nautical mile counter/trip counter next to the "time at sea" counter? Navigation would be improved at sea and, if planning a route, we would know when we are getting near to our destination. It could be reset each time you entered port. thx
  15. Further to Capt. Darby's comment, Chain does not take down masts but, historically many ships were dismasted during a fight because the rigging was so shot up it could not support the masts anymore. Or, sometimes one or both sides had to withdraw to repair rigging before re-engaging. It was not uncommon for ships to become "unmanageable".
  16. I believe the Devs got a bit on their minds of late........... This stuff may come? But all in good time. Let's get OW implemented first.
  17. Interesting. So, a Santi is now a Victory plus 180K plus 10K in a yacht? Is that to "humble" us back to our roots....... Ha! OK, I'll give it a try. thx
  18. The game (any game) is filled with "unrealistic" stuff. Most of us could name a dozen easy. But, fun to play is the key for mass games. (Profit helps too. Duh!) Us diehards would love more realism but it would probably come at a high price. I think they are doing just fine.
  19. A funky bug? I have finally made enough points to get the Santi, but when I click on it it says "Yacht: damage 288/10000". it has done this for the last 3 tries even after I get more points? Is there a fix? Are Santis locked out? thx
  20. Das Boot. And, as BusterGut said, "The Cruel Sea". The Cruel Sea really gets to the heart of sea duty for 99% of ships in war. Months and months on convoy duty, and years of hardship and boredom without seeing an enemy ship. great movie.
  21. Chromey, I now have "terminal" sphincter clench. Thanks a bunch!
  22. Captain's Exam Gibraltar Station, July 1797 It is hot. In full dress uniform, you are seated on a stiff wooden chair in the Admiral’s Great cabin. Sweat beads on your forehead. Your woolen uniform is stuck to the chair already and the exam has not even started! Nervous, you fidget to get more comfortable. Directly in front of you, at a linen covered table sit three, senior and very respected Captains, their backs to the stern windows of the flagship. The captains confer in low voices. Then, like the boom of a cannon shot the first one speaks: “Lieutenant! An enemy frigate of equal size is approaching you head on. You are head to head on a beam reach. He is carrying all plain sail, his ports are open and the guns are run out. Already, his chasers are feeling the range. It is obvious he intends to pass close aboard. What is your plan?” Do you pass to windward of him? Or to leeward? Why? What are your orders to the gunners? Ball, double or grape? What will you do after he passes? Turn to windward, leeward or straight ahead? Why? “Well, lieutenant?” (Anyone wish to opine..........)
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