Jump to content
Game-Labs Forum

Yankee jack

Ensign
  • Posts

    106
  • Joined

  • Last visited

Posts posted by Yankee jack

  1. 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!

    • Like 1
  2. Ship characteristics descriptions

     

    Wood types

    Fir - faster ship, weaker hull

    Live oak - stronger frame (+ planking), +1 class of armor quality, less speed

    Oak - stronger frame (+ planking) - no speed effect

    (need feedback on more timber types if they are needed in the timber qualities topic http://forum.game-labs.net/index.php?/topic/4636-timber-types-used-in-ship-construction-request/)

     

    Characteristics

    Stiffness - heel; from less reduction to more reduction      

    Speed - speed; from low to high

    Crew space - crew size; from lower to higher

    Planking - structure leaking; from more to less

    Build strength - planking amount; from less to more

    Rigging quality - sails up and down speed/ yard turning speed; from less to more

    Explorer - open world speed; standard OW speed buff

     

    If you think more inherent characteristics please propose in this to

     

     

    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?  

    • Like 1
  3. 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.

  4. 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!!

  5. Surely this will be part of the log book, when it comes. As the name says, the log book was to record the speed readings taken with the chip log/ ship log. Since they where taken at regular intervals the distance made good through water could easily be calculated. This actually was/ is one of the most important tools of naviagtion.

     

    To calculate ETA however we would need to know the level of time compression and by how much the game world is smaller compared to the actual world.

     

    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.

  6. 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".

  7. Well, it says that you need to play on yacht & make 10k of damage on it to play Santi.

     

    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

  8. 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

  9. 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.

  10.  

     

    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..........)

     

    • Like 1
×
×
  • Create New...