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Everything posted by Hethwill, the Red Duke
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Nope, that's not what I said. I said review the actuating forces on the sail plans. Stay sails and jibs are pushing massive hulls up wind and by rule, this is not a invention, there's a point where square sails and even fore and aft ships cannot go beyond, thus having to either fall back to the wind or initiate a change of tack through the wind.Second, turn capability of a ship is dynamic and linked mainly, but not exclusively, to straight vector speed. So the more speed the longer the turn, the longer the hull the longer the turn, the heavier the ship the longer the displacement of its tonnage, etc. Same as cannon shot mass being propelled by a certain amount of gunpowder charge at range. Both things are well documented but for some mmo arcadish pleasure we have all kinds of rigs going as close to the eye of the wind as it is impossible. So, real gunnery real ship handling What you call nerf I call correcting.
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Wind + canvas make ships move at speed. Hence ships speeds. Maybe all big boys move too fast. Simple equation.
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@OjK was1 hour between Collingwood column hitting the allied line, and she became circled by four allied ships, and Victory column finally hitting the line. To note that the downwind vanguard couldn't possibly change tack and return to the brawl before the action was decidedly over. but on to the combat: - Thickness must remain throughout the engagements. Losing HP shoud not drop thickness. - review thickness values to represent accurately the ships. A 74 and even a 68 was expected to stand in the line and having to contend with a 1st rate was an acceptable risk. I would think the main difference would be the number of guns and height with many thickness of the hull being fairly similar. - SOLs were, as rule, built of the sturdiest woods, with teak being used on some occasion for the deck floors as teak provides good grip, during rain for example. Worth a limitation on woods availability to craft ships of 64 guns and upwards. - review as soon as possible ALL modules and books that affect gunnery, both aiming and penetration and reload. I'm liking the changes and would like everything improved, from the accuracy of gunnery at distance, to the fantastic modules, to the real walls of oak ( not fir! ) blazing at each other.
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We all testing equal ships and +2/-2 rate difference And no, players in the OW don't have shiney blings above their heads saying how skilled they are or what books and modules they carry. You simply know what model they are and ho wmany guns they carry and what is the possible broadside weight. Pretty much how they knew back then.
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Think the entire trick is - horizontal aiming slower, vertical as well. Aim Area ( gun ready lighter shade ) much wider, like twice. This means that at musket range your broadside will generically hit the target area and can still try to aim at some specific target points but beyond 400m it becomes more scattered. Means also that a raking pass must be done close and not at 500m with extreme dead good accuracy ---- Other that the gunner things I want sailing to go realistic as possible. I cannot believe staysails and jibs to be so strong as to hold a 74 gun ship ( even a 26 gun frigate ) in a "wind anchor" position close haul. Sorry, it doesn't happen. Ship would fall off to down from beam and no matter the yard reversal you wouldn't S move around your stern. Hence why tack was a dreaded choice during battle. You either did it or you would fail and ship would fall back down wind. Also square riggers dead close haul and making way ? Even the real Lynx can't go so much close haul and eventually has to make the decision to tack or else fall back with the wind. Let alone a two decker And in this situation the new gunnery would mean a lot. To know when to make the combat with wear instead of risking a tack. And you can look at many famous battles in history for this. From duels between frigates to line battles between sols. When ships decided to go close haul it was to tack, not to simply anchor there. --- Looking forward to a more authentic age of sail combat experience. Gunnery seems to be there.
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It is noted by artillery naval personel from that time that any kind of focus fire at 800 yards was impossible due to the ships rocking, rolling, moving etcetera. And this from a Royal Navy artillery man, not some backwater gunner. 800 yards is 731 meters. I think you have it about right, 400m for a shot dispersal equal to same ship length in "unlocked point" firing mode.
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Was a hair raising battle. British captains were exceptionally brave and did fight to the bitter end despite both sides having chances to disengage whenever. I am pleased i didn't lost battle and that's why I am posting this. Sometimes even a blind monkey finds a banana.
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Requesting recommendations for headphones for Naval action
Hethwill, the Red Duke replied to Ortac's topic in Tavern
Grado Labs SR 60 is stunning audio quality ( really! ). Would say a clip microphone will complete the set. For most games I use the Kraken 7.1 USB though. -
What clans in each nation are more oriented for "trafalgar" type of Naval Action where the line of battle in Conquest is their main objective ? - and that also dedicate a lot of energy and time to newcomers ? - without insisting/pushing them up with incessant grind ? - delivering good company for every day NA 2 hour sessions ? - for a player that looks only to sail ships of the line ? Thanks in advance.
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Remove trade goods entirely
Hethwill, the Red Duke replied to Raekur's topic in Current Feature Improvement Suggestions
Doing NA activities together, even if it is simple escort of a friend in his indiaman, cements a group. Do not let your trader/crafter friend sail alone. Always escort him and have a good time. You have no idea if a raider is beyond the horizon. And if there's one, then there will be battle ! And both you and your buddy will have a good time ( or not ). -
Curious: Did it affect Testbed server aswell ? Did Name Change also get affected or only Change Nation ? Thanks.