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Posted

Hi gents, first post, thanks for your hospitality.  I am a very experienced simulation gamer, so intrigued by this title -- and the videos on YouTube -- that I had to buy into the Alpha right away.  I got my code yesterday.  I have no experience with historical sea combat but, as I say, I am used to digging very deeply into simulations that I think are worth the effort, as it appears this one is.  I would be very grateful if someone could respond to the following list of novice questions:

 

- There is nothing to be done with the access code until the game shows up on Steam in the new year, right?

 

- I've heard people refer to having played the Beta, yet I'm about to be playing the Alpha; how can that be?

 

- I know there is no manual yet.  What is the best reference guide for total beginners?

 

- Is there way to practice against AI?  Any tutorials?

 

Thanks!

Posted

You can start playing today now that you have a key, see this topic here: http://forum.game-labs.net/index.php?/topic/2036-how-to-activate-download-the-game-on-steam/

 

There is no Beta, only Zuul Alpha.  On Steam, it may say "Beta", but this is definitely an Alpha test.

 

Look at the Guides section of the forums here. Admin has recently posted a thread with a number of good videos for you to watch.

 

No real way to "practice", just get out there and blast something.

  • Like 1
Posted

Thank you!  I am embarrassed to admit that I had no idea I could access the game now, and got it into my head that I wouldn't be able to do so until January, so this is an unexpected early Christmas present to myself.  Thanks!

Posted

Well, this morning I was reeling a little.  I printed out and read Mr. Doran's superb treatise but, despite having a theoretical understanding of energy management from many years of r/l and simulator flying in fast jets, much of it went over my head.  I don't feel it's appropriate for the beginner.  I had the same experience with a really promising, very high-fidelity orbital simulator; the initial emphasis on highly technical -- in this case pretty densely mathematical -- mastery was such that I slunk away, discouraged.

 

I am not going to do that here and wish to repeat that I found the treatise to be quite superb, just above my pay-grade.  I am going to try and do the following things to acquaint myself with Naval Action, in the hope that I can get up to speed fairly soon.  If any of you would care to comment or suggest further courses of action, I'd be grateful:

 

- I am going to sign up for for the Royal Navy, because I am a British expat living in Los Angeles.  However, would it make more sense to join a navy that might operate in my US time zone (PST) i.e. the US Navy out of Charleston?

 

- I am going to equip my yacht and, before shooting at anything, I want to learn the basics of wind and maneuver without auto-captain (or whatever it's called).  In particular, I want to understand how to harmonise rudder and front yardarm deployment in order to turn the ship manually.  The yacht has no rear that can be used for this purpose, right?  What does it mean when people refer in videos to "neutralising" these sails?

 

- Finally -- and this is a tough one to admit to all you old sea-dogs -- I have no more than the most theoretical understanding of tacking.  Again, being a pilot gives me some understanding of the physics (you crab, or tack, an aircraft into the wind to maintain a desired course on final approach) but I do not understand its primary purpose here.  Is it to maintain speed when sailing in a crosswind?  Is it to maintain a course?  How often must it be repeated?  By what can I gauge that I have done it "properly"?

 

Steep learning curve here but far from insurmountable and no math, at appears, so if one of you gents could help me with the basics I would really appreciate it.

Posted

1) Sailing with people in your time zone would definitely help.

2) I would not worry too much about manual sails in the yacht. Concentrate on gunnery first

3) Sail boats cannot sail directly into the wind. They go dead in the water -- get stuck in irons to use the nautical term -- when they point there bow into the wind. Thus, to sail into the wind you have to zig-zag. Tacking is the method to swing your bow through the wind to move from the zig to the zag and back again. In a fight you sometimes tack to maintain or gain tactical advantage. Fortunately for new players, tacking is relatively simple in the beginning boats.

Posted

- I am going to sign up for for the Royal Navy, because I am a British expat living in Los Angeles.  However, would it make more sense to join a navy that might operate in my US time zone (PST) i.e. the US Navy out of Charleston?

 

SLRN does have a Blue Squadron composed of Captains playing in US and Oceania time zones... The other questions and many others might and will be answered on our TS. This game does have a large learning curve, but with help of more experienced players that are willing to help, it isn't long till you'll be teaching others.

Posted

Well, this morning I was reeling a little.  I printed out and read Mr. Doran's superb treatise but, despite having a theoretical understanding of energy management from many years of r/l and simulator flying in fast jets, much of it went over my head.  I don't feel it's appropriate for the beginner.  I had the same experience with a really promising, very high-fidelity orbital simulator; the initial emphasis on highly technical -- in this case pretty densely mathematical -- mastery was such that I slunk away, discouraged.

 

I am not going to do that here and wish to repeat that I found the treatise to be quite superb, just above my pay-grade.  I am going to try and do the following things to acquaint myself with Naval Action, in the hope that I can get up to speed fairly soon.  If any of you would care to comment or suggest further courses of action, I'd be grateful:

 

- I am going to sign up for for the Royal Navy, because I am a British expat living in Los Angeles.  However, would it make more sense to join a navy that might operate in my US time zone (PST) i.e. the US Navy out of Charleston?

 

- I am going to equip my yacht and, before shooting at anything, I want to learn the basics of wind and maneuver without auto-captain (or whatever it's called).  In particular, I want to understand how to harmonise rudder and front yardarm deployment in order to turn the ship manually.  The yacht has no rear that can be used for this purpose, right?  What does it mean when people refer in videos to "neutralising" these sails?

 

- Finally -- and this is a tough one to admit to all you old sea-dogs -- I have no more than the most theoretical understanding of tacking.  Again, being a pilot gives me some understanding of the physics (you crab, or tack, an aircraft into the wind to maintain a desired course on final approach) but I do not understand its primary purpose here.  Is it to maintain speed when sailing in a crosswind?  Is it to maintain a course?  How often must it be repeated?  By what can I gauge that I have done it "properly"?

 

Steep learning curve here but far from insurmountable and no math, at appears, so if one of you gents could help me with the basics I would really appreciate it.

 

Barry, if you'd actually like to fly the Stars and Stripes, take a look at Tattered Flags or the Decatur Armada.  All three groups (SLRN, TF, and TDA) are very active groups, but you might find a higher level of activity in your time zone with a US Group.  The choice, of course, is entirely up to you - as an Ex-Pat I would never, of course, advise you to betray King and Country.   :)

Posted

This is such useful advice, gentlemen, many thanks.  I am going to look for way to contact SLRN, TF, or TDA, over TS or otherwise, in the hope that I can talk to a member or two who might help me get up to speed.

Posted

Well, this morning I was reeling a little.  I printed out and read Mr. Doran's superb treatise but, despite having a theoretical understanding of energy management from many years of r/l and simulator flying in fast jets, much of it went over my head.  I don't feel it's appropriate for the beginner.  I had the same experience with a really promising, very high-fidelity orbital simulator; the initial emphasis on highly technical -- in this case pretty densely mathematical -- mastery was such that I slunk away, discouraged.

 

Yikes.  That is a problem.  The Treatise is not beginner material but rather advanced and rather hard to understand.  I recommend getting a basic understanding of the battle mechanics first.

 

 

- I am going to sign up for for the Royal Navy, because I am a British expat living in Los Angeles.  However, would it make more sense to join a navy that might operate in my US time zone (PST) i.e. the US Navy out of Charleston?

 

SLRN has a US timezone fleet.  I only mention this because we need more opposition in our time zone.  In the past the majority in the US timezone play the US Navy and we need enemies :D.

 

- I am going to equip my yacht and, before shooting at anything, I want to learn the basics of wind and maneuver without auto-captain (or whatever it's called).  In particular, I want to understand how to harmonise rudder and front yardarm deployment in order to turn the ship manually.  The yacht has no rear that can be used for this purpose, right?  What does it mean when people refer in videos to "neutralising" these sails?

 

When people speak about manual sailing, they are referring to Square rigged ships of Brig to Frigate to Ship of the Line.  Don't worry about manual sailing in the yacht, Lynx, privateer, cutter, or Pickle.  Once you get to a Brig or higher, then you definitely need to learn Manual Sailing (and it is quite easy once you get the hang of it).  Trying to manual sail in a fore-and-aft vessel is more for those who want to become an expert at small vessel fighting.  Small vessel manual sailing isn't as clear cut as Square Rig Manual sailing and is far less forgiving if you make mistakes and it is easier to learn once you master manual sailing in the brigs and higher.  It is only really any use if you plan to primarily sail fore-and-aft vessels even when you have the option to sail square riggers.  If you plan to get to square riggers and never come back to small ships, it is a waste of time.

 

My recommendation is to take your yacht out and fight ships.  Don't care about damage.  Learn gunnery and accuracy.  Your yacht repairs for free.  Buy 6lb longs or 12lb carronades as soon as possible.

Posted

This is really helpful, Prater and much appreciated.  I shall now dive back into the game with renewed vigour thanks to you and the others who have been kind enough to respond.  I particularly value your advice, which echoes others', about learning the combat mechanics before becoming expert in seamanship.  Eventually I would like to learn manual command, simply because it seems to me that if this impressive game does one thing really, really well it's simulating the effect of wind on sail.  It's like in a racing sim; if I'm driving an older car, I will not use sequential gears, even if the sim makes them available.  I would like to work my way up to the Square Rig ships so that I can experience the full scope of the simulationr, yet it is very useful to know that such mastery is not required on the way to that point.

Posted

Ok, I am back in the "saddle".  Could anyone please comment on the following novice questions:

 

- Once I sail out into the open world, how can I identify an AI trader to shoot at?  I do not want to attack other people.  My current flag is GB.

 

- Is the player's ship visible in the map?

 

- Do people speed up pre-battle sailing using a game setting?

 

- In my yacht, should I be trying to approach an AI trader from upwind or downwind?  Upwind, I presume because it will run?

 

Once again, thanks!

Posted

Well, you won't have much of a choice in combat if that other player sees you first, but for now, if there isn't a name and a rank, it's AI (e.g. you'll click and enemy and it says "United States - Lynx", that's AI.  If it says "United States Midshipman Bob sailing Lynx" - I think it says Sailing, but look for the rank and name), it's a player.  Meanwhile, you can attack anything you see that is not British, or Neutral.  If it is British and has red text saying "Carrying Contraband", you're also ok to attack it.

 

No, the map is static, just like it was in old times.  You need to use dead reckoning and your skills to navigate.

 

No speed ups for Pre-Battle, it is what it is.

 

In your Yacht, approach a trader cutter so that you're upwind of him - cutters run upwind.  Trader Brigs you'd approach from downwind - brigs run downwind.  Load chain shot before the battle starts - check the guide in the Guides forum on attacking traders - they're a little difficult.

  • 2 weeks later...
Posted

Like Barry, I am confounded by being a newcomer to this sim and what appears to be a steep learning curve.

That doesn't bother me.

However, is there a Tutorial anywhere that could be classed as "essential reading for the new sailor"?

Posted

Welcome, Bligh!
 
For a very beginner, this guide might be quite helpful to get started, it is not 100% up to date tho  but still helpful

 

Also, there is the more recent video guide under the spoiler:

Posted (edited)

Welcome, Bligh!

 

For a very beginner, this guide might be quite helpful to get started, it is not 100% up to date tho  but still helpful

 

Also, there is the more recent video guide under the spoiler:

 

Many thanks for the link and the video.

This information is exactly what I need! :)

Edited by Bligh

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