Balck Posted December 13, 2014 Posted December 13, 2014 Wouldn't that be only a problem with respected to Lynx, Yacht and Cutter, where their best point to the wind is beam rather than broad reach? Suppose it could use some tuning up or make it dependent on the ship-type.
Johny Reb Posted December 14, 2014 Author Posted December 14, 2014 Wouldn't that be only a problem with respected to Lynx, Yacht and Cutter, where their best point to the wind is beam rather than broad reach? Suppose it could use some tuning up or make it dependent on the ship-type. We arn't connecting on some level I don't think. I'm concerned about the depiction of the wind arc on the compass rows. I believe the current position of the shaded arc is an indication of wind and not an indication of best point of sail as it is neither abeam or broad reach but straight down wind and it fades off the closer you get to a broad reach. If it is to mean "best point of sail" than is should be a narrow shaded area on the heading that best represents each individual ships best point. If it is to indicate wind then it needs to be on the upwind side of the arrow line because it is a meaningless depiction as is and is confusing.
maturin Posted December 14, 2014 Posted December 14, 2014 The shaded area should mark the point at which a square sail comes aback. 1
Balck Posted December 14, 2014 Posted December 14, 2014 You mean, you want the shaded area at the no go zone instead, like this? Don't see a problem with that. Maybe it should be shaded pink/red with the best point/running in green/blue? Or something acceptable for the color blind. 2
akd Posted December 14, 2014 Posted December 14, 2014 Why does best point need to be shown? Just let people discover on their own. Plus, they might incorporate minor variations even within a class, which would be something else to discover via gameplay. Agree entirely that the arc should show the "dead zone" rather than an arbitrary "downwind zone." But again, I think this should be very fuzzy and allow players to learn on their own just how far upwind their ship can point. Maybe one arc for square-rigs and another for fore-and-aft rigs?
maturin Posted December 14, 2014 Posted December 14, 2014 That is exactly why I suggested that the shaded area show the point at which square sails comes aback or start to luff. Currently all vessels can point higher than that (I will hold my tongue on this point) using their fore-and-aft sails. And yet most fore-and-aft rigged vessels will have a square topsail or two. So the compass will remain common, yet useful to all vessels. It will have a reference for where upwind performance starts getting bad. The no-go zone can left unshown. 1
Megiddo Posted January 11, 2015 Posted January 11, 2015 I agree with the idea about shading and not that we don't know it. It's just in a battle a quick glace is all we have time for. Sometimes I get the wind direction all wrong... even backwards. I'm in irons, doh!
mouse of war Posted January 12, 2015 Posted January 12, 2015 I find that it boils down to 1. Getting up as much speed as possible in auto (sometimes in some ships this will turn through the wind) 2. If the speed drops below about 5 knots then back the foresail 3. When the center line of the ship crosses the wind - back the rears and position the fore sale to catch the wind again If at any time the ship starts going backwards, reverse the rudder until her head comes round
BungeeLemming Posted January 12, 2015 Posted January 12, 2015 You cannot tack by looking at you speeds. You must check the relative direction your ship is heading towards the wind. But there are so many videos.. no real need to try and explain this technic in words. Watch RAMJB, INK, or gamelabs videos about tacking sqareriggers.
Grim DeGrim Posted January 20, 2015 Posted January 20, 2015 I've watched Ram's vid a couple of times. Part of the learning process for me was mapping it out. This is by no means "good", but if someone else can benefit, so be it Sometimes you just need a little reminder sitting beside you until it is natural. (Don't look down on us newbs, lol). This assumes you have a QWERTY keyboard, and that you don't make sternway (go in reverse) during the turn. Go back to Ram's video for instructions on that! Note for new folks learning...I started these turns without full rudder. In actuality, you will have it on. The learning though is that you can turn your ship without the rudder (in the event your rudder is red, you are not entirely Dead in the Water). 2
Henry d'Esterre Darby Posted January 20, 2015 Posted January 20, 2015 Grim, I'm not sure the little pictures are in order. If they are, I have no idea what you're trying to illustrate. Edit - You're showing a how to wear ship, not a tack.
Grim DeGrim Posted January 20, 2015 Posted January 20, 2015 Maybe not as clear as it could be. Essentially took ram's video & text explanation, and took a few screen shots as I executed it. Once to the left, once to the right. I'm not up to speed with terminology, but it should be tacking. Of course, if it is wrong... It should be fixed otherwise I still don't get manual sails or tacking through the wind. Lol Is it the second note about being able to turn without using rudder? Maybe I should not have that there... That was just something I learned in error while trying this. Is that called "wearing".
Grim DeGrim Posted January 20, 2015 Posted January 20, 2015 Well, here is my "Try Hard" version (fun poke at myself). Truthfully, I don't have the skillset to make this look good. The great news is someone in the community, it the felt so, can take the idea and improve on it. A .GIF would be best I think. RAM - Awesome video. Everyone - Awesome technical explanations.
Henry d'Esterre Darby Posted January 20, 2015 Posted January 20, 2015 Darn it, I was reading the wind indicator backwards. I also see the source of my confusion. My only problem is that if you're starting at the heading indicated, there's no point in tacking, just wear ship to the new heading and save a ton of time. There was a post a while back that said to tack, you should head downwind first to build up speed. If you're going to do that, just wear ship and save yourself from having to come through 270 degrees of heading.
Grim DeGrim Posted January 20, 2015 Posted January 20, 2015 True, it is an exaggerated turn. Probably should have started the pictures at the 3rd frame in. Or alternatively, at 2nd frame in and end with the 5th frame.
Henry d'Esterre Darby Posted January 20, 2015 Posted January 20, 2015 I was thinking the same thing. It's good otherwise! 1
Johny Reb Posted January 22, 2015 Author Posted January 22, 2015 Once again we see how this wind indicator is confusing.
Henry d'Esterre Darby Posted January 22, 2015 Posted January 22, 2015 Yup, I've made that mistake multiple times, both in game and out. It's especially apparent when I'm under stress during a game and call something windward that's leeward.
Grim DeGrim Posted January 22, 2015 Posted January 22, 2015 Some one should start a thread on sailing lingo, and have it pinned. Leeward = ahead of the wind? (meaning wind compass points at it) Windward = behind the wind? (meaning wind compass is pointing away from it)
Henry d'Esterre Darby Posted January 22, 2015 Posted January 22, 2015 Windward - The Direction from which the wind is blowing. Anything upwind of you is windward. Leeward (Loo-wurd) - The direction to which the wind is blowing. Anything downwind of you is leeward or in your lee.
Megiddo Posted January 23, 2015 Posted January 23, 2015 The side can be port or starboard (left or right). 1
Balck Posted January 23, 2015 Posted January 23, 2015 Hence why you should never get caught closed hauled on the port tack with a nor'easterly wind blowing strong and the cliffs of Dover under you lee. God forbid the wind veers four points and takes you aback. You'd be dismasted sir. Dismasted! Cookie to whoever gets the reference 2
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