![]() The resulting handling of ship also depends on whether the wood used is fir, teak, oak, or live oak (live oak being the slowest but strongest, with fir the fastest but weakest). The quality of the built-in upgrades of ships depends on how many crafting notes you include in the recipe. Crafting Notes are also dropped randomly when breaking up a ship for parts. These ingots are then crafted into gold coins, which are used with coal to craft (or buy) Crafting Notes. Ships recipes randomly drop either when crafting ships, or when breaking up a ship (which can also give crafting resources).Ĭrafting Notes are typically made from acquiring gold and combining it with coal to create gold ingots. Resources can be difficult to attain for each ships recipe, and can be time consuming to retain. Certain ships construction need unique components, with differing amounts of resources needed in each ships crafting recipe. Expert usage even allows for turning large ships on a dime to reach smaller, nimbler vessels that run circles around them.Crafting in the current stage of Naval Actions involves gathering resources to construct ships. Manually controlling sails allows you to make tight turns, rapidly change speed, and tack at any speed. However, in larger ships, controlling sails manually becomes a priority, as their speed is usually very low and simply turning the rudder will only get you as far as the ocean floor. Jibing is safe and doesn't run the risk of rendering the ship stuck.īoth maneuvers change the tilt of the ship (heel), affecting the range of guns.Ī crucial part of maneuvering, automatic sails are useful in smaller, faster ships where speed is rarely an issue. Jibing is turning the ship so that the stern passes upwind.As a rule of thumb, never, ever try tacking at a low speed, as it's a sure fire way to get stuck - and shot. Tacking requires speed, inertia, or a mastery of manual sails. Tacking is turning the ship so that the bow passes upwind, through the "in irons" point of sail.There are two maneuvers that are a little more involved: Every ship has a speed at which it performs best. Peak maneuverability is usually achieved at about half of maximum speed, as it has enough inertia to make the turn, even upwind, but not so much that you wind up turning too much and, say, run smack right into the frigate that's been gunning for you the past fifteen minutes. Simple to learn, difficult to master, effectively using the rudder depends on the kind of ship you're sailing and their speed. ![]() The basic way to maneuver is with the rudder: Turn it and as long as there's water flowing past it, the ship will turn. Getting away from a square-rigged ship in a for and aft rigged vessel can be tricky if the former is in an advantageous point of sail, meaning that in combat, wind is just as important as the position and even number of guns. Square rigging works best, while fore and aft rigging hamstrings the ship in this position.Īs can be seen, the two different types of rigging in Naval Action greatly influence how you need to operate your ship. Running: The wind blows directly from the stern.Fore and aft rigged ships perform well in close and beam reaching, while square rigged ships start to show their speed in broad reaching. Depending on the angle, it's either close reaching (40 degrees and above), beam reaching (90 degrees, directly perpendicular), and broad reaching (above 90 degrees). Reaching: Sailing perpendicular to the wind's direction.Front and aft rigged ships perform exceptionally well in this point of sail, while square rigged ships do not. Close hauled: Sailing in the direction of the wind's point of origin, at a roughly 10-40 degrees angle.The ship will remain motionless, with any movement coming from inertia. In irons: With the wind blowing directly at the bow of your ship, the sails cannot work.The above diagram shows the basic orientations of your ship relative to the incoming wind (gray arrow in the background).
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