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  1. Sailing Mechanics Modeling Part 2 - Forces of the Sails

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    [Background]
    This is my 3rd blog in a series about computer modeling an 18th century ship for support of the world sailing mode of a game currently in development. I've covered hull resistances and now I am going over how I plan to model the sails. What I've learned about sails is from my reading of resources online and a few nuggets of info collected from several books. In fact I've only being on on a sailing ship once some 25 years ago in ...

    Updated 12-31-2017 at 08:05 by Aaron

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  2. Sailing Mechanics Modeling Part 1 - Resistance (Lessons Learned so far)

    [Background]
    This is the second post in a series of blogs which is basically me stumbling through ideas and seeing how they hold up to coding implementation with reasonable results that I have in mind. I'm interested in sailing speeds as this was a major characteristic that dictated if a chase ended in an action. Example, when the Royal Navy started using copper bottoms (major advantage) before others, they basically became masters of the sea, able to initiate or deny the enemy an engagement. ...

    Updated 12-30-2017 at 09:58 by Aaron

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  3. Sailing model for potential MMO world map

    [Background]
    I'm a lone programer slowly building up my dream game centered around the age of sail. Currently I have a working tactical game play model using Sails of Glory rules to dictate the outcome. The tactical play will grow beyond Sails as more features are added but it was a good place to start. To build beyond this I am creating a world map where ships will sail about on missions and patrols. It will be "MMO" like in that forum members here and elsewhere can all sail ...
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  4. Adding the Effects of Current

    Quote Originally Posted by Dobbs View Post
    Here are some rules I developed in case you want to add current or set to a scenario (it can be especially interesting if there is land involved).

    Current (set): To represent the effect of current, the Current Indicator card is placed on the board and all vessels involved in the engagement feel the effect. At the start of each turn, each vessel places the Current Movement card on the corner or edge of their base furthest downstream, and moves the base in the direction of the Current
    ...
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  5. My Chase Rules - and an AAR

    Quote Originally Posted by Dobbs View Post
    Chase Rules - Anchorage.pdf

    The Chase Rules, slightly modified since I wrote the AAR. I am my own playtester.
    Rule Note:

    A ship jettisoning its water is a strategic defeat, without the loss of the vessel, as the ship has to re-water before it can continue its mission.
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