09-21-2018, 09:31 AM | #1 |
Join Date: Jul 2009
Location: Oklahoma City
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[Vehicles, LT] Points-of-Sailing Effects
I'm working on an upcoming (4e) age-of-sail campaign.
I've built a spreadsheet to manage the many variables affecting a ship's travel time, making use of Vehicles Expansion 1's updated rules, including the MUA statistic. Point-of-Sailing concerns are addressed by the "Expanded Movement Rates and Sailing Table" on VE1:30. However, since I've got the spreadsheet working with all 32 compass points (via table lookup), I can spread the effects out over those points in a more granular, and accurate way, without affecting playability/usability—the VE1 table only covers 4 "basic" points (for playability, I'm sure). For example, for a "full rig," the VE1 table gives: On the Bow: -; Abeam: 80%; On the Quarter: 100%; Astern: 80% With the Spreadsheet, I can cover 4 compass points for each of those. So, my question for the age-of-sail grognards (you know who you are ;) ) among us: how would you expand that table to a full 16-points?
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
09-21-2018, 05:06 PM | #2 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Vehicles, LT] Points-of-Sailing Effects
Answered my own question. The Naval Action PC game has profiles for all the ships it features, which is basically exactly what I need. It doesn't cover the Square Rig type, but I'm not really going to need that, I think.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
09-21-2018, 10:09 PM | #3 | |
Join Date: Jul 2008
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Re: [Vehicles, LT] Points-of-Sailing Effects
Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-21-2018, 11:07 PM | #4 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Vehicles, LT] Points-of-Sailing Effects
According to the descriptions in V and VE1, "A square rig (TL1) is a single broad, square sail facing toward the front of the craft, like the sail on a Greek galley or Viking longship.", and "Full Rig" is for frigates—unless I've missed something (which isn't out of the question).
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog Last edited by Gigermann; 09-21-2018 at 11:28 PM. |
09-21-2018, 11:56 PM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Vehicles, LT] Points-of-Sailing Effects
Quote:
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09-22-2018, 08:40 AM | #6 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Vehicles, LT] Points-of-Sailing Effects
A full 'ship rig' had all square sails on the masts aside from a single gaff sail on the mizzen mast (rear-most), and triangular fore-and-aft sails (staysails) between the masts, and from bowsprit to the foremast. It was the fastest sail plan for winds from the beam, and pretty fast with stern winds, but had limited ability to sail into the wind.
A barq, barque, bark, etc. rig replaced all or almost all of the square sails on the mizzen mast with fore-and-aft gaff sails (or in older versions, a lateen sail), giving better upwind performance at the expense of some speed with beam winds. A barquentine had gaff sails on both main and mizzen mast. The original schooner had gaff sails on all masts (usually two, sometimes three), but may have had square topsails. As time went on the topsails also became fore-and-aft, and gaff sails were replaced with bermuda sails. Generally square vs fore-and-aft, square sails are faster, but less able to move far much upwind son in adverse winds they're slower in terms of getting you where you want to go. Also they tend to need bigger crews than fore-and-aft rigs.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 09-22-2018 at 08:47 AM. |
09-22-2018, 10:04 AM | #7 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Vehicles, LT] Points-of-Sailing Effects
I could swear I had seen that description somewhere, but I haven't been able to (re)locate it. It's definitely not how Vehicles describes them.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
09-22-2018, 01:55 PM | #8 | |
Join Date: Jul 2008
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Re: [Vehicles, LT] Points-of-Sailing Effects
Quote:
It's not the general usage by any stretch.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-25-2018, 12:44 PM | #9 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Vehicles, LT] Points-of-Sailing Effects
For the interested/curious, here's a safe copy of the spreadsheet on Google Docs: https://docs.google.com/spreadsheets...gl4sOrd7IqpflY
Basically:
Moving on: Although I think I've found a sufficient answer to the original question, I have another related one: what would a sailing ship's performance accurately be, compared to its forward performance, while "backing"—wind fully against the sails, pushing them back against the masts—effectively driving in reverse? It doesn't appear to be very efficient (from what I've observed), but it does have some momentum to it. I haven't seen (or I've missed it) where this has been discussed in any of the GURPS material. (And Vehicles specifically excludes sailing vessels from moving in reverse, though that's clearly not true IRL if the wind is right.)
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog Last edited by Gigermann; 09-25-2018 at 12:53 PM. |
09-25-2018, 04:58 PM | #10 |
Join Date: Aug 2004
Location: God's Own Country
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Re: [Vehicles, LT] Points-of-Sailing Effects
Full-rigged ship: all masts have square sails, but you can have fore-and-aft stay-sails as well between the masts.
https://en.wikipedia.org/wiki/Full-rigged_ship Challenge to include: junk-rigged, including junk-rigged with a spinnaker.
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