As I try and figure out how to sail a ship ... ?!

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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on May 30th, 2011, 8:03 pm

Reshimi is currently on a ship, adventuring about. And, of course, I'm going to use this opportunity to get as much XP as possible xP

This will be a log of the stuff I'm googling and ideas I'm having.

Feel free to comment/help!
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Reshimi
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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on May 30th, 2011, 8:07 pm

Skills that can be gained:

Cleaning
Fishing
Tying knots
Navigation
Mapmaking [prerequisite: writing or drawing?]
Food storage
Climbing
Sailing
Carpentry
Singing
Swimming
Shooting a Cannon
Last edited by Reshimi on May 30th, 2011, 8:11 pm, edited 1 time in total.
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Reshimi
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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on May 30th, 2011, 8:10 pm

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Reshimi
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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on May 30th, 2011, 8:29 pm

**Apparent wind, seems important
combination of true wind and wind from the boat's own movement
think vectors
the two balances each other out
if true increases, apparent increases
if speed increase, apparent decreases


"When the wind blows astern, the boat is driven forward by the force of resistance to the wind. Thus, the bigger the sail area, the bigger the resistance, the faster the boat will move."

Image

Image

CLEAN WITH SOFT BRUSH TO PREVENT TEARING

Types of waves

Ripples When the wind is light, ripples appear on a smooth water. Once the wind is gone, so are the ripples. If the wind gains on strength, ripples will grow into seas.
Seas These are larger waves when the wind is stronger, and they don't go away when the wind stops. Instead they develop into swells.
Swells Large waves that are not related to the local wind conditions, they move away from their area of origin.

[url=http://www.sailfree.com]leason ten, dead reckoning[/size]
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Reshimi
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As I try and figure out how to sail a ship ... ?!

Postby Mercury on May 30th, 2011, 8:45 pm

This research is amazing!

Would you be interested in developing the sailing lore for the site? :)

Just some comments on your skills:

Shooting a Cannon would be under Weapon: Cannon

I would suggest at least a minimum of 10 XP in drawing for Mapmaking. There is no hard and fast rule, so RP your skill level at your discretion. Writing is probably not as important, but it would be helpful for writing out a key.

Tying Knots sounds more like something for lores, but some people might disagree. If you RP it in enough detail, personally, I would give you the XP for it.

Cleaning is not entirely a skill I would suggest to build. It is quite mundane and would be difficult to keep from getting repetitive. Just as long as you RP it carefully, as in not make yourself a master cleaner who get get any stain out without the slightest of trouble.

Sailing and Navigation are definitely the skills you should focus on.
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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on May 31st, 2011, 1:24 am

Thank you for the hints! c: They definitely helped!

I know people can write lore, but I honestly have no idea what that would include ... would it be like writing a skill's page?
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As I try and figure out how to sail a ship ... ?!

Postby Reshimi on June 1st, 2011, 1:32 am

      Sailing is the method or activity of a single person controlling the various sails of a ship, in response to weather changes, tide changes, or directions of the Captain (in the case of a larger vessel). This skill is applied to both small and large ships, many and few sails. Increased proficiency enables the sailor to more accurately control the ship's heading.

      Sailing is not to be confused with naval navigation, captaining of a ship, or map making. A sea vessel is a large responsibility, and many men (or women) are required to maintain a ship. Sailing is only an aspect. It has no pre-requisites, though carpentry, rope making, and climbing are suggested skills to focus on. Lore of Knots is also advised.

      HISTORY

      dd

      SHIP TYPES

        Rowboat A small, simple rowboat, found almost anywhere there are people and water. These boats are propelled by a single set of oars. No sailing skills required.

        Ship's Boat This is the generic type of boat kept as back-up or utility vessels on larger sailing ships. They are used for boarding parties and landings. There is room for up to a dozen individuals, and a ton of cargo, although for each person left off, an additional ton of cargo can be carried. The ships boat can be operated by a single person, but normally there are 4 oarsmen operating two sets of oars, and a single pilot at the rudder. No sailing skills required.

        Barge This is a small, flat-bottomed cargo boat, used for hauling goods and various port duties. Use of sails depends on construction. At least one crew member must be novice.

        Fishing Boat The standard class used for several types of sailed fishing vessels. These vessels can occasionally be used as coastal trading vessels or cargo haulers as well. They are not normally armed. At least one crew member must be competent in sailing skill.

        Saique The Saique is a small merchant vessel, which has a mixed rigging of square and lateen sails. It possesses a large cargo hold for its size and is usually found close to the coasts. This is the most common class of merchant vessel. It supports 2 light mounts. At least one crew member must be competent in sailing.

        Sloop These vessels are actually primarily merchant vessels, though they are so famous for their speed and toughness that they are often used as military vessels. This makes them a prime choice of smugglers and pirates as well as well-established and legitimate merchants. The sloop supports 2 light mounts. At least one crew member must be a master sails-man; at least five must be experts; at least ten must be competent. Additional sailors make for easier travel.

        Cromster A smaller version of the Galleon, the Cromster is known for its speed; it is as fast as a Sloop, although not nearly as maneuverable, but it carries more firepower. These ships are normally found in service of wealthier merchants. Supports 3 light mounts. [i]At least one crew member must be a master; at least ten must be experts; at least ten must be competent. Additional sailors make for easier travel.[/size]

        Brigantine A good-sized merchant vessel, and the most common variety used by pirates. This class of vessel is so commonly used by criminals, in fact, that the name of the class comes from the word “brigand”. Wealthy merchants also find use out of this class of vessel. [i]At least two crew members must be sailing masters; at least ten must be experts; at least fifteen must be competent. Additional sailors make for easier travel.

        Mizaharan Another product from Zeltiva, the Mizaharan is the epitome of naval dominance. It combines a large cargo capacity with sturdy construction and vast weapon potential and maneuverability. Only a small number have been built and the majority of those are found in service to the Zeltivian Navy and a couple so-called, Merchant Princes. Only Zeltiva currently possesses the knowledge and ability to build such vessels. Supports 12 light and four heavy mounts. Crew: 200, Passengers: 60 At least five crew members must be masters; at least fifteen must be experts; at least 25 must be competent. Additional sailors make for easier travel.


        Galleon This class of vessel is the largest merchant ship in existence. Although only a handful of these mighty ships exist, they are used by Merchant Princes and the governments of coastal cities to transport goods over very long distances. Their cargo capacity and startling display of weaponry makes them the most valuable pirate target although such attempts are seen as impossible. At least three crew members must be masters; at least ten must be experts; at least 20 must be competent. Additional sailors make for easier travel.

      [/size]

      THE ROPES

      dd

      THE SAILS

      dd

      KEY TERMS

      dd

      SKILL PROGRESSION

      dd
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As I try and figure out how to sail a ship ... ?!

Postby Daske Baggywrinkle on February 5th, 2012, 9:17 pm

Here's a proposal for discussion.

Sailing Skill Progression 


Novice (1-25)

The novice sailor knows how to sail small boats, such as a Casinor, and can do the following:
  • Name and describe the purpose of many of the boat's parts and equipment.
  • Tie basic knots.
  • Raise, lower and store sails.
  • Safely leave the dock and return to dock.
  • Steer the boat and trim the sails for the various points of sail.
  • Change tacks and execute a controlled jibe.
  • Stop the boat and get it moving again.
  • Anchor and weigh anchor.
  • Heave-to.
The novice sailor is a fair-weather sailor who heads for shelter when the weather turns bad. He will probably get into trouble in strong winds and storms, and may lose his boat. The novice sailor will also find leaving and returning to dock challenging in a crowded harbor, and will likely experience some mishaps along the way (such as hitting other boats, hitting the dock, missing the dock, running aground). It is also not uncommon for a novice sailor to experience an uncontrolled jibe resulting in damage to the mast, boom, rigging, sails or personnel. This is a common way for people to get knocked over-board by an out-of-control boom.

Competent (26-50)

The competent sailor knows how to sail small and medium sized boats and, in addition to novice abilities, can do the following:
  • Trim the sails for maximum efficiency under various wind conditions and points of sail.
  • Execute jibes flawlessly.
  • Sail wing-on-wing.
  • Depower the boat in strong winds and gusts.
  • Shorten sail in strong winds.
  • Make effective use of sail-handling gear such as the standing and running rigging, the preventer, the vang, the topping lift, cleats, blocks and tackles.
  • Execute a crew-overboard rescue.
The competent sailor can handle himself and his boat in strong winds, gusts and squalls, but generally seeks shelter in the face of an approaching storm. The competent sailor also tends to stay within sight of shore, although may well sail out of sight of shore when it is the only practical way to get where he's going.

Expert (51-75)

The expert sailor knows how to sail any sized sailboat and, in addition to the abilities of a competent sailor, can do the following:
  • Make basic repairs to the boat and its equipment.
  • Recover from having run aground.
  • Anticipate up-coming weather conditions, such as approaching storm fronts.
  • Handle a boat in moderately heavy weather.
  • Plot courses, find position and navigate using landmarks.
  • Efficiently command a large crew (e.g., setting watches, resolving conflicts, making critical decisions).
The expert sailor is comfortable sailing in all but the worst weather conditions and does not mind being out of sight of land for days at a time.

Master (76-100)

The master sailor can sail anything with sails and, in addition to the abilities of an expert sailor, can do the following:
  • Navigate using celestial navigation.
  • Forecast the weather several days in advance.
  • Handle the boat in severe weather conditions and storms.
  • Handle the boat in fog.
  • Handle the boat and the crew in emergencies, such as running aground, steering failure, dismasting, capsizing, leaks, fires, and sinking.
  • Maintain and repair pretty much everything on the boat.
  • Effectively teach others how to sail.
  • Prepare the boat for long-term storage.
Basically the master sailor can sail anything anywhere anytime. Which is not to say that he WILL do this, because he knows where danger lies and seeks to avoid it whenever possible.
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