<!--quoteo(post=174283:date=Dec 2 2006, 06:46 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Dec 2 2006, 06:46 PM) [snapback]174283[/snapback]</div><div class='quotemain'><!--quotec-->Square riggers will only be able to sail 20 degrees into the wind (or 60 degrees off the wind) depending on the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->
Make that 70 degrees off the wind. I did mention that I was falling asleep when I wrote that. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="
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Keep in mind that a square rigger will slow to a stop, then actually start moving backwards if you are facing into the wind. The speed does not show as negative in the indicators, but you'll still be moving backwards. You can use this to your advantage on occasion. Fore and aft rigged ships are not pushed backwards by the wind.
No matter what the ship, you will turn fastest when you are at battle sails. You also turn faster if you are moving faster. When coming about through the wind, especially in a square rigger, you need to sail as close on the wind as you can at full sail, then begin your turn and bring your sails to battle sail state. This will get you through the wind as quickly as possible.
The sail luffing sounds were added for two reasons. First, so that you'd be able to tell immediately if you were sailing too close to the wind without having to watch the speed indicator constantly. Second, it is a reminder to strike sail if you're facing into the wind. The best setting I've found for the luffing sounds is:
#define SAIL_LUFFING_SOUNDS 2 // INT - Set from 1 to 3 to play sail luffing sounds when sailing too close to wind. 0=off, higher numbers add more luffing sound.
Setting it to 1 won't give you enough feedback; setting it to 3 gives too much.
If you can get an enemy ship sailing into the wind, he won't be able to turn as quickly, making it easier to stay out of the firing arcs of his cannons. Reducing his sails with chainshot will also slow down his turning, but you may have to do considerable damage before you'll notice much difference. A ship will turn at about half normal rate when the sails are down to 30%, and turn rate falls off quickly with additional damage. If you dismast him entirely, he won't be able to turn at all. Of course, sail damage also slows a ship down. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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You can learn a lot about realistic sailing by practicing in a fore and aft rigged ship like a sloop. Sail out from Redmond port (for example) and sail completely around the island, going in and out of coves. This will expose you to many different wind conditions while requiring you to sail in specific directions.
If it's not obvious, sailing to a point upwind requires you to tack; that is, first sail close to the wind in one direction, then turn through the wind and sail close on the wind in the other direction, making a zig-zag pattern. Since fore and aft rigged ships can sail closer to the wind, you'll be able to reach your destination more quickly.
And take Petros' advice: hire a good navigator or build up sailing skills and perks yourself. This allows you to turn more quickly, which is a major advantage when turning through the wind. You can also get a speed advantage, which indirectly gives you a faster turn rate.
If you have any questions, feel free to ask. And if I can think of anything else, I'll add it here.
Hook