SHIP SPEED
YunoAloe
Posts: 114Member Trainee
What constitutes the ship speed? The first result I find is about sails:
Wind direction(130-160 degree)
(V speed x 62.5%) + (H speed x 82.5%) + water flow*rowing R (each R = 10%)
Side(30-130 degree)
(V speed x 62.5%) + (H speed x 62.5%) + water flow*rowing R (each R = 10%)
Against Wind(30 degree, left or right)
(V speed x 62.5%) + (H speed x 82.5%) + water flow*rowing R (each R = 10%)
Side(30-130 degree)
(V speed x 62.5%) + (H speed x 62.5%) + water flow*rowing R (each R = 10%)
Against Wind(30 degree, left or right)
(V speed x 45%) + (H speed x 25%) + water flow*rowing R (each R = 10%)
Then, it is also known that wave resistance, cargo and sailor ability influence it too, as well as ship armor influences acceleration. But could somebody actually explain the more precise mechanisms? Like, does the total cargo influence both speed and acceleration, or only one of them, or only loaded cargo. or both total and loaded? How do I max out the sailors ability, it never seems to go past 88%? What exactly is the effect of wave resistance? Does armor really play a role in acceleration? Does durability have any effect? There are also mostly understandable special skills, but maybe there's something unobvious hidden in them? Anything else that I missed?
Comments
Dedicated Adventurer and Maritimer
Other toon: Disi_Aslan (trader, production, R20 SB'er and Director of OA)
Osmanli_Aslanlar
Good of those that take the time to put them together.
I sailed a ton when I played, in quite a few different player built ships, messing with sail configuration and improvements. Though I didn't record numbers here's a few things I noticed:
I'm pretty sure in "side" wind both types of sails perform identically, just raw sail power numbers is what you want there.
Direct tailwind isn't ideal for either type of sail. IRL the sails in back block wind from reaching the sails at the front and they tried to simulate that. Wind from behind and at an angle is ideal.
Minor turns can "snap" wind into your sails and cause you to accelerate much more rapidly. This could be a bug in the GVONavi speed calc but I don't think so. It may just be that a very minor turn (just a few degrees) causes the game to update and give you the accel you should have.You can test this for yourself, it's most notable when you switch zones from sailing into a headwind into one where you're in a cross / tailwind. A minor course adjustment will seem to make you hit top speed much faster. Similarly if you go from a zone with good wind into one with headwind, don't touch a thing and you'll retain your speed for much longer.
With the above in mind you can sometimes plot a course that goes slightly out of the way but gets better angles on the wind making for a slightly shorter time. The fastest route in a ship isn't always a straight line.
I read on a google translated Japanese blog that both being in an Adventure job and having an adventure ship (expedition) offer slight accel bonuses. I'm 99% sure that's true for expedition ships, no idea about getting a bonus from your job type though. I always tried to sail nanban in Artist or Ocean Explorer anyway for shipwreck thesis turn ins.
Also there is a mechanical cap on the bonus speed you can get from Horizontal sail. My testing seemed to show it was somewhere in the low to mid 600s. I tested by sailing through the Pacific swapping out ILES and Sprits, hitting my high clippers max speed of 24.6 knots regardless of configuration.
So there's a few lesser known or understood things that I can think of.
The biggest thing to keep in mind though, it almost doesn't matter.
My g3 high clipper came in 15 seconds behind a g6 LLM in a 13 minute race last time I played. The Cash Adventure Ships have always been the biggest rip off these greasy merchants sell you guys. A well modded Large Clipper or Long Schooner will come within 5 - 10% of the speed of any other cash ship in the game.