SHIP SPEED

YunoAloeYunoAloe 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 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

  • HuseyinGaziHuseyinGazi Posts: 158Member Trainee
    Heya Yuno ^^,

    These questions are commonly asked indeed and I've posted it briefly at my voyage guide see my Voyage Guide. The equation that you've found isn't really correct, because in headwind most players know they sail above the 50 % of their total speed in headwind vs tailwind and doesn't come close to the one you mentioned. Here is the correction:
    image


    Ship Speed (base, excluding boosters)
    For this only the sail stats of your ship determinate the upper speed of your ship. For row ship is row power another additional factor to take into account (only works if they use rowing skill, higher rank on this increases the effectiveness of row power). Any other ship stats won't influence this. Sailors have only influence if you've insufficient amount of them on board (no equation known yet).

    Acceleration
    This allows your ship to get faster to it's upper speed. The main factors that determinate this is your hold of the ship, players doing improvement for adventure/battle ships at the lowest hold they can to get the best acceleration performance. The smaller the hold, the greater it is. Base armor along with armor addition from plates also plays a major influence on your acceleration, but not the armor increase through improvement does not add this up unfortunate. Ship Speed Up bonus from Grading is the third factor that helps out your ship acceleration. Ship skills like Emergency Acceleration and Steam Engine supports this as well. 

    Ship Speed up %
    This value you will always see at your "Ship Information" interface that shows how much boost your ship has above their base speed value. Indeed at this point your cargo capacity, wave resistance and loaded goods/supply plays an important role. You get always boost from the sea and by loading yourself, certain amount of speed boost is lost. Wave resistance inhibits the loss of that and as the higher it is, the better. I've made a long research on this and since last year I found this equation for the speed up % that the sea offers (see below):
    image

    It looks rather complicated and I am planning in the future to explains this through video. Aside from this equation there are additional boosters like wind god items, oxford skill boost, sail handling skill boost, towed boost, equipment boost etc. Those will be summed up towards your ship speed % and WON'T be influenced by the parameters above I mentioned. Please keep in mind everything I mentioned has NOTHING to do with your base ship speed in general so try not to mix that up.

    I hope these explanations in short helps you a lot. Of course I may forgot something to mention it, but you're asking something which is rather complicated to bring them all on table. So if you've any questions regarding this, don't hesitate to message me in-game :-)

    Kind Regards,
    CulvernYunoAloe
    IGN: [CA]Huseyin_Gazi
    Dedicated Adventurer and Maritimer
    Other toon: Disi_Aslan (trader, production, R20 SB'er and Director of OA)
    Osmanli_Aslanlar
  • SpooklesSpookles Posts: 287Member Intermediate
    Formula with step by step guide for the non math experts.

    You can replace the numbers for your own fleet to see what happens.
    Although I have no clue where you can find official numbers for the maximum speed up % from sea
    YunoAloe
  • YunoAloeYunoAloe Posts: 114Member Trainee
    Thanks. It is really surprising to see that with vertical sails, tailwinds are worse than sidewinds. That voyage guide answered remaining questions too, never noticed it before.
  • CulvernCulvern Posts: 646Member Intermediate
    I would probably be a much better play if I took the time to read/watch many of these guides available.
    Good of those that take the time to put them together.
  • crazyhunter2003crazyhunter2003 Posts: 763Member Intermediate
    so many guides out there,if I took time to watch them all,I'd have no time to actually play the game. lol
    IGN:JackO'Neil
  • wsp414wsp414 Posts: 58Member Beginner
    For acceleration, I've heard that only the modded cargo % is a factor and not total hold. So, a - 25% cargo hold with 0 modded to hold is the same acceleration as a - 25% hold with say - 10 hold modded to cargo hold. Is this correct with people's tests?
    ~The Spice Must Flow~
  • GumobrushGumobrush Posts: 19Member Beginner
    There's a lot going on in ship speed calcs.

    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.


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