![]() Naval Action - Shaking a guy off your six. Naval Action Brig vs Surprise (Sterncamp fun) ![]() Return to Auto Skipper (F) and steer hard over until underway.The foresail should continue to push the ship backwards and force the bow to the other side Turn the rear sail perpendicular to the wind (Z or C).Steer the opposite direction when the ship starts to sail backwards.Steer the desired course until the ship starts reversing negative speed.It's important to watch the speed of the ship during a tack to know whether the steering is reversed. Larger ships have a harder time getting through the wind and can end up dead in the water at critical moments. Smaller ships can rely on having enough momentum to maintain steering through irons and resume sailing on the other close haul. Tacking guide by jacksonbros Tacking with Manual Sails When tacking, a ship must turn from one side of the wind to the other. This ramjb Youtube video does an excellent job of explaining how to use manual sails to increase manuverability. As you get into larger ships however, it becomes advantageous to use manual sails to increase manuverablity. Ships smaller than a Brig can usually rely on their inate speed and manuverability without having to utilize Manual Skipper. ![]() The Auto Skipper can be re-engaged with the F key. When you change the direction of your sails, the ship enters Manual Skipper and the sails will maintain their angle indefinetely. Naval Action allows you to change the direction of your sails on the foremast (Q and E) and aftmast (Z and C). Manual Sails by ramjb By default, the Auto Skipper on your ship will adjust your sails to their best position for speed. Suprisingly it is not as fast as a Broad Reach for most ships. Running (E) A ship heading directly downwind. Broad Reach (D) A ship heading downwind but not running is said to be in a Broad Reach. Beam Reach (C) When a ship is at right angle to the wind. When a ship crosses through Irons from one close hauled side to another it is called tacking. Close Hauled (B) This point is when a ship is sailing as upwind as it can without going into irons. In Irons (A) When a ship is facing close enough to the wind that the sails no longer work, it is in irons. This largely depends on their type of rigging. Different ships will perform better at certain points than others. Points of Sail from Wikipedia The heading of a ship relative to the wind is a large factor in performance and is decribed as the Point of Sail. Rough seas will heel your ship unpredictably and require patience and timing to hit the enemy. Using the B key for battle sails or T to depower can be enough to fix excess heeling. This can be compensated for by lowering the sails enough to straighten out your ship. This can prevent you from elevating your guns high enough when firing leeward or lowering your elevation enough when firing windward. While sailing, your ship will heel away from the wind. Eventually when the aim is good a broadside can be released with the Left Mouse. Single ranging shots can be fired using the Space Bar and rounds can then be spotted through the spyglass using Shift key. The best practice is to fire single shots and watch where they fall to judge where to aim rather than wasting a whole broadside. Naval Action is aimed manually which makes it difficult to hit targets especially at longer ranges.
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