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  1. Introduction For this forum post, I thought I would cover some of the wind mechanics. I think this will conclude my discussion of the wind mechanics (unless anyone can think of something else to test!) that started with ship weight and cargo racks (somewhat related to wind mechanics) and continued to my discussion of the sextant buff. Once you finish reading the guide, you should have a very good idea of how to efficiently travel around the ATLAS, armed with the knowledge of the invisible force in ATLAS that allows ye' scallywags to explore the open ocean - the wind! To organize the post a bit, I will try to progressively get into more of the details toward the end of the guide, and reserve the beginning as a summary for people who don't really care about the details. I will summarize the main points in the "Big Questions" section, and most of the discussion will be in "The Bulk" section. For those interested in the intricate details with how I did my testing, I will leave most of that to "The Details" section. Big Questions How do the different types of sails (speed, handling, and weight) differ? The sails differ in the effective angle and maximum speed that they can give the ship. Speed sails give more maximum speed than the other two sails, and handling sails give a larger effective angle than the other two sails. Weight sails have the same effective angle as a speed sail, but they contribute much less to the maximum speed than speed sails - in return, they will add maximum weight to your ship. When should I use one type of sail over another? Weight sails should only be used when the ship is very overweight. As a rough estimate, put on the first weight sail around 65%, and add more weight sails every 7% weight you add on from there. Handling sails are faster than speed sails only when you are sailing against the wind (up to 27 degrees either direction from directly against the wind). The benefit with handling sails is that you will never bottom out on speed, unlike speed and weight sails which bottom out quite easily. However, if you aren't making a ship specifically to sail against the wind, speed sails are more widely applicable, just use them. How does the wind rotation work? The wind rotates in a large circle at a constant speed. It takes about 5 real-life hours (+/- 5 minutes) for the rotation to complete, and it goes through 2 full-wind/low-wind cycles every time. That means that if you are currently in low wind, wait 75 minutes, and the wind will be strong. Furthermore, the strong winds only point North or South, and the weak winds only point East or West. If you have the luxury to plan multiple bases far apart, this means that it will be easier to get back and forth between them if you put them close to the same column (vertically). Does sail angle affect ship speed? How about wind angle within the effective angle? Unlike in real life, the angle that your sails make to your ship's body make NO difference to your speed. The only angle that changes your ship speed is the angle between your sails and the wind. As this angle increases, the ship speed steadily decreases, even at small angles within the effective angle. Similarly to how weight effects your ship speed (in-depth discussion here), the speed drops off very quickly as you approach the effective angle. Therefore, it is wise to minimize the angle between your sails and the wind whenever possible. Related questions that I will not be answering in this post: How does ship weight affect the speed of the ship? How accurate are the numbers that the sextant buff gives you? The Bulk 1. How do the different types of sails differ? All sails have 5 values that dictate their differences: Maximum weight addition, effective angle, acceleration, maximum speed, and turning effectiveness. I mainly tested what I believe to be the most important values, and I may update this post in the future to discuss the acceleration and turning effectiveness, which only affect the handling sails. The rest of this discussion talks about the maximum weight increase, maximum speed, and effective angle of each type of sail. Speed Sail: Speed sails have an effective angle of about 82 degrees, and by far have the fastest maximum speed of any sail type. In addition, they don't add any maximum weight to your ship - they are the simplest and most reliable type of sail in the game. Weight Sail: Like speed sails, weight sails have an effective angle of 82 degrees. However, they produce less maximum speed than speed sails (about 60% speed) in return for increasing the maximum weight of your ship. Small weight sails will increase the maximum weight by 1,000 kg, medium sails will increase it by 2,500 kg, and large sails will increase the maximum weight by 4,000 kg. Handling Sail: Handling sails have the largest effective angle of any sail in the game, at around 118 degrees. Their speed is between the speed of weight sails and speed sails (around 75% of a speed sail's max speed), but they have the fastest open/close times of any sail, and they also rotate faster than the other sails. Side note: Since the angle of the sails to the ship body doesn't matter, and the sails can be rotated to +/- 75 degrees, you can always reach a max speed for the first 75 degrees by rotating the sails. After that is when the effective angle starts kicking in, and you will bottom out on speed at 157 (82+75) degrees with a speed sail, and 193 (118+75) degrees with a handling sail. Since 180 degrees is straight behind you, this means that you will never bottom out on handling sail speed unless you purposefully point your sail in the wrong direction. Speed sails, however, have a 46 degree arc toward the rear of the ship where you can bottom out in speed no matter what you do. 2. When should I use one sail type over another? In typical sailing conditions, speed sails are almost always faster than weight or handling sails. Unless you like the feel of sails opening and closing quickly, I would argue (although this is speculation, I haven't done the math on this) that speed sails are always better than handling sails, when used optimally. As for why I haven't done the math on this, consider the following complication: Handling sails are faster than speed sails only past 153 degrees. That gives you a 54 degree window for which handling sails would be better. However, it might be faster to just adjust the angle you sail at to make the speed sail faster, and then tack back toward your destination when you get closer. It makes your trip longer, but you also go faster. Weight sails have a bit more utility for hauling large loads. However, they only add a fixed amount of ship weight (not a percentage), so they are relatively less beneficial as you put points into weight. Additionally, you can split up your haul into 2 trips if you really have to carry a lot, and that may even speed up your haul time. In general, it is beneficial to add your first weight sail at 63% weight, and then add another one every 8% weight you add after that. If you have not read my guide regarding cargo racks, I highly recommend you read that if you have a heavy ship. At any weight that you would consider using weight sails for, you should also be considering cargo racks, unless you have a lot of weight that you cannot put in cargo racks (such as cannons and cannonballs). This is a section that I can definitely do a bit more testing and mathematics (trigonometry, here I come), so I will be updating this in the future. Until then, much of the notes in this section are speculation based on dozens of hours of testing these mechanics. Trust them or don't, it's up to you. 3. How does the wind rotation work? The wind rotation is locked into the cardinal directions - strong winds always go North or South, whereas weak winds always go East or West. Furthermore, the rotation is locked into the clock as well - strong winds always happen at Noon and weak winds always happen at Midnight. There is a day in between strong and low wind, so if you have strong wind (at Noon on some day), the next low wind happens at midnight the following day, 1.5 days later. If you currently have low wind, just wait 1.5 in-game days for the next strong wind period. Since one in-game minute is 2.1 seconds (see my sextant buff post for more details), This means you should wait for 75 minutes to get the opposite strength of wind. The wind strength does not change consistently over the course of the rotation. From Noon on the day before the weakest wind until Noon on the day after the weakest wind (for a total of 1 in-game day), the wind strength drops to the minimum and then rises very quickly, starting and ending at about 50% wind strength. Therefore, most of the time the wind is above 50% strength, and if you find yourself caught in a low wind period, you only have to wait until the next Noon for the wind to become strong again. Pull over, feed your animals, pay your crew, and you can be on your way again in no time! The image on the left shows how the wind strength arrow changes over time, with the in-game time overlaid around the image to show you how fast it rotates. You can see in this image why you should wait for the next Noon after a low wind - that is when the wind starts picking up again! 4. Does sail angle affect ship speed? How about wind angle within the effective angle? As long as your sails are pointing with the wind, the angle your sails make with the body of your ship does not affect your speed. Therefore, only the angle between your sails and the wind makes an impact on your speed.This angle makes a big difference in your speed as you get close to the effective angle. For example, if you are 75% of the way to the effective angle, you still have about 61% of your max speed. Once you reach 90% of the way to the effective angle, though, your speed drops to 44% of your max speed. At 95% of the effective angle, you only have 35% of your speed left. Wind-sail angle effects your ship in a very similar way to weight. The biggest difference is that when you reach the effective angle, you go a minimum speed of 29% of the max speed. However, because of the very fast drop-off of speed as you approach the effective angle, it is generally wise to not get anywhere near it. In-game, this means that you should avoid sailing in a direction that makes your sails turn red in the HUD indicator, and think a bit about your heading if your sails are dark orange. It may be wiser to turn a little more with the wind, and then cut back in the other direction (tack) when you get closer to your destination. The Details Testing Details All numbers in this guide were obtained through testing in single player, and confirmed (somewhat) using the numbers in the devkit. It is hard to convert the numbers in the devkit into actual usable in-game numbers, but I did my best. If anyone is familiar with the devkit and would like to give me a tutorial, I would love to talk to an expert, just message me and I will give you my details. For the most part, the tests I ran involved getting the sextant buff, then equipping a ship with a specific sail configuration and sailing it across H8 (no islands, so I can stay within a single grid and get about 19k meters of testing space, along a diagonal). Once the knot display reached a stable speed, I recorded the time, latitude, longitude, and speed in knots, given by the sextant buff. I recorded this data again at the opposite end of H8, and computed the total distance traveled and the time in game-minutes it took to travel that distance (in longitude units). I then converted this speed in long/game-minutes into ATLAS knots (see my sextant buff post for details). For the effective angle calculations, I had to do something slightly different. I aimed my ship as close to true North as I could. This involved setting the wind direction (using setdir 90) to North and the wind speed (using setwind 12) to the maximum strength, and rotating my ship until the wind arrow had no pixels off of the directly vertical line. I verified my (very close to) true North heading by sailing some time and noticing no change in the longitude coordinate. In fact, for much of my testing, my ship could lean left and show one longitude and lean right to show another, 0.01 higher. Because this lasted a long time, I am fairly confident in my heading being essentially true North. With my ship and sails pointing due North, I set the wind to many different angles away from North (using setdir X), and recorded long/lat/time like before. However, there is the added complication of crossing server borders. I kept track of the time as I crossed borders (only going North, remember, not East or West), and there was no time gained or lost. The coordinates were a different matter - when you cross a border (at least in Single player), the game puts you at 0.14 longitude units further than you entered. I just had to keep track of how many borders I crossed and subtract 0.14 for each one. This added some error, but I couldn't think of a better way to do the tests without rotating the ship between tests. If I did rotate between tests, the slight variation in the way my ship was pointing would make the effective angle very difficult to compute, since small changes in angle near the effective angle make a large difference in the ship speed. Any derived numbers (like maximum speed contribution per sail) were obtained using the trendline function in Excel, or the Solver addon for Excel. Detailed Numbers I will put detailed information here about the specific numbers I obtained from testing. I will also update this section if I did some math that confuses anyone. - Since the full wind rotation takes 6 in-game days, the wind rotates around at 60 degrees per in-game day, or 1.19 degrees per real-life minute. Additionally, the strength of the wind changes twice as fast in the "low wind region" from Noon before the lowest wind until Noon after the lowest wind. The graph below shows this region where the wind power changes much more rapidly. - Weight and speed sails have an effective angle of 82.0305 degrees, and handling sails have an effective angle of 117.725 degrees - The table below shows my current data on maximum speed from each type of sail, for each type of ship. I will be adding to this in the future, as I collect more data. - Handling sails are faster than speed sails once you pass 152.59 degrees. At that point, you should switch all sails over to handling sails (if you can't just rotate a few degrees to make the speed sails worth it). Conclusion Generally, you will want to use speed sails, and only in rare cases will you want to use handling or weight sails, since their benefits don't outway the massive increase in speed that speed sails give. However, if the wind is just too weak and you are doing everything you can to milk speed out of your ship, you can always just wait for the next Noon, and the wind will be guaranteed to be at 50% and rising in strength. Finally, Avoid sailing in a direction that makes your sail HUD indicator dark orange, since your speed drops off very quickly as you get close to the effective angle, where the sails turn red. Please leave a comment if you think I missed anything, and let me know if I have not explained something clearly enough. I am happy to answer DMs or regular comments. Finally, I would like to thank @Kummba for encouraging me to look into the wind mechanics, and giving me a jumping off point with the wind rotation mechanics. See you on the high seas!
  2. INTRODUCTION: The sextant buff is one of the most useful buffs in the game, so I figured a guide explaining how to get it, what it does, and what aspects of it you should not take for granted, would be quite worth it. I'll start by listing the questions I am going to answer, and then we'll get into the thick of the content. The Big Questions: What is the sextant buff, and how does it help? How do I get the sextant buff, and how long does it last? How large are the grids (and the whole ATLAS map), in terms of lat/long points or meters? When would crossing the edges of the map to get to another grid make my trip faster? How accurate are the speed, lat/long, and direction that the sextant tells you? What is an ATLAS knot? Related questions other posts have answered, that I will skip here: Which type of ship is the fastest? Read on for more detailed info on each of these topics! What is the sextant buff, and how does it help? The sextant buff is a buff that helps you navigate the seas. When you apply the buff, you will be given the following information as a HUD at the top of your screen: A compass showing the direction you are looking in A minimap of your surrounding area (able to be toggled on/off via the settings menu) What region you are currently in, including any special qualities of that grid (lawless, golden age ruins, etc) latitude and longitude coordinates of your current position When sailing a ship: The direction you are headed and your current speed in knots In-game map marker overlay and guidance. Left-click on an ATLAS map marker to activate an in-world guidance marker. minimap and ATLAS map player markers show the direction you are facing Although the buff is indispensable in helping you navigate the seas, it is also very useful on land. I have used the sextant buff to help navigate an island due to the minimap that comes with it, as well as to line up my camera to the cardinal directions for building. Feel free to share in the comments if you have any creative ways you have used the sextant buff! How do you get the sextant buff? To get the sextant buff, you first have to unlock and get the sextant. The sextant is unlocked by the "Navigator's Tools" skill, which is the first skill in the Seamanship skill tree. It takes 11 skill points after a respec to get to this skill. Once you have it unlocked, you have to craft it with the materials shown in the wiki page. The sextant is a tool that you can use to get the buff. To use it, you will first need to get to a high location, typically the crow's nest of your tallest sail if you are on a ship. Hold right-click to bring the sextant up to your eyes, and start looking around for stars in the sky. They will still be visible in the day, and they will have a green diamond show up around them if you get close. Once the diamond shows up, left-click while continuing to hold down right click. This will add a star to your total, and 4 stars are needed to get the buff. Once you add a star to your total, a trail will lead from it to the next star. However, you have to try to be fast, since you only have a few seconds to find all of your stars. Here are a few tips: During the day, the first star tends to be near the sun (not rigorously tested) The trails that lead from one star to the next will curve if they travel a long distance, since they move on a sphere, which distorts their motion. Try to follow the curve around, or you will end up quite far from where the star actually is. Once you click on the first star, you will have 50 seconds to find your stars (+5 seconds for each cosmology level, then x1.10 for each level in able navigator skills) If you find 4 stars, you will get 1500 seconds (25 minutes) of sextant buff. Each star above that will give you +1180.6 seconds (almost 20 minutes) of buff, up to the 9th star and above, which give you a total of 7200 seconds (2 hours) of buff. NOTE: The able navigator skill currently has no effect on sextant buff duration, although it says it does. Be aware. How large are the grids? How large is the whole ATLAS map? Using the sextant buff's guidance marker feature and GPS coordinates, you can get very accurate information about the size of each grid. For example, the center of the center maw (where the Kraken spawns) is at the coordinates of 0/0 long/lat. Moving to the East increases longitude, whereas moving to the North increases latitude. NOTE: Most real-world coordinates are given in lat/long notation, but the game chooses to give the coordinates to you in long/lat notation, so try not to confuse the two. By using singleplayer to fly to the corner of a grid, then marking a waypoint at an adjacent corner and activating the guidance marker, you can get the following size for a grid 14,000 meters along a side, and 13 1/3 lat/long along a side. This means that the whole ATLAS map is 14 * 15 = 210 km in width and length, and the maximum lat/long coordinates are +/- 100. When would crossing the edges of the map make my trip faster? The right edge of the ATLAS map is connected to the left, and the top is connected to the bottom, just like in Pac-man. Curiously, this means that the ATLAS map is not on a sphere, like our Earth, but rather on the surface of a torus (a doughnut shape). Since there are a total of 15 grids in each direction, you could go 8 tiles in one direction, or 7 tiles in the other direction to get to the same grid. Therefore, you should never go more than 7 tiles E/W or N/S to get to your destination. If your route takes you on a path with more than 7 tiles in one direction (for example, West), just go in the opposite direction (East) and it will be shorter. Never go more than 7 tiles in one direction (E/W or N/S) to get to your destination. Go the opposite way, and you can get there in under 7 tiles. The furthest grid from you on the map is 7 tiles E/W and 7 tiles N/S away from you, for a total of 9.9 tiles to get to the opposite side of the map. How accurate are the numbers that the sextant buff gives you? To start, I will assume that the long/lat numbers are exact, since they are simply related to the in-game coordinate system that the game invariably uses. From these numbers, we will discuss the accuracy of the sextant buff speed and direction numbers, and any relevant conversion factors. First up: speed. In real life, a knot is defined as about 1.15 mph, or around 0.514 m/s. Using this number, and the fact that grids are 14 km in width, a ship going around 20 knots would take over 23 minutes to cross a grid. This isn't the case (you can traverse a grid much quicker), so the game must think that knots are something different. To test this, I started a brig off in a random direction at full speed, in singleplayer. Using singleplayer commands, I made the wind a constant speed and not rotate, and I sailed for about 1/2 of an in-game day, and computed the total long/lat distance traveled, compared to the speed shown in the sextant buff. I determined that 1 knot is equivalent to about 0.077 lat/long per in-game minute, or 0.347 grids/in-game hour. To convert in-game minutes to real-life minutes, you just have to divide by 2.1 (I got this number by timing with a stopwatch for about 10 minutes and figuring out how many in-game minutes passed by). Therefore, 1 ATLAS knot is about 38.56 meters/real-life second. Thus, a ship going at 20 knots can cross a grid in just over 6 minutes. Here are a few useful conversion factors: 1 ATLAS knot = 38.56 meters/real-life second = 0.0367 lat/long per real-life second = 0.165 grids/real-life second 1 in-game minute = 2.1 real-life seconds 1 lat/long = 1050 meters NOTE: The speeds given by the sextant buff depend on your current CPU usage. If your CPU spikes, the speed will dip. I tested this by changing the slomo setting - as time is slowed down, the sextant buff indicator sped up. This is because the slower time allowed the CPU to rest more and keep up with the speed calculations. Additionally, I ran the user benchmark cpu test while playing the game at normal settings and similarly saw a drop in the sextant buff reported speed. I found that, for my game under typical settings and activity, the speed can increase by about 1% by slowing the game down absurdly, and it can slow down significantly when speeding the game up. Just a heads up - the speed is not universal, and the same ship may report different speeds on different PCs, even with all variables taken care of. The second task: Direction indicator/heading. I first noticed that the direction indicator is off somewhat when I set my ship to head North (0 degrees) and found my longitude changing still. When I set the ship sailing in a direction that had no longitudinal changes (even over a very long period of time), the directional HUD said 1 degree. More of my testing included recording start and stop lat/long for my ship, and the direction of travel. I then computed the angle from the lat/long data, to compare to the given direction. I found that the direction is accurate to +/- 1 degree always. This can contribute to error when testing and trying to determine actual numbers for these things, but I doubt it will affect gameplay in any noticeable way. The biggest effect I could see this having is if you skirt along a grid border, you should look at the lat/long directly instead of the direction, since you could end up veering off course for long journeys. Conclusion: The sextant buff is a very useful buff, which is why I try to keep it on most of the time I play ATLAS. It helps plot a course on the sea, navigate a new island, or just stay oriented in your home base. Although the speed and direction have a few small accuracy issues, this shouldn't affect your gameplay at all unless you are crazy like me and want to dig up the numbers behind the game that make it all work. That's it for this guide, let me know in the comments if there are any other sextant-related topics you want me to cover, or if you want me to make a guide on another subject that interests you. See you on the high seas!
  3. EvgeniZ

    Sail Variety

    At the moment there is only 1 viable sail configuration per ship with very very few exceptions: all Speed and the bigger the better. Sailing Speed is currently one if not the most important attribute for ships and not only for PvP ships. Roughly 95% of all the ships are currently like this: Sloop: 1 Medium Speed Sail Schooner: 1 Large Speed Sail & 1 Small Speed Sail Brigantine: 3 Large Speed Sails Galleon: 6 Large Speed Sails But this game offers 3 different sailtypes with different blueprint attributes in 3 different sizes. We have the Speed Sails, the Handling Sails and the Weight Sails, each in Large, Medium and Small size. Lets have a look at what these Sails have to offer: Common Speed Sails: By far the highest unmodified topspeed Fast ship turning at top speed Average sail opening, closing and turning speed Blueprinted Speed Sails: Max Velocity attribute is currently not working and has 0 effect on your speed Sail Turning Effectiveness allows for even faster ship turning at top speed, works as intended Common Handling Sails: Around 25% slower than Speed Sails, very noticeable Fast ship turning at almost closed sails or low speed By far the fastest sail opening, closing and turning speed, allows quick stops and rapid acceleration Offers the best wind angles, allows sailing against the wind with decent speed Blueprinted Handling Sails: Acceleration attribute currently gives the sail both Top Speed and Acceleration increases, outruns Speed Sails in top speed at above the 130% value Wind Angle attribute offers better speed against the wind by improving the wind catch angle of the Sails Common Weight Sails: Around 40% slower than Speed Sails, extremely noticeable Average to low ship turning speed By far the slowest sail opening, closing and turning speed, slow acceleration and requires a long time for a fullstop Same wind angles as Speed Sails, even though Weight Sails are visually more similar to Handling Sails Provides a flat Weight Bonus of 1000, 2500 or 4000 depending on size (reduces the speed slowdown for ships that usually have above 55% weight) Blueprinted Weight Sails: Offers only 1 special attribute: % increase to the Weight Bonus of the single Weight Sail (example: 120% = from 4000 to 4800, only 800 more carryweight) Now lets take a look at the different sizes: (The numbers below are from rough speed testing with the sextant on a testserver) Large Sails - Sail Unit points: 2.7: Maximum Speed / 100% Weight Sail Bonus: 4000 Extra Weight Medium Sails - Sail Unit points: 1.7: Below half the Speed / ~46% Weight Sail Bonus: 2500 Extra Weight Small Sails - Sail Unit points: 1.0: Very low Speed / ~ 22% Weight Sail Bonus: 1000 Extra Weight Now lets take a look at some possible Speed Sail configurations and size variety: Sloop: 1 Medium Speed Sail: 46 2 Small Speed Sails: 22+22 = 44 (additional mast = more crew required) (slowest) Schooner: 1 Large Speed Sail & 1 Small Speed Sail: 100+22 = 122 2 Medium Speed Sails: 46+46 = 92 (25% slower) 4 Small Speed Sails: 22+22+22+22 = 88 (2 additional masts = 2 additional crew required) (slowest) Brigantine: 3 Large Speed Sails: 100+100+100 = 300 5 Medium Speed Sails: 46+46+46+46+46 = 230 (~25% slower) (2 additional masts = 2 additional crew required) 8 Small Speed Sails: 22x8 = 176 (~42% slower) (5 additional masts = 5 additional crew required) (weird) 2 Large Speed Sails, 1 Medium Speed Sail & 1 Small Speed Sail: 100+100+46+22 = 268 (~11% slower) (additional crew required) Galleon: yes My personal Solution to the lack of Sail Variety would be: Speed buff to Small Sails by 50% Speed buff to Medium Sails by 40% Sail unit cost of Medium Sails from 1.7 to 1.8 Decrease the speed of Speed Sails by around 10% Allow all 3 Sailtypes to have an increase in speed by blueprints Slightly better Wind Angles for Weight Sails Additional Notes: The buff to the Small and Medium Sails would still not make them faster than larger sails but close the giant speed gap between them, allowing for different setups without losing too much. Weight Sails are clearly the least useful sailtype at the moment and need a rework. (3 Large Weight Sails are slower than 2 Large Speed Sails at average weight) (even after recent changes) Fixing the Max Velocity on blueprinted Speed Sails would make the other 2 sailtypes way more useless. Speed Sails should remain the most used sailtype in my opinion, the other appear to me as support sails.
  4. Weather Balloons = A weather or sounding balloon is a balloon (specifically a type of high-altitude balloon) that carries instruments aloft to send back information on atmospheric pressure, temperature, humidity and wind speed by means of a small, expendable measuring device called a radiosonde. To obtain wind data, they can be tracked by radar, radio direction finding, or navigation systems (such as the satellite-based Global Positioning System, GPS). Ok So hear me out guys, a fellow guildie was thinking what if there was an item in the game similar to a weather balloon that could A. Forecast the Weather, and B. Give the direction of wind for a zone. Sometimes I get frustrated when planning a trip 3 zones away only for the grid winds to look like this <----- then ---> before I get to my destination. I was thinking not something that Shows the entire Grid but one that at least shows its own grid and the surrounding ones as well. Thoughts??? Sources: https://en.wikipedia.org/wiki/Weather_balloon Credit: Unclesid25
  5. The 30% move speed with no wind at your sails just ruins sailing and removes any realism the game had. Yes, it was a total pain when you want to go in the wrong direction of the wind and you had to sail in a zig-zag pattern to get to where you wanted to go. But that's part of sailing. If people don't like it then this is the wrong game for them. I could see changing it to like 5% so you are never dead in the water but also hardly moving but 30% is WAY to fast. You have already nerfed the threat of pretty much everything else in the water. You are dumbing down the game way too much. If you want to make sailing easier just make the wind change direction more often as this is a much more realistic fix. But sailing against the wind with your sails concave in the wrong direction and still moving fast just kills any immersion the game had.
  6. It would be really nice to have a windsock or something like it you could place on your ship or base to see the wind direction.
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