Sailwind

Sailwind

the Cog
what crap ship is that? its main sail cant work less than 90 degrees on the wind (so its pointless to use it to tak) and its front sail keep turning my boat even when i lock the driving wheel in oppocite direction to copensate, after a while the boat turns again to unknown direction...
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Showing 1-15 of 33 comments
boris.glevrk Feb 14, 2022 @ 2:45pm 
it's supposed to be the most difficult.

If you have problem correcting the jib you might want to loosen it a bit.
difficulty scale sould be even and normal boats alway have someone on the driving wheel. your solution would work if the turning force of the jib was greater than the max copensate from the driving wheel. So i request either the main sail to work at 45 degrees close to wing or the jib not to turn the boat because the Brig have a rear sail than sould copensate the turning force and the cog have not
boris.glevrk Feb 14, 2022 @ 3:02pm 
Originally posted by konstantinoskountousias:
difficulty scale sould be even and normal boats alway have someone on the driving wheel. your solution would work if the turning force of the jib was greater than the max copensate from the driving wheel. So i request either the main sail to work at 45 degrees close to wing or the jib not to turn the boat because the Brig have a rear sail than sould copensate the turning force and the cog have not
the square sail on the cog DOES work at 45 degrees from headwind. did you know how to turn it?

the wheel CAN compensate jib turning power. if you fail to do so you probably didn't release the angle of the jib.
JPL 1138 Feb 14, 2022 @ 3:13pm 
The mainsail of the cog can be used to prevent the jib's force on the bow. Even if it can't really catch the wind with the main sail it prevents the jib from turning the boat away from the wind. So a lot of the time my main sail is luffing all the way over on port or starboard tack with the yard parallel with the wind. My jib is the only thing moving the boat, with the main course flapping, only out to prevent jib drift. You have to watch it though, if the wind changes or you do steer to a very close tack you will catch wind on the wrong side of the main course and start slowing.
MrOkieDokie Feb 14, 2022 @ 3:13pm 
after trying all the ships i can say the brigs are maybe a little slower but seem to be the safest in any weather with the most cargo cap. they also seem to hold course better but could be in my head? i main the 2 mast brig but the junk is great to. everything is right there, you can have your tools on the dash. she even sails kinda like a schooner.
Last edited by MrOkieDokie; Feb 14, 2022 @ 3:16pm
RetoGero Feb 14, 2022 @ 8:10pm 
Join the discord of the game! the dev is there. he knows about cog.
the elements of the cog will be changed and improved after the sail customization update that is coming up next!
Originally posted by boris.glevrk:
Originally posted by konstantinoskountousias:
difficulty scale sould be even and normal boats alway have someone on the driving wheel. your solution would work if the turning force of the jib was greater than the max copensate from the driving wheel. So i request either the main sail to work at 45 degrees close to wing or the jib not to turn the boat because the Brig have a rear sail than sould copensate the turning force and the cog have not
the square sail on the cog DOES work at 45 degrees from headwind. did you know how to turn it?

the wheel CAN compensate jib turning power. if you fail to do so you probably didn't release the angle of the jib.

it doesnt work for me, with west wind i cant travel north west, it begins flaping from north north west, got it?
I didnt said that it cant, i said that i cant be an the wheel all day long and the wheel lock doesnt help mutch because after a minute the ship turns again
boris.glevrk Feb 15, 2022 @ 1:14am 
Originally posted by konstantinoskountousias:
Originally posted by boris.glevrk:
the square sail on the cog DOES work at 45 degrees from headwind. did you know how to turn it?

the wheel CAN compensate jib turning power. if you fail to do so you probably didn't release the angle of the jib.

it doesnt work for me, with west wind i cant travel north west, it begins flaping from north north west, got it?
I didnt said that it cant, i said that i cant be an the wheel all day long and the wheel lock doesnt help mutch because after a minute the ship turns again
Fwd-aft sails should only have a +/- 22.5 degree dead zone. If you have a dead zone significantly greater than that you're doing something wrong.
For example, if it's due west wind, the dead zone should be between NWN and SWS. For the deadzone to cover NNE it would've been a +/-67.5 degree deadzone, bigger than square sail.

oh and if you're talking about the square sail flapping... just furl it. Due west wind should have square sail work beyond the dead zone of NW to SW, but sometimes it does work, just doen't output much power, in which case you just furl it and use the jib.

wind changing every minute is one of Aestrin's (most complained) features
tyrswrath Feb 15, 2022 @ 5:26am 
by all means the Cog just seems to have a much larger zone of "can't deal with this" than any other I've sailed so far. Some days with 90 degree cross it's a struggle if the winds are too strong, don't even think about going into the wind at 45-60 degree bearing. The jib doesn't perform well at all and as the author of the thread wrote, there is cases where rudder authority completely is gone until you're basically pushed into a direction where you going with the wind fully.

that being said, did notice that when you seem to have lost most control, turn with the wind, get the main sail out, get some speed going and slowly correct course again to tack (with full rudder). Sometimes the rudder authority can go right out the window when your speed simply was reduced to (near) 0.
Last edited by tyrswrath; Feb 15, 2022 @ 5:29am
boris.glevrk Feb 15, 2022 @ 6:29am 
Originally posted by tyrswrath:
by all means the Cog just seems to have a much larger zone of "can't deal with this" than any other I've sailed so far.
You ever tried a 2MJ? That's the only ship I've tried with actual control issues. And that's only in storms where the rudder isn't even in the water.

When I first started my Cog playthrough I did had a night of waltz outside Fort Aestrin, but after some learning curve I can tack, reach and run with it pretty fine.

In my experience you do need quite a strong rudder input to counter the jib, and that's in normal wind only. But... well it's not gonna be the only one uncontrollable in storms. the 2MJ is worse.

and I don't see how people fail to use the square sail past broad reach, unless they don't know how to use the double sheet winch...
tyrswrath Feb 15, 2022 @ 9:55am 
Originally posted by boris.glevrk:
Originally posted by tyrswrath:
by all means the Cog just seems to have a much larger zone of "can't deal with this" than any other I've sailed so far.
You ever tried a 2MJ? That's the only ship I've tried with actual control issues. And that's only in storms where the rudder isn't even in the water.

When I first started my Cog playthrough I did had a night of waltz outside Fort Aestrin, but after some learning curve I can tack, reach and run with it pretty fine.

In my experience you do need quite a strong rudder input to counter the jib, and that's in normal wind only. But... well it's not gonna be the only one uncontrollable in storms. the 2MJ is worse.

and I don't see how people fail to use the square sail past broad reach, unless they don't know how to use the double sheet winch...

Kakam is indeed a challenge on it's own, though with regular winds surprisingly alright tacking at good angles against the wind. General steering however feels really unstable and takes a lot of attention, especially with bigger waves from odd angles (at an angle from behind). Before you know it you can definitely find yourself looking into a completely different direction!
Thundercracker Feb 15, 2022 @ 11:34am 
Originally posted by tyrswrath:
by all means the Cog just seems to have a much larger zone of "can't deal with this" than any other I've sailed so far.
the whole purpose of the jib is to allow you to sail closer into the wind. that's about the only thing i know about sails more complex than "wind push me go wheeee!" if you're facing such a large dead zone, you're doing something wrong. what that could be, i do not know as i have not played with either ship that has a jib yet.
tyrswrath Feb 15, 2022 @ 12:18pm 
Originally posted by Terrorsaur:
Originally posted by tyrswrath:
by all means the Cog just seems to have a much larger zone of "can't deal with this" than any other I've sailed so far.
the whole purpose of the jib is to allow you to sail closer into the wind. that's about the only thing i know about sails more complex than "wind push me go wheeee!" if you're facing such a large dead zone, you're doing something wrong. what that could be, i do not know as i have not played with either ship that has a jib yet.
Try first, than revisit please.
Thundercracker Feb 15, 2022 @ 1:18pm 
Originally posted by tyrswrath:
Try first, than revisit please.
not right now, no. i'm happy with the ship i have right now, and i'm not in the mood to juggle save files. it is going to be my next start, though.

i also dont really need to try it to know what the purpose of a kind of sail is. i do not need to know how to work it to know how it works.
tyrswrath Feb 15, 2022 @ 1:24pm 
Originally posted by Terrorsaur:
Originally posted by tyrswrath:
Try first, than revisit please.
not right now, no. i'm happy with the ship i have right now, and i'm not in the mood to juggle save files. it is going to be my next start, though.

i also dont really need to try it to know what the purpose of a kind of sail is. i do not need to know how to work it to know how it works.
point of trying is that the mechanics of the sail vs the simulation with all factors there might give you a slight different experience than expected, that is all.
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Date Posted: Feb 14, 2022 @ 2:42pm
Posts: 33