Physics based sailing mechanics (with diagrams)

  • Hello everyone,

    I want to share an idea I had about the sailing mechanics in Sea Of Thieves being a little more difficult and realistic. Basically, the acceleration of the ship should be determined by the angle of the wind and the speed of the wind relative to the ship's own speed (apparent wind).

    So I built a little excel sheet that would calculate the steady state of the differential equation for sailing, where forces are applied realistically.
    There are a couple of different forces in my model:

    Motor force: This force is not a realistic force, it just pushes the ship forward to help with sailing upwind and makes everything a little more forgiving.

    Sail force: Sail force is calculated by taking the cosine of the angle between apparent wind and sail multiplied by the cosine of the angle between sail and ship multiplied by the apparent windspeed squared multiplied by the area of the sail. This essentially means you have to put your sail between the direction of travel and the direction of wind to achieve the most acceleration. I.E. if the wind is coming directly from the right, you have to put your sail at about 45° instead of 90°. Note that sail force CAN slow the ship down if the sails are angled against the wind the wrong way

    Drag force: Without drag ships would accelerate forever. Drag is calculated by multiplying some drag constant with the squared ship speed.

    Different ship types can have different sets of variables for sail area, motor force and mass to make them handle differently. For instance, the sloop has a lot more motor force, smaller sails and less mass, meaning it can deal better with head wind, accelerates faster, but doesn't have such a high top speed.

    Diagramms: The way you would read them is as follows:
    Green is the sloop, blue is the brigantine and red is the galleon. The orange arrow indicates the direction of the wind. Draw a line from the origin of the diagram in the angle you want to put your sails. So if you keep your sails pointing straight forward, you draw a line straight up, if you angle your sails 45° to the right, draw a line accordingly. Now mark the point where your line crosses the max-speed-curve of your ship type. The distance between the origin and the cross is the top speed you will achieve.

    Wind coming directly from behind
    This is pretty self explanatory for the 0° wind example, as the galleon will achieve a top speed of 3m/s, keeping its sails at 0° and a top speed of about 1m/s, if it put its sails all the way to the right or left.
    Now that we understand how my model works, let's look at some other wind directions.

    45° wind from behind
    As you can see here, you will actually achieve the best top speed with the sails slightly further to the side than 45°, in fact it's more like 50° to 55°, this is called apparent wind compensation. You will also note that you can sail faster in crosswind than you can with tailwind, which is also true to nature and surely an interesting game mechanic. One other thing to note is that the sloop could still sail even if it had it's sail all the way to the left, which the galleon could not. This basically means that crews on bigger ships have to pay greater attention to their sails, because (im)proper sail angles will be rewarded/punished more heavily than on smaller ship types. (balancing and all)

    Side wind
    This is also true for side wind. A sloop with its sails straight forward could still reach 1m/s, while a galleon doing the same thing will barely make 0.6m/s

    45° wind coming from the front
    This is the first example of partial head wind. Note that smaller ship types are generally more capable during these conditions, making it easier to escape big ships.

    Direct head wind
    sailing directly into the wind is possible due to the aforementioned motor force, but you will significantly increase your speed by angling your sails all the way to the side. Again the smaller ships come out with an advantage here.

    Here is another set of plots with the sail angle on the x-axis and the top speed on the y-axis, these might be easier to read and understand my point.

    Wind coming directly from behind
    45° wind from behind
    Side wind
    45° wind coming from the front
    Direct head wind

    I also made a gif, becaue apparently I have nothing better to do.
    Gif
    I apologize for any misspellings or grammar misuses, I'm German.

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  • I applaud you for going the extra mile but this isn’t a realistic naval combat simulator. I like the idea but I’m not sure it’s right for them game currently.

    Changing something like this would be a huge overhaul of the game. I doubt this would be easily achievable at this point if at all.

    With this being a casual game that anyone can pick up and play it just doesn’t fit. Most new players complain about difficulty as it is. Adding something like this would only increase the skill gap.

    Again kudos on the post. Pretty cool you went that far. I do like the idea.

  • @capt-gorgonzola

    Though I admire that you've taken the time to do this, and Rare likely will too, but I doubt it will ever be added. Sailing is currently quite simple, as this game is marketed to a younger audience as a sandbox pirate simulator. Making it this complex would be very difficult for the community to adapt to, as compared to the simple 'this ship is faster in this condition' and turning the sails to catch the wind perfectly. Yes, they are not realistic as is. This is on purpose, and as much as I would personally like to see this idea performing well I know it will not happen.

  • I'm all for rewarding players for adjusting their sails properly and punishing those that don't. It sounds accurate with just about everything else in the game:

    1) Combat, don't know how to block? You'll be sliced up. Poor weapon aim? You'll get outgunned. Poor cannon aim? You'll get blown up to smithereens and so will your boat. 2) Making money. Don't know how to make money efficiently? Others will make heaps while you are scraping the bottom of the barrel. 3) Arena match strategizing. Slow thinking? You'll get outsmarted and you'll be beat before you know it. 4) Turning in loot without checking for enemy pirates first? You'll be caught by surprise and you'll have your loot stolen.
    & etc, etc..

    There's many ways the game already punishes you for not doing it right, and so I think this is more than fitting. On top of that, it would fix existing errors with sailing. See here. Many props to you friend, we need more people like you that actually put effort into their ideas. I hope Rare not only adapts with your suggestion but also hires you or pays you to use this in-game. I wish you luck!

  • @serdudekiller your link to other posts have statements that’s aren’t even true. Here’s a video detailing ship speeds and how they are effected by sails currently in game.

    https://youtu.be/XaHT0ZLeMdU

    This isn’t realistic sailing and is intended. Sloop is faster against wind. Brig is fastest with againstwind. With exception of galleon.

    Edit typo: I meant to say brig is fastest with wind. And I added galleon in to clear up the confusion I left it out of original post.

  • @AndyXXPanda1290 This is mainly my source, it just looks like we disagree. In my opinion, the brigantine should definitely not be the fastest. I don't need to argue with you though, when they change the speeds you'll see for yourself!

    The sailing speeds are very much broken, and I rest my case. Thanking OP again for their great work! :D

  • @andyxxpanda1290 said in Physics based sailing mechanics (with diagrams):

    This isn’t realistic sailing and is intended. Sloop is faster against wind. Brig is fastest against wind.

    Wrong. The sloop is fastest against the wind and the brig is fastest with the wind in most cases with the sole exception of 1, where the galleon beats it. 😉

  • @serdudekiller how are they broken? Lol just because rare didn’t make them realistic? If they change speeds based on realism it will throw off the balance of ships. I gave this guy props he did good and in a realistic naval simulator it would fit right in. There is an advantage and disadvantage to every boat. It’s like a balanced game of Rock Paper Scissors.

  • @galactic-geek I fixed it was typo. I literally said sloop was fastest against wind brig was fastest against wind obviously I typod lol thanks though I fixed it and have you seen that YouTube video I posted?

  • @andyxxpanda1290 You clearly didn't read that post then. I have no interest arguing with someone that surrounds themselves in an echo chamber (eg. your opinions). Waste of time. No need to mention me again, enjoy your day.

  • @serdudekiller aren’t all these posts opinions including yours? You don’t have to answer that was rhetorical. Cya ❤️

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