First of all, let's learn something about navigation before we set sail.
Sailing boats are driven by the wind. When sailing, we need to adjust the angle of the sail, and the other is the anchor, which is a means of stopping the ship quickly. These two usages will be discussed later.
When we sail, we need directions. Most of us look for directions on the compass. We draw our destination on the chart, and we can know whether we should go left or not. Right? Or up and down, up and down, left and right, think about it a little and convert it into
In the storm, our compass will temporarily fail. At this time, we have two choices: one is to sail to the edge of the storm, and the direction of the ship remains unchanged. The second one will decide whether to drive left or right according to the direction of the chart. The second one will steer, and the other one will pay attention to the direction of our destination on the chart and tell us whether to turn left or right.
We will meet foreigners in the game, and we will explain the direction to these idiots with left/right. However, TM doesn't often use L/R, and the key point is to turn left first and turn right on starboard side. port just entered the business and often asked me to go back to work because port broke up with someone.
This will lead to many misunderstandings in navigation. Continue to harden before turning left and right, which means full rudder. Turn the rudder to one side twice, which means full rudder.
Let's move the boat first, and then talk about some details. There will be two outposts in each sea area, not counting. * * * Six outposts in three sea areas.
In other words, there are at least six ships sailing at sea. How to reduce the possibility of being discovered? If you have a pure black sails, please put on the second one, that is, turn off the lights, usually turn off the Three Lamps District on the deck.
If you have just started playing an unfamiliar game, please climb the main mast first, and you will see a bell ring. Don't worry. A box with a national flag pattern hangs on the mast. There is a flag that says love. Don't shoot anyone in the future. You will be prompted to form an alliance and transform. What should we do? Of course, the correct use of the flag will be discussed later.
Skeleton boat
This kind of boat can easily distinguish bright sails from rags. I'll write another article on how to deal with skeleton ships, and don't fight such ships.
Single sailboat
A sailboat can accommodate two people and is not recommended for newcomers.
If you don't know the wind and waves, you can only be slaughtered. Why is the new mast chain enough to be beaten? A single sail has long lost its mast. A single sail without the ability to stop, with four ship repairs or mast repairs on one side?
Lack of power is the disadvantage of small ships, while being good at it is the opposite. First of all, I understand that the fastest speed of single sail is the same as that of three sails, and the wind blows from the stern to sail before the wind. But in naval battle, it is most desirable to have two kinds of headwind speeds that other ships can't reach. When you were hunted, you were in WindGrin.
Pursuit against the wind is the strongest advantage of single sail. It is not afraid of torpedoes at all (the explosive barrel put into the water will explode when it touches the hull passing at high speed). People can climb the ladder with thunder and blood to detonate, and have enough time to repair the ship, adjust the direction, let the ship sail at a low speed, fire their own guns to board the ship, control the deck, stop the ship, release the goods, and slaughter (how to kill it will be explained in another article later)
Being chased against the wind, being chased by foreigners like wolves, and bumping into explosive barrels, please hand over the nearby rocky island yourself, and please keep circling the island until you can't turn. If there is a storm, please enter and deal with it at the edge of the storm and let it sink in front of you. Turn the rudder as often as possible without closing the sail and anchoring. Foreigners can't catch up with you.
PS: How to read the chart? Please turn your head and don't often run down to look before you come up.
Double sailboat
Two sailboats can accommodate three drunks and have first-class speed. It is suggested to use a single warehouse, as long as it is not against the wind, it will be dominant. The maintenance and drainage are convenient, and the four bullet holes can be kept watertight (continuously scooping water), and the small boat can sail and the big ship can rotate. Don't stop, control the speed, sink without injury, and the double sails can be controlled without much operation.
The cross wind speed of double sails is the highest, so it is very convenient to find the treasure chest and run away in an instant.
PS, beware of anyone boarding the ship. No springboard or fence. This ladder is very suitable for smuggling.
Three sailboats
Three sailboats can accommodate the barrels and heavy hulls of more than N fishermen. This is simply a happy place to kick around. First, find a boat. The alliance will fool him. Just say find the nearest seaport. It may be called by other names. One thing on a long list of charts is that you can start fishing after drinking two glasses of dancing to exchange your illness. Remember to cook and sell the fish.
Three sails will make it easier to open the arena, and eight guns will hit each other. This is a naval battle.
PS personally, no matter what flag I hang for three times, I will try to intercept the goods. In the last six months, three transgressions have half of them are children from other places. Please be patient and let them say no.