Judging by the speed table it didn't help them much, but there is definitely something rakish in this.
Recent community posts
There is some experimental data from the Black Sea Fleet reports of the Russian Navy made in 1828-1829:
for several ship types ( from 110-gun first rate to small brigs). Unfortunately it does not contain acceleration or deceleration times, but there are speeds and heel angles for various wind conditions as well as times recorded for tacking and wearing.
For example a 44-gun frigate (table 1, col. 4, and it should be noted Russian ships were in general more heavily armed and slower then their French or British counterparts, even if they shared a hull form):
Wind rate 5
- Close-hauled 7 kt
- Beam reach 9.5 kt
- Broad reach 11 kt
- Running 8 kt
Wind rate 7
- Close-hauled 4 kt
- Beam reach 9.5 kt
- Wind rate 5 - 11 deg
- Wind rate 7 - 7 deg
- Wind rate 9 - 8 deg
Wearing (wind 5): 2.5 min
Tacking (wind 5): 2 min
Tacking (wind 7): 3 min
P.S. Found in the text a description of sails set during the trials:
- At wind 5 (up to 10 m/s) running & broad reach all sails (sic) were set.
- At wind 5 beam reach & close-hauled royals & skysails taken in.
- At wind 7 (up to 15 m/s) courses, topsails (double-reefed), t'gallants and fore-staysails were set.
- At wind 9 (up to 20 m/s) fore-course and fore-staysails were set.
P.P.S. Corrected the wind 5 close-hauled config translation and wind 7 close-hauled speed.
Implementing a watch-officer in a form of pre-scripted sequences of orders for various actions, like getting under way, turning to given course, tacking, wearing, heaving to, shortening sail due to weather change could be a very large step towards implementing an independent AI.
As would happen in reality, certain things can be done by the watch officer automatically, and certain can be prompted to the player for confirmation.
>I think your simulation already jives nicely with the information they contain.
I am afraid you have confused me with Neil. :) The game I work with allows much less, although I tried to mix the numbers available to implement at least some of the effects.
Didn't they usually bring the ship to a stop by backing sail(s) and/or turning into the wind and then dropping anchor?
>All in all, it's the kind of situation that would make me want to create some sort of artificial braking effect when the sail area is under a certain threshold
I would think it's possible to condition the drag not only by sail area, but also by checking if the ship accelerates or decelerates.
P.S. Here are two articles concerning period ship maneuverability I found recently - maybe they can be of help.