The Pilot’s Book · Sea and sailing

A course by tap

Sea and sailing

Tap the open sea and the helmsman takes her there; the pill on top shows the way left and «stop». Any turn of the wheel takes the helm back.

  1. Tap the open water: a dashed course runs from the ship to the mark, and the pill «to the mark · 320 m» comes up on top. The helmsman keeps the sail you had (three quarters if you were nearly stopped) and stops close by the mark.
    1Tap the open water: a dashed course runs from the ship to the mark, and the pill «to the mark · 320 m» comes up on top. The helmsman keeps the sail you had (three quarters if you were nearly stopped) and stops close by the mark.
  2. Far away is easier on the chart. With a finger, a tap on the sea sets off at once; with a mouse, a click sets the mark, then press «Sail there». «Remove the mark» clears it. A long press on the minimap does the same.
    2Far away is easier on the chart. With a finger, a tap on the sea sets off at once; with a mouse, a click sets the mark, then press «Sail there». «Remove the mark» clears it. A long press on the minimap does the same.
  3. To take the helm back, turn the wheel (or A/D) or press «stop» on the pill. «+» and «−» only change the helmsman's sail; the course stays. A fight pauses the course: if you set it yourself, it carries on 5 s after the fight is over.
    3To take the helm back, turn the wheel (or A/D) or press «stop» on the pill. «+» and «−» only change the helmsman's sail; the course stays. A fight pauses the course: if you set it yourself, it carries on 5 s after the fight is over.

Try it in the game

See also