Well, there they were:
After a night of
serious drinking, my
party of would-be
adventurers had woken
in the dismal
hold of a ship at sea,
victims of a press
gang. Possessed of nothing
more than
their hangovers, these
brave souls were
ready to begin one of
their greatest
adventures.
And then, to fill in the
details, I turned
to the Waterborne
Adventures section of
the DMG, nodding
my way down the lists
of size, winds,
movement. . . . But when
I got to the
SPEED
Table, there was a moment of
shock.
For there, in black and
white, were listings
showing that smaller
boats of all
types had a greater maximum
speed
than that of their larger
cousins. This, I
said to myself, must
be the mistake of
some itinerant landlubber
— not those
old salts up at TSR.
So I quickly wrote a
letter to the people
at DRAGON™ Magazine
and offered to explain
the laws of
fluid mechanics and the
worship of the
great Froude, God of
Marine Engineering,
to their many good readers.
Unfortunately
for me, they just wrote
back and
said, “‘Sure, sounds
like a good idea.”
So, here goes:
Most boats float in water.
This statement
was, of course, more true
in olden
times than it is today,
but in the AD&D™
game there are very few
hovercraft and
jetboats. Slower boats,
especially those
that are either sailed or
rowed, float
because their hulls displace
a volume of
water equal to the weight
of the ship.
Failure to do this simple
thing is often
called, by laymen, “sinking.”
When a boat pushes its way
through
the water, it also pushes
the water. This
movement tends to build
up a high wave
at the bow, the first point
on the boat to
meet the water, and one
or more secondary
waves later on. While these
waves
are often quite picturesque,
the energy
needed to raise them is
taken directly
away from the boat, which
is very wasteful
from the sailor/boatman’s
point of
view.
As the boat picks up speed,
the height
of the bow wave increases,
raising the
water in the wave farther
above the level
of the surrounding sea.
The water in the
wave has a property called
mass, which
means that gravity acts
upon it, seeking
to pull it back down. This
mass of water
takes a certain amount of
time to fall
back to sea level, and because
of inertia
(the tendency of a mass
in motion to
keep on moving) it actually
goes below
sea level.
In this way a wave is born.
But although
a wave will appear to be
moving across
the surface of the sea,
the water in the
wave stays in pretty much
the same
place, moving mostly just
up and down.
Of course, the larger a
wave is, the
longer it takes the water
in it to fall, and
then to rise again. This
increases the
length of the wave, which
for our purposes
can be measured as the distance
between one wave crest,
the highest
point, to the next.
When a ship or boat goes
faster, it
creates a larger and longer
wave. By
using models of ships under
controlled
laboratory conditions, the
great British
marine engineer William
Froude discovered
in the late 1800’s that
there was a
relationship between the
velocity and
the length of a wave. And
he found that
this “Froude Relation” could
be used to
determine the best speed
for a ship.
To put it simply but scientifically,
the
inertial force divided by
the gravitational
force is equal to the velocity
squared
divided by the length of
the ship. This
gives one the appropriate
“Froude Number”
(best speed) for any watergoing
vessel. Translated into
real-world terms,
this means that a longer
ship will have a
higher best speed than a
shorter one.
For example, let’s say we
have a sailboat
that is 25 feet long at
its waterline.
When our small boat starts
off at an easy
4 knots (4 times 6,076.10
ft. per hour), the
waves it makes are about
10 feet long.
Our boat will be riding,
then, on top of
three wave-crests: one at
the bow, one
10 feet back from the bow,
and another
one 20 feet back, near the
stern.
If we increase the boat’s
speed to 6
knots, the distance between
wave crests
is about 20 feet, and we
will have lost the
support of the third crest.
Luckily, two
crests are enough to still
keep the boat
fairly level, especially
since each of them
is larger than each of the
crests were
when they were 10 feet apart.
At 6.75 knots, we have one
wave-crest
at the bow and one wave-crest
precisely
at the stern. This, of course,
still keeps
the boat in good balance,
but note that a
boat shorter than this one
would only be
riding up on its bow wave.
Now the wind becomes stronger,
we
start to go faster, and
our wave length
becomes greater. Once we
go over 7
knots, the distance between
the bow
wave and the second wave
becomes
greater than the length
of the boat. With
the bow on top of its wave,
and the stern
down in the low water between
two
crests, we are now sailing
uphill.
Sailing uphill naturally
takes more
power, and, what’s worse,
the faster we
try to go, the steeper the
hill gets. So the
best, most comfortable,
most economical,
speed for this boat is just
under 7
knots, where we still have
two waves
supporting the hull.
Of course, if you buy (or,
for those with
piratical tendencies, steal)
a larger boat,
for instance one that is
30 feet long at the
waterline, at 7 knots the
boat will still ride
on two wave-crests and can
speed along
quite nicely — until you
hit about seven
and a half knots. And a
100-foot-long
ship would do fairly well
until the distance
between wave crests becomes
more than 100 feet (this
occurs at about
13.5 knots).
To figure out the best speed
for a ship
you’ve built, borrowed,
or otherwise acquired
for AD&D
adventuring, all you
have to do is to take the
square root of
the length (waterline) and
multiply by
1.35 (a “fudge factor” which
can be used
in place of going through
Froude’s complicated
calculation). This gives
a rough
approximation of the boat’s
best speed
in knots. (Translating this
into miles per
hour, a measurement which
a true sailor
never uses, yields a slightly
higher number,
but it is of course exactly
the same
speed.)
To answer the understandable
question
about the difference between
fast,
narrow ships and slow, wide,
bulky ones:
Yes, a narrow ship requires
less energy
to reach its best speed
than a fat one. But
the overriding factor, once
that speed is
attained, will always be
the length of the
boat.
A table of best speeds
Length at waterline
(in feet) |
Best speed
(in knots) |
Best speed
(in miles per hour) |
10 | 4.3 | 4.9493 |
15 | 5.2 | 5.9852 |
20 | 6.0 | 6.906 |
25 | 6.8 | 7.8268 |
30 | 7.4 | 8.5174 |
35 | 8.0 | 9.208 |
40 | 8.5 | 9.7835 |
45 | 9.0 | 10.359 |
50 | 9.5 | 10.9345 |
60 | 10.5 | 12.0855 |
70 | 11.4 | 13.1214 |
80 | 12.1 | 13.9271 |
90 | 13.0 | 14.963 |
100 | 13.5 | 15.5385 |
150 | 16.5 | 18.9915 |
200 | 19.0 | 21.869 |
250 | 21.5 | 24.7465 |
300 | 23.5 | 27.0485 |
400 | 27.0 | 31.077 |
<Knot = 1 nautical mile per hour (Knot)
1 nautical mile = 1.150779 miles (statute) (exact: 57,875/50,292 miles) (Nautical mile)
Note: The Best speed (in mph) column, was added, and figured from 1.151, to start. 1" = 3 mph.>
Holes in the hull
Dear Editor:
Bruce Evry’s article “The hull truth about
speed” (issue #70) is true, but has very little
to
do with AD&D or D&D.
A vessel’s best speed is its most efficient
cruising speed, rather than any sort of a top
speed. The table he refers to in the DMG follows <link>
the table he produced up to the level of
small galley, at which point maximum speed
falls off. This follows thousands of years of
experience that, as a general rule, large boats
are faster than small boats, but small ships are
faster than large.
Up to the level of a small galley, the wave
effects Mr. Evry talks about give a speed near
the top speed. Larger vessels tend to sink
more deeply into the water, so that friction
becomes the principal limiting factor. Before
the 19th century, most of the speeds Evry sets
forth were beyond the abilities of large ships
that might have reached them.
As an example, one need only contemplate
the War of 1812. The American frigates were
bigger and more heavily armed than anything
the British could spare from Europe. The
smaller classes of vessels reflected much the
same relationship as among the frigates. The
British used the same tactics in the War of
1812 that worked against the German “pocket
battleships” in 1939-40: Teams of smaller vessels
which could cope with their larger opponents
so long as one American faced two British.
The British had little trouble catching
their larger opponents. Nor, as a rule, were
the American frigates able to run down small
(that is, smaller than a frigate) British vessels.
In the context of a D&D or AD&D
campaign,
the sailing vessels available are simply not
capable of reaching speeds above 12 knots,
and the higher best speeds are irrelevant.
They might be useful in dealing with the more
sophisticated vessels of the 18th-19th centuries,
when speeds of up to 181 knots were
achieved. But a clipper ship would be as out of
place as a revolver in such surroundings.
Jack R. Patterson
Roanoke, Va.
(Dragon #72)
THE HULL TRUTH ABOUT SPEED:
Larger ships make faster frigates
By
Bruce Evry
By using models of ships under controlled conditions, the great British marine engineer William Froude discovered in the late 1800's that there was a relationship between the velocity and the length of a wave.
For example, let's say we
have a sail-boat that is 25 feet long at its waterline.
When our small boat starts
off at an easy 4 knots (4 times 6.076.10 ft. per hour), the waves it makes
are about 10 feet long.
Our boat will be riding,
then, on top of three wave-crests: one at the bow, one 10 feet back from
the bow, and another 20 feet back, near the stern.
If we increase the boat's
speed to 6 knots, the distance between wave crests is about 20 feet, and
we will have lost the support of the third crest.
Luckily, two crests are
enougth to still keep the boat fairly level, especially since each of them
is larger than each of the crests were when they were 10 feet apart.
At 6.75 knots, we have one wave-crest at the bow and one wave-crest precisely at the stern.
Once we go over 7 knots, the distance between the bow wave and the second wave becomes greater than the length of the boat.
So the best, most comfortable, most economical speed for this boat is just under 7 knots, where we still have two waves supporting the hull.
Of course, if you buy (or, for those with practical tendencies, steal) a larger boat, for instance one that is 30 feet long at the waterline, at 7 knots the boat will still ride on two wave-crests and can speed along quite nicely - until you hit about seven and a half knots. And a 100-foot-long ship would do fairly well until the distance between wave crests becomes more than 100 feet (this occurs at about 13.5 knots).
To figure out the best speed for a ship you've built, borrowed, or otherwise acquired for AD&D adventuring, all you have to do is to take the square root of the length (waterline) and multiply by 1.35 (a "fudge factor" which can be used in place of going through Froude's complicated calculation.)
A table of best speeds
Length at waterline (in feet) | Best speed (in knots) | Best speed (in miles per hour) |
10 | 4.3 | 4.9493 |
15 | 5.2 | 5.9852 |
20 | 6.0 | 6.906 |
25 | 6.8 | 7.8268 |
30 | 7.4 | 8.5174 |
35 | 8.0 | 9.208 |
40 | 8.5 | 9.7835 |
45 | 9.0 | 10.359 |
50 | 9.5 | 10.9345 |
60 | 10.5 | 12.0855 |
70 | 11.4 | 13.1214 |
80 | 12.1 | 13.9271 |
90 | 13.0 | 14.963 |
100 | 13.5 | 15.5385 |
150 | 16.5 | 18.9915 |
200 | 19.0 | 21.869 |
250 | 21.5 | 24.7465 |
300 | 23.5 | 27.0485 |
400 | 27.0 | 31.077 |
Knot = 1 nautical mile per hour (Knot)
1 nautical mile = 1.150779 miles (statute) (exact: 57,875/50,292 miles) (Nautical mile)
Note: The Best speed (in mph) column, was added, and figured from 1.151, to start.