Nice captcha. I guess it's easy for the people that are the target of the site, but uncommon enough to be difficult for robots. (Adding some decorations may make it more difficult for robots, if they become a problem.)
Are robots really a problem or the problem are just morons that create too many boats?
How many boats do you have currently? If I don't log in for a month, is my boat sink/rescued?
When I read race, I expect at least two boats. Is there a record board when I finish the race. [I have to go from Sydney to a random point in the middle of the sea in the East, but there is too much wind and my boat is going north ... I don't expect to finish soon.] Do you organize some kind of events where people can race against other people?
It would be nice to see the target area in the map [I had to open Google Maps.] and the trajectory. (And perhaps a log of the commands.)
How do you calculate the direction. From another post, I remember it is a mix of the direction of the wind and the direction of the boat (and the direction of the sail?). Is this a standard boat model? Is it a good idea to add more models of boats?
> Are robots really a problem or the problem are just morons that create too many boats?
I don't have much evidence of bots actually being a problem so far, but with that being said I didn't want to start off by making it too tempting to begin with. Without the captcha it would be trivial to write a bot that generates a large number of garbage boats. Every boat adds to the server load, however small the marginal amount may be.
> How many boats do you have currently? If I don't log in for a month, is my boat sink/rescued?
There are around 500 boats on the server at this time, but the number is still growing as I type this (many new boats today certainly coming from HN users). Currently, if you don't send a command to your boat (course change, start/stop) within 14 days, it gets garbage collected to free up resources...whether you consider that getting "sunk" or "rescued" is up to you. :)
> When I read race, I expect at least two boats. Is there a record board when I finish the race.
When you race other boats, there is a table at the bottom of your boat details page that shows information about all the boats. When a boat finishes its race, this will be clearly shown in this table, along with the time it took to finish.
To race other boats, you need to create a race with custom parameters (the form is at the bottom of the start page) and choose a start time in the future, with as little as 5 minutes or perhaps as long as several days, to give others time to join.
> Do you organize some kind of events where people can race against other people?
So far I've raced just with a few friends myself (including some races lasting weeks, between continents), but anyone is free to create a public or private race and invite anyone else to join. Public races are published on the Races page , where anyone else can copy the race ID and join before the race begins.
> It would be nice to see the target area in the map
There's a "click here for maps" button on the boat details page, which will take you to the maps page for your boat/race.
> How do you calculate the direction. From another post, I remember it is a mix of the direction of the wind and the direction of the boat (and the direction of the sail?).
The boat attempts to follow the true course commanded to it, subject to wind direction and the boat wind response . The ocean current vector is also added to the result of that calculation, which gives the final course and speed over ground.
> Is this a standard boat model? Is it a good idea to add more models of boats?
The boat modeled here is just a contrived boat model that seems reasonable enough for perhaps some sort of 30-40 foot boat which may or may not exist in the real world. I've created a polar plot  showing its wind response so participants know what they're dealing with when racing. I would like to add more boat models in the future (including models of real-world boats), possibly even allowing for custom boat models to be uploaded by the user for any given race.
Quick Start | Go to Your Boat | Join Race | Create Race
Now I see the box where I have to go. I missed it in the first time I went to the site. It is in the second map! [My boat is going in the correct direction. Perhaps not at the optimal speed. https://imgur.com/a/yE1Tfre ]
Perhaps you can offer to save the boat key in a cookie, so it's easier to return to the site.
Why do you not scroll a webpage? Do you honestly only view a website based on what fits in the initial viewport? How do you shop on sites like Amazon, or browse Netflix, or any other single website on the entire internet?
- To get past captcha: Find N on the compass. That’s 0 heading. Now go clockwise and add 30 for every notch until you get to the needle. So 0 (N), 30, 60, 90 (E), 120, 150, 180 (S), ... 330.
- Once sailing, find the wind angle. You cannot sail within 45 degrees of the wind. So if wind is coming from, say, 140 degrees, do not set your course between 95-185 or you will come to a stop. (Because physics.)
- Sailboats are fastest when sailing 90 degrees to the wind. So if wind is 140, the fastest course would be 70 or 230. Just keep in mind that might not be the direction you need to go.
- More wind = faster sailing.
> - Sailboats are fastest when sailing 90 degrees to the wind. So if wind is 140, the fastest course would be 70 or 230. Just keep in mind that might not be the direction you need to go.
Sorry if this sounds rude, but this isn't how a sailboat works at all! I don't know enough english vocabulary on that topic to provide a detailed explanation but I'll try something anyway:
First, the angle between your boat and the real wind isn't what matters: it's the angle between relative wind and your boat that does, this angle depends on the real wind and on your speed.
The limit angle is about relative wind, not real wind, and it's not a fixed number: in depends on your vehicle (boat or other devices with sails like windsurf or iceboat) and how much “grip” it has on the water (or ice). Iceboats can have a really tiny angle for instance (few degrees).
> - More wind = faster sailing
In theory only, because at some point when wind gets stronger, you'll need to reduce your amount of sails to avoid breaking your ship. Also once again, it's the speed of the relative wind that matters, not real one, and that's how you can sail faster than real wind! (I don't know how practical this is with a boat, but with iceboats it's easy).
Sailboat dynamic isn't that hard (it's mostly basic trigonometry) but it's pretty counterintuitive. Main takeaway, sails works like wing.
Sorry for bad English.
In accurate modelling one would need to consider apparent wind, wave conditions, currents, drifting of the vessel, heeling, the hull type of the vessel, the amount of rudder is given to the vessel to keep it on it's course, effect of other vessel near by etc.
Most of these parameters interact with each other.
A complex problem I would say.
There is no “apparent wind” indication, only true wind. And the boat in the game is modeled like a regular sailboat, which means a typical 90-degree no-go zone.
- The captcha can show notches in either 30 or 45 degree increments. I thought that the extra challenge of discerning between the two would be interesting, but it seems to be causing more frustration than I would have anticipated. Definitely lessons learned from the feedback here. :)
- The fastest boat direction from the wind also depends on the wind speed, and this also depends on the boat itself. You can find a wind response polar plot for the boat modeled here shown on the site's help page .
The 30/45 degree differences were not difficult to discern. At least you didn't go for odd angles (I would have been tempted).
You can get closer than this, but it depends on the shape of your sail and how large it is. The physics is not intuitive, but the sail is effectively a wing when pointing close to the wind, and it acts exactly like the wing on an airplane does to generate lift. The sail then deflects the wind roughly perpendicular to the chord-line of the sail, and by Newton's second law the lift is then opposite the direction the wind is deflected. As you get closer and closer to 0 degrees relative to the wind less and less of the force is directed parallel to the direction of motion, so the boat gets less and less efficient.
Look at the sails of America's cup boats. Notice how they have a very high aspect ratio? It's so they can efficiently point close to the wind by generating a lot of lift. Now look at a glider. It also has a high aspect ratio for the same reason. Of course, in a glider (or airplane in general) the lift is keeping the plane in the air, while in a boat the lift is pushing the boat along.
Edit: it also depends on the shape of your keel.
If I may suggest an improvement, if you desire more than the smallest of audiences, you may want to enlist help from someone with more user interface or design experience. As is, even this extremely geeky and intellectually curious HN audience is struggling just to get the simplest race started. I finally got my boat started after quite a lot of clicking and fiddling -- these were the most confusing steps if it helps:
1. Figuring out what exactly the site does. The help page really helped, but it took me a while to realize it existed. I'd suggest adding more help content to the home page.
2. Passing the captcha took me a bit of Googling - this is unnecessary friction if you want a broader audience.
3. Once I started a race, it was very confusing that I had to just wait a minute and continually refresh the page before I could even enter the heading for my boat to use.
4. It's weird that the maps aren't on the same page as where I enter my boat's heading. It's also unwieldy to refresh all of these pages constantly - a continually updated page would be a natural improvement.
5. After entering a heading and pressing "Change course!", I expected my boat to start moving. It took me several minutes to figure out that I also needed to press "Start!". It's unintuitive to me that a boat wouldn't move when you set its heading and the wind is blowing!
Thanks for a fun concept and good luck in your project. I hope this feedback is useful and not a discouragement. With some interface tweaking, this could be neat!
There's definitely a tradeoff to work with when it comes to keeping things technical and finding a broader audience. I suppose there's also room for a "simple" mode vs. "expert" mode interface or something along those lines to try to cater to everyone, while keeping the underlying mechanics of the simulation the same. Nevertheless, I acknowledge there's still room for improvement here for all audiences. :)
As for the maps (and at the risk of sounding a bit paranoid here), I put them on a separate page to keep the embedded map pages from possibly getting access to the users' boat keys (since they're GET parameters and therefore part of the URL). I fully realise that putting "secrets" in GET parameters is bad practice, but in this case the bookmark-friendliness of having your own boat page URL seemed to be worth the tradeoff of putting something semi-secret like a randomly-generated boat ID/key in the URL itself. On the other hand, I didn't find it worth the tradeoff of potentially leaking everyone's boat keys to third party sites (however trustworthy they may be) through embedded components by putting the maps on the same page.
I was working with sailsd, boatd and similar packages from "sails-simulator" repo but wanted to simplify and make it simpler to jump in.
This looks like very similar work, could you comment as to how your simulation compares if you're familiar with the "sails-simulator" packages?
As for sails-simulator (first time looking at this as well), there appears to be, not surprisingly, quite a bit of similarity, but with one notable difference that I can see so far...
One of the goals of my project was to simulate a large number of boats at the same time with realistic large-scale navigation, geographical and weather effects, so there is much less focus on the individual aerodynamic and hydrodynamic sailboat physics (as these can also get computationally expensive). The "boat physics" in my case consists of four lookups from a "wind response" table (using angle from wind and wind speed as inputs) with interpolation between the four points to get the final result (boat speed over water). With some profiling and optimizations, I've found through load testing that it can simulate (on a modern machine) several hundred thousand boats per CPU thread with a simulation timeslice of one second. I'm certain this would be far more difficult to achieve if I was trying to simulate more "real" physics against the surfaces and masses of every boat. The tradeoff then is that the boat controls are very crude (basically just selection of course over water), and you don't have finer controls over sails/rudder, etc.
It's a really neat project. :)
It's very difficult to have a positive experience when the first thing that greets you is a source of frustration. It's also silly to put something like this between the user and the meat of your site.
A significant number of people will just elect not to do this, and as a result never see what you wanted to show them.
The boat's historical track is shown after some time (within an hour of starting), but it will only draw the lines between the positions at the top of each hour (so intra-hour positions are lost, but this isn't that interesting anyway for more long-distance races). But you're right, it's a bug that it doesn't show you any track within the first hour. :)
Also, when you have more than one boat in a race, you'll see your historical track and all the other boats' tracks shown on the same map. This makes it interesting for long-distance races with multiple boats.
Took me a while on my small phone to see there was a North, therefore the 0 was not trigonometric on the right. Then I realized that the north was not up. By the time dumb me finally understood all this, I wondered if the angle should be negative like -90 degrees when towards west, or +270??
Finally I tried to do 180+45, entered 235, was told I was again not a human, realized I was super dumb about my math, and now wondering if the 2 minutes were expired.
And just spent 5 minutes explaining all that rather than trying again. Captchas can be overkill.
- count the segment dividers and divide 360 by that amount, let’s call this X.
- count at which divider the pointer is pointing, multiply that by X and be good.
The captcha seems easy for a program to overcome though, so maybe it's meant to stop humans and allow robots?
The interface is barebones. You need to understand a compass to use it, I can solve the captcha but not figure out the controls.
Do you plan on adding different types of boats with varying sailing characteristics?
Adding a multihull could be an amazing second option for those who want to compare downwind/upwind characteristics as usually debated.
Oh and if you ever feel like adding in internationalization to this, I'd love to help with a Turkish translation.
Yes, different boat profiles is on my list of things to add at some point. There are some impressive global races  that happen every few years using some interesting boats, so it would be neat to follow along virtually in this way.
Just copy the race ID (809d3260e3e6b76da6282842cef7a342 for this one), and join the race from the start page.
Also a note that anyone can create a public race with custom parameters, and anyone else is also free to join that race by using the published race ID.
It would be interesting if you could input things like LOA, LWL, P, E, etc..
The site didn't show the wind, we had to find our sources. It did show the boat (not much better than this one) and it's heading. We could choose a few types of sails according to the wind. It detected when the boat hit land and stopped it. Fun things happened to people sleeping at home when sailing through areas with many islands :-)
To win one should wake up a few times at night or cheat and play with mates in different time zones. Or take safer and longer routes and sleep well. Fun game.