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Set Sail, Captain
It is 1805, the age of tall ships.
Learn to sail at the Maritime School, with the first mate beside you.
Then take your own ship between 46 great ports, on the real winds and currents.
Laptop and Chromebook
iPad and phone
Saves itself
Nine lessons
Start
Begin with the Maritime School. The first time a ship is chosen, the shipwright measures her for about 5 seconds.
For parents and teachers
- Three parts. The Maritime School: nine lessons with the first mate (make the sail pull, steer for the buoy, the no-go zone, tacking, gybing, steering with the sails, reefing in a blow, out of irons, coming to anchor). Apprentice: practice waters by a harbour town, any rig and any wind, and a race course. Around the World: your own ship between 46 great ports of 1805 on the real winds and currents, with storms, stores and scurvy, and the position found by the noon sun and the moon.
- The Sailopedia explains the science with moving pictures: the two winds, how a sail pulls, why the keel stops a ship sliding sideways, where a boat can sail, heel and balance, winds of the world, ocean currents, latitude and longitude, knots and the log line, the Beaufort scale, life aboard. Eleven rigs and ships, from a small sloop to a barque and a dhow.
- No fighting: the challenge is wind, sea and navigation. The voyages carry the history of 1805 (the news from Trafalgar, tea from Canton). Too much sail in a gale, the rocks or empty stores can end a voyage; the crew are always picked up safe, and a captain learns from every voyage.
- Mouse, touch or keyboard. On a phone the picture sits on top with tabs underneath (chart, forces, astern, controls). No sound.
- Progress (lessons passed, race records, the captain's log, the last rig and voyage) saves on this device. Clearing the browser's site data erases it.
One file, about 0.47 MB. Once loaded it never talks to the internet. No accounts, no ads, nothing collected. More for parents and teachers