Slipways
When used for building and repairing boats or small ships (i.e. ships of no more than about 300 tons), the vessel is moved on a wheeled carriage, which is run down the ramp until the vessel can float on or off the carriage. Such slipways are used for repair as well as for putting newly built vessels in the water.
Slipways
For large ships, slipways are only used in construction of the vessel. They may be arranged parallel or perpendicular to the shore line (or as nearly so as the water and maximum length of vessel allows). On launching, the vessel slides down the slipway on the ways until it floats by itself.[3] The process of transferring the vessel to the water is known as launching and is normally a ceremonial and celebratory occasion. It is the point where the vessel is formally named. At this point the hull is complete and the propellers and associated shafting are in place, but dependent on the depth of water, stability and weight the engines might have not been fitted or the superstructure may not be completed.
In a perpendicular slipway, the ship is normally built with its stern facing the water. Modern slipways take the form of a reinforced concrete mat of sufficient strength to support the vessel, with two "barricades" that extend to well below the water level taking into account tidal variations. The barricades support the two launch ways. The vessel is built upon temporary cribbing that is arranged to give access to the hull's outer bottom, and to allow the launchways to be erected under the complete hull. When it is time to prepare for launching a pair of standing ways are erected under the hull and out onto the barricades. The surface of these ways are greased (Tallow and whale oil were used as grease in sailing ship days).[4] A pair of sliding ways is placed on top, under the hull, and a launch cradle with bow and stern poppets is erected on these sliding ways. The weight of the hull is then transferred from the build cribbing onto the launch cradle. Provision is made to hold the vessel in place and then release it at the appropriate moment in the launching ceremony, these are either a weak link designed to be cut at a signal or a mechanical trigger controlled by a switch from the ceremonial platform.
Some slipways are built so that the vessel is side on to the water and is launched sideways. This is done where the limitations of the water channel would not allow lengthwise launching, but occupies a much greater length of shore. The Great Eastern built by Brunel was built this way as were many landing craft during World War II. This method requires many more sets of ways to support the weight of the ship.
Your goal is to build an interplanetary trading empire. To start, you need to discover planets and trade goods between them. It may look complicated, but it gets fun quickly! First, click on the map to drop a wormhole next to as many planets as possible. Then, click and drag to launch probes and explore. Once you have discovered a few planets, you can click on them to choose what type of planet they should become. The resource on the right is what it produces, and the resource on the left is what helps it produce more. Planets will produce some of their resource right away, but they will produce more if they recieve the correct resource(s). Click and drag between two planets to create a slipway, which makes them trade with each other. There is lots more to discover, so if you have any questions check out this guide:https:\/\/slipways.net\/quickstart\/" } } ] } ] Sorry... this game is not playable in your browser.
Not being able to delete a slipway is a deliberate choice - it forces more careful planning of the routes you do want to support (which makes others impossible). That said, the full version might have a tech that'll let you tear down slipways.
I guess we'll just have to agree to disagree on this one. I should also note I didn't mean trading multiple resources through one slipway, I meant being able to connect multiple slipways between two planets to enable the trade of multiple resources. You still have to create the extra slip ways, you just get to target an existing planet with the correct existing needs, you just happen to have also already shared a slipway with that planet. Even an abstraction like a "market gate" or a researchable tech that enabled the ability would be acceptable. But I strong disagree that it wouldn't be more enjoyable nor that it would would increase UI or cause decision making to degrade. But that's the glory of designing our own games, hahah. We get to pick and choose what we want!
Hey im an 11 year boy who is intrested in making a buisness so i played this game and thought this would make a cool board game, so im asking for your permission to use the name slipways and use the same concept of this game for my board game.
This leads to the last stage: creating slipways between worlds ensures that these planets can trade their valuable resources and keep their populations happy. Making sure each world gets what it needs (and, ideally, sends its own produce to somewhere that needs it) is central to success in Slipways.
Those are the basics, but the more you play Slipways, the more depth you uncover. There's a wealth of technology to research, including the ability to terraform a planet and change its biome, or swap one planet with another using teleportation. You can also create more advanced slipways, called hyperlanes, to establish connections that would otherwise be impossible.
There's a lot going on in Slipways, but it never feels overwhelming. The UI is elegant and responsive, and snapping slipways between worlds feels wonderfully tactile. Everything you need to know about your empire, how it's growing, and where it still needs work is presented clearly and cleanly. The leisurely pace and mellow synth music are super chill too.
But there are layers of complexity to Slipways, too. Each game, you select three of five species to populate the council, each of which has their own unique style, expressed through the perks they unlock as you complete tasks for them and the technology upgrades they make available to purchase. One species focuses on mining, another on trade. And the tech trees they provide are all hugely impactful, letting you destroy or move planets, build slipways across one another, and create transdimensional space angels.
But the magic of Slipways is how much fun creating these little routes between planets is. The game's interface is readable, snappy, and simple to use, and establishing slipways is as simple as dragging a line between two planets. Watching these form, and tiny resources being beamed through them, is extremely satisfying. And not an inch of the UI is wasted, presenting all the key data in a way that allows for quick decision making.
The Olympic class liners were built on two massive slipways, numbered 2 and 3, at the Harland and Wolff shipyard in Belfast. The slipways were built specifically to allow the construction of the new liners, but such was their size the new slipways occupied the space previously taken by three slipways at the yard. Built over a reinforced steel base, supported by piles driven deep into the ground, the slipways were spanned by a giant steel gantry built by the Glasgow firm of Sir William Arrol & Company.
The gantry and slipways were used continuously for many decades; constructing the three vessels of the Olympic class (Olympic, Titanic and Britannic) and the last White Star liners Britannic and Georgic, which were built on slipways number 2 and 3 respectively. The gantry was finally torn down in the 1960s. For many years the open space of the slipways was used as a car park, but following the opening of the Titanic Belfast visitor attraction the slipways were landscaped.
Today the only surviving elements of slipways number 2 and 3 are the two concrete ramps at the landward end of the former slipways, and the railway tracks embedded into the concrete base. The landscaping includes lamp posts, spaced to represent the original towers of the gantry and illuminated outlines in the shape of the Olympic and Titanic's hulls. The landscaping was completed in time for the opening of the Titanic Belfast attraction at the end of March 2012.
The former slipways are now paved over; the former slipway number three, where the Titanic's hull was built, has the outline of the Titanic inlaid in white stone. Slipway number two, where the Olympic's hull was built, forms the Titanic Garden, with alternating grassed and paved areas sized proportionally for the numbers of survivors and victims in the three passenger classes and crew.
As part of the regeneration of the Titanic slipways glass panels carrying the names of the Titanic's victims were affixed to the head of each slipway. Each slipway has ten glass panels, etched with the names of the Titanic's victims and those who died during the construction of the ship. These two lists are separately titled:
These techs can be helpful boons, such as turning extra people exports into science or cash, or critical empire upgrades, like increasing the range of my slipways, turning water into energy (essentially a wild material that everyone wants), or being able to build on lava and ice planets. Choosing which techs, and how best to utilize them, is wonderfully agonizing.
Following conversations with HSE we are led to believe that Natural Solutions Algae Remover (HSE9515) and Algae Remover Concentrate (HSE9815) are HSE approved biocides for use on harbour steps, piers and slipways.
HSE have indicated to us that Clearway (HSE9252) and Wet and Forget (HSE9411) are not authorised for use on slipways, and that they have no record of authorisation for APT Algae Free Algae remover or Oleonix Marine Algae Cleaner.
The objective of this book is to review the topography and the architectural aspects of the Zea shipsheds and slipways. This is only the first step in a challenging editorial project to be published in five volumes, where both the results of ongoing research in Zea and those provided by future exploration scheduled in Mounichia for 2014 will be presented. 041b061a72