Truly a great news! :up::up::up: Something like this would really be a fulfillment of the dream...
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I have no doubt that Subsim modding community (including my self) will offer any help and assistance where ever and when ever is necessary...:yep: Looking forward to it...:up: |
Request For Demo.
First of all Congrats for your sponsors. I am glad to see that this game will make it to release. Now there is a request I have. Would you be able to allow the demo to stay up until release? I was planning to play it and make it a part of my YouTube Channel and help spread the word about it. That is all I wanted to know. Thanks and have a good one.
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Welcome aboard!
NightFromTheWest12!:Kaleun_Salute:
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The current demo will stay up until release :) |
Missed by that much...
I had just discovered this game about 3 hours after it was taken down... Dammit! I want to play now!
Seriously, now I have to wait, but it is with anticipation! :/\\!! EDIT: Just found it, thank you! |
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Welcome back
SFCspoonman! After a nine year silent run!
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If you do manage to make it "open world" rather than "discrete mission" based, something fundamental will be the world model. Silent Hunter - all of them - use "plate carrée", which badly distorts both distance and direction anywhere but the Equator.
With modern computing power, it should easily be feasible to use a true spheroidal model, but that'll need to be designed in at an early stage. An obvious approach would be to use an Earth-centred physics model, in double-precision, and for rendering, merely translate all objects from that space to a single-precision graphics space centred on the camera. This of course means that ships in the vicinity of southern Australia really will be upside-down in physics space, but since the camera will be as well, it'll look right in the end. A side benefit of a true spheroidal model is that draw distance decisions are greatly simplified: you draw all the ships and other objects that are above the local horizon from the camera's perspective. So it's no longer necessary to arbitrarily cut things off at a specific distance. Extending the game world beyond the Baltic Sea also means that all those finicky details about saltwater density, tides and suchlike suddenly become a lot more relevant. Weather patterns also vary a lot worldwide - perhaps a complete forecast-quality weather model is too much to ask from a small team, but you should at least model the trade winds, average fog and rainfall incidence, and seasonal storm likelihood, for which first-order data is available on ocean pilotage charts. Also, the smaller types of waves (high-frequency components of the Fourier transform) react a whole lot quicker to changes in wind speed and direction than the big swells (low-frequency) do. This would be a big improvement over the abruptly-changing, context-free, completely random weather in Silent Hunter. If you plan to model torpedo failures realistically, the magnetic detonators were apparently affected by latitude due to the vertical angle of the geomagnetic field. Ambient sea noises, especially biologics and ice cracking, are also region-dependent, while the incidence of suspended silt and/or vegetable matter in some regions has a strong attenuation effect on sonar transmission, making both submarines and escorts almost completely deaf. The above factors are the sort of thing which add to game depth rather than complexity as seen by the player; this is generally a good thing. How many of them can be done within the new game's format and budget remains to be seen. |
I'll tell you right now now very many very easily. In the game industry you fake it till you make it.
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Hot D**n Neal!
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I'm 100% happy with this news. I too had always dreamed of a multi-player sub. Neal, you are the MAN! I backed the Kickstarter and I will be eager to be in the front of the line to get the game on Steam and all of its future versions. No mistake, it will live a long life because Onkel Neal and his gang will see to it. I intend to send my pledge for the Kickstarter to Subsim as a donation. Neal has his hands full, guys, so we can help in this way. Yay :yeah: |
Excellent news, I will be looking forward to play this game in co-op! :subsim:
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awesome, glad to see this will actually get somewhere! by that i mean the kickstarter could have failed and the game fade into the shadows, though it was unlikely..so where do i pre order at? also, Niel i dont see how you can afford this, you must be loaded haha! but really, where do i preorder?
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Thanks, guys. I have been waiting years for the opportunity to both be involved in the production of a quality game, and to apply my financial support to a worthy effort. This game really appealed to me in a way that the previous games lacked, the fun of a subsim with the social element of horsing around with friends. I have been well-supported by the community and now I can take that support and do some cool things. Over the next few weeks, we will be launching a re-branding of the game with a new name, a list of features, and summary of the game scope. I will be reminding everyone that this is a first step--Rome wasn't built in a day. We want the first release to be stable, do all the things we build it to do, and provide real fun for the players.
thanks! :salute: Neal |
Assistance?
Is there any way we can contribute Neal?
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Yes sir, a few ways:
Thanks! It was very nice of you to ask :salute: Neal |
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