View Single Post
Old 12-27-05, 05:36 AM   #7
rconstruct
Seaman
 
Join Date: Nov 2005
Posts: 32
Downloads: 0
Uploads: 0
Default

Hi
Just thought i should post a status
Lots of new things, a new release should be out soon. New main GUI, new TDC screen(s), Thorsten did a hell of a job with the torpedo code, we now have all sorts of details on torpedos, like being able to preheat G7e torpedoes (electric torpedoes, you don't gain nothing in preheating dyhydronaphtalene powered torpedos, aka G7a), the preheating means that ranges and speed vary according to torpedo type, and torpedo batteries in fact. As an example, for instance, in a TIII G7e torpedo, with have a Siemens GL231/75 E-motor, with 2x 13T210 batteries, that, when not preheated, give an output of 83V/885A, 60KW a 1590U/min, and that when preheated, give an output of 91V/950A, 72KW at 1755U/min, this reflects in a range of 5000m at 30Kn (at 1700U/min) when preheated at 30'C, the temperature at which 13T210 and 17T210 produced the optimum output, and 3000m/28Kn when not preheated.
We now have 2 screens for the TDC, with an auto and manual mode. The issue is that, we're focusing in a realistic simulation, and we want to provide an auto mode for people not interested in setting up the torpedos. For the players interested in setting up the torpedos, all the data is available, and the TDC (Siemens S3) was modelled the most realisticly possible, as well as all the torpedo code. So, you will be able to set torpedos with an almost ludicrous detail.
You can't however change torpedo pistols, not only wasn't this practical, since it implied the removal of the torpedo from the tube, removal and assembly of the new pistol, and torpedo loading again, but you can find in Doenitz's autobiography, that he explicitly mentions his objections to changes of torpedo pistols, and that uboats when departing, had a mixed combination of pistols ready in the preloaded torpedos (this varies with torpedo types of course).
We however, depending with time of war, and torpedo type, have the different pistols types, (PiX G7H impact pistols (Pi2, 3, etc...), ZNX (ZN5, 6) magnetic pistols, and inertial impact pistols (innertial impact pistols were placed in the back of the warhead of acoustic guided torpedoes (TV G7e, TXI wasn't used operationally).
The damage calculation isn't realistic yet, it's something that will be worked still (remember it's an alpha version the game, under heavy-development), but, depending on the torpedo warheads, and the point of impact, torpedo guidance, and angle of impact, any number of actions can take place. We, for instance, have several different warheads, with their respective mixes, as an example, the SW39a, 50% trinitrotoluene, 10% hexanitrodiphenylamine, 5% amonium nitrate, 35% aluminium, etc....
So, the torpedo simulation will be the most realistic possible, and most features are already working.
Regarding the ocean, Thorsten implemented reflections, and the results look very realistic, specially when combined with the specularity, but overall, we want to achieve a "dirty" look, of nature's forces in action everywhere.
There are a couple of new models, but the convoys still need to be updated, and a rough/basic mission editor is being worked on too.
Torpedo settings are now stored on a torpedo basis, rather than in a per-tube basis. New binoculars screen is in place, as well as new UZO, the sea code was also changed a bit, so we have a more general sea condition. Full weather support will be implemented later, with varying sea + atmospheric conditions.
A new GHG is being worked on too (hydrophones, there was an thread in the dangerdeep development forums about it, it's mentioned in the project website), so we're going to have 3 hydrophones types, depending on uboat, and period of war (the GHG, the KDB, and the DB), as well, as, again, depending on uboat type, S-Gerät, and Nibelung passive/active sonars).
That's pretty much it, skins support is being added, so that 1 ship model, can have different camouflages/color schemes (depending on period of war and theater of operations), the saved games format was rewritten, to use XML, there was some infrastructure work being done, which might not be imediatly visible, but that is needed to support the features that are being added and the ones that will be added in the future, and that's pretty much it.
Hopefully a release should be out in a couple of monthes at most.
I would take this chance to ask for help on an issue. I'm having a bit of a hard time finding liberty ships, and victory ships blueprints/schematics/drawings, it would help me a lot having acess to some sort of 3 view drawings, or schematics of liberty ships, victory ships, and/or T1/T2 tankers. If anyone knows any website with this type of information, i would apretiate it a lot, since i'm wasting a lot of time trying to find this, and so far i've found nothing at all :/
Thanks in advance, i'll post here about the development status, in case someone is interested. Hopefully a release will be done in a couple of monthes

The dangerdeep team

P.S.: sometimes we might be a bit silent, but that's because heavy development is going on as usual, and there's not much time left to post status reports
rconstruct is offline   Reply With Quote