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Old 09-04-15, 09:10 PM   #1
Sanya
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Join Date: Mar 2015
Location: Ukraine, Mexico
Posts: 2
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gear What I want to see in a perfect naval simulator.

Hello Gentlemen.

I want make a detailed description how a perfect naval simulator should looks like and then calculate how much effort it will take to develop such a simulator. So I decided collect all features and wishes which we want to have. Don't hesitate to add your opinions.

0. Realistic world depth map. You can seal anywhere you wish, no more any borders, and you will have shallow water where it really must be in real world and realistic bottom relief which is very important for navigation and submarines.

1. Realistic weather simulation. It may be very simple but it may simulate global weather processes so you, as a captain, can get weather map and predict the weather when you plan your route.

2. Realistic navigation. Including celestial navigation, navigation by bottom relief and so on. Simulation of streams including different streams depending on depth and time and temperature layers.

3. Detailed crew management and simulation of crew behavior depending of its number, skills, mood, fatigue, health and so on. Crew is the most important part of any ship so its management is the main part of sailing process.

4. Detailed simulation of physical behaviors of the ship. You could be able to describe physical conditions of the ship. all its compartments, cargo, engines, sails or other propeller and so on and then it must have correct behavior in the sea considering its materials and size, impacts of waves and wind, fire, explosions, hits of shells, collisions with other ships and reefs.

5. Ability to simulate other entities like airplanes, missiles, torpedoes, shells and so on.

6. Realistic internal mechanisms behavior. All mechanisms may break, overheat, burn out, change productivity and so on depending on its condition, using mode, intensity, and quality of the users.

7. Combat tactics simulation for all types of ships. It means correct tactics for any kind of ships or for orders of different kinds of ships. For example linear tactics for battleships, crossing the T for ships in the line in XiX century, prefered fire on rigging for Dutch ships and fire on the hull for English ships in Anglo-Dutch Wars and so on.

8. Interaction with other ships and HQ. Giving and getting orders, asking for news, exchanging goods, ammo or crewmen.

9. Simulation of any kinds of weapon and attacks.

10. Correct simulation of visibility. Fog, smoke, camouflage, background. Admiral can see only environment around his ship. Smoke, fog and distance impede see detailed position of ships and recognize them.

11. Simulation of command recognition probability depending of kind of connection. Voice, pennants and flags, radio and so on.

12. Support battle plan. Admiral give plan of the battle to his captains and they follow it when lost contact with the admiral or until another command.

13. All actions should have realistic probability of mistakes and should not always finish successfully. Wrong orders, wrong recognized commands, sudden explosions of ammo and mechanisms, errors in maps and navigation depending on quality of the crews and so on.
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