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Old 08-31-18, 04:06 AM   #76
agathosdaimon
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is it Warspite?
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Old 08-31-18, 04:15 AM   #77
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Correct!!

Queen Elizabeth class battleship. I'm using Hms Warspite as a reference for this model.
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Old 08-31-18, 06:32 AM   #78
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were there other elizabeth class ships in the atlantic theatre? warspite was in the mediterranean wasnt it ? (i was playing the old simulations canada game Fleet Med today, playing as warspite in the calabria scenario)
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Old 08-31-18, 08:12 AM   #79
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Warspite had an important role in the battles for Norway in may 1940. Then she spent most of her time in the med until D-day when she was part of the bombardment force.

Hms Malaya had an encounter with the Scharnhorst sisters in the south atlantic, but there was no battle.
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Old 08-31-18, 09:19 PM   #80
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ah right, - great i look forward to trying a demo of it where there is a ship to fight against!


will you make the Admiral Hipper too, - have some other Kriegsmarine ships one can form a task force with, even if its not the case that it can be commanded, i would still love to see it in the game.
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Old 09-01-18, 05:01 AM   #81
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Yes, the intention is to be able to give orders to other units, aircraft, uboats and surface ships in battle situations.

As it is now, there is a Deutschland-class which can follow you and fire at the enemy AI.

In the campaign module, you can order uboats and your reconplane around, but you won't see them in the 3d battle module. Yet...

I still have alot of job to do with the campaign module, then I'll focus on enemy AI.

And based on how I manage with the enemy AI, we will see what can be done with friendly AI.



I haven't shown the campaign module yet, but it is basically a 2d gridmap where you do the travelling, search for targets and do some strategy.
During an encounter or if you want to scan manually for targets with the radar, you switch to the 3d battle module.
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Old 09-01-18, 06:53 AM   #82
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oh cool, well i hope you go do well with making the AI - have it behave realistically enough - things i would like to see would be an AI that will determine whether to close or open the range depending on its capabilities and whether it can correctly identify enemy ships or not - losing track of ships in combat and accidentally firing on friendlies - this is something i dont see AI do enough of in games (the old simulations canada games did have it where it was caused by depending on how you set the engagement rules for your ships/fleet at the start - the simulations canada games are interesting to look at - the player is always experiencing information as it is received back to their flagship and so friendly units engaged in combat may get lost in smoke or if out of sight and will be too busy to give back status reports, which then means a risk for your fleet of accidentally firing on them if trying to give support and firing before targets have been fully ID'ed)
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Old 09-07-18, 06:56 PM   #83
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saw your new post on the campaign module looks great, and it will be exceptional if you go on to have a game world with allied convoys and task forces to contend with


you should also have the Battle of North Cape as a scenario - well have it in stages,


essentially though if you can just provide a campaign that has at a minimum the content of Great Naval Battles 1, that will be superb
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Old 09-10-18, 04:14 PM   #84
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I'm glad you like it!
Thanks for the support!! Now you can name a cruiser!
Royal navy or kriegsmarine. You'll have bigger chance of facing a Brittish one of course.

GNB is a good goal to aim at!
The main difference is that you'll only have hands on control of your own ship in BC.
I like your ideas regarding the AI!
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Old 09-10-18, 06:05 PM   #85
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cool, yes i was think about Cruiser names - well in that case make the British cruiser the HMS Uxbridge - named after the Earl of Uxbridge, who i remember from my readings and artworks about Waterloo.


That is fine if it is just command of BB only - though i think some kind of commands should be able to given to other ships in say your taskforce for instance yes?



In the Simulations Canada game Kriegsmarine, the player commands from a flagship suc as the Scharnhorst and in it you can send movement and engagement orders to the ships with your group, you dont control them directly though, - so you need to get status reports from them too as well as contact reports - both of which may or may not occur if those ships are engaged in combat at the time, likewise how well they will follow your orders will depend on whether they receive them and are not too busy engaged in combat
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Old 09-12-18, 02:30 AM   #86
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The delay in status/contact reports sounds very cool. I will consider implementing that!

You will start out as captain which limits you to giving orders to your onboard float plane and maybe some escorting destroyer. But as you rank up you may get more units under your command.

As an admiral and flottenchef you may bring other battleships into action.

Allthough the communication between the uboat fleet and the surface fleet was equal to zero, i'm still adding uboats to command. The same with airplanes.
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Old 09-12-18, 03:02 AM   #87
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sounds good, - what level of control do you get over uboots and planes? perhaps you can have differing levels of realism there, in that the more realistic setting will mean you dont get to know where your uboats are unless they surface and you cant control them directly, maybe just have sectors you can send them to, but in sending off that order the U-Boot will only get it if they are surfaced and in some kind of contact with your fleet/ ships - again this is perhaps not realistic but at least adds more tension to the game i think - perhaps that is all getting too complex, but it would be cool.


a close to realistic set up would be to have it so U-boots are not overly effective unless you can get a convoy to scatter and so the subs them can pick them off more easily - though you would have to explain to me a little more how you are implementing uboats and planes
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Old 10-02-18, 03:54 PM   #88
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Another ship to battle is soon ready to slide down to slipway.
Base model and base textures are soon done.

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Old 10-24-18, 05:19 PM   #89
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Uboats spotted!
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Old 11-01-18, 06:14 PM   #90
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Finally managed to add some smooth shading in my engine!


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