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Old 07-11-2017, 05:38 PM   #31
bracer
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How are things going?
Hi Hitman!
It's going well I would say! Currently on vacation, so I cannot take any screencap for you.
The biggest milestones since last time is a major improvement in how enemies fire at you. I've built a few new interfaces to get rid of my debug-panel. And modelled and implemented the compass and rudder controls in the helmstation according to video photage of the Scharnhorst and Gneisenau.
Cheers
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Old 07-12-2017, 03:29 AM   #32
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Just dropping in to say I've been following your project as well. Keep up the good work!
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Old 07-12-2017, 05:12 PM   #33
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Just dropping in to say I've been following your project as well. Keep up the good work!
I'm glad to hear that! Thanks, will do!
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Old 07-23-2017, 07:23 PM   #34
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Here's some wip stuff!

Not a nice situation, luckily they still need a better torpedo run routine.


I have a wall of flak for them.
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Old 08-20-2017, 07:55 PM   #35
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Here's the swordfish planes in action!
Their torpedo runs are working dangerously well.
Please ignore the crappy plane and ship models, it's one of the last things I will work on.



Cheers!
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Old 10-05-2017, 12:10 PM   #36
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I had missed your last video as I was out of town on holidays, great job again also love the damage screen concept

This is shaping up quite nicely, looking forward to what you implement next
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Old 10-07-2017, 03:20 PM   #37
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Thanks Hitman!

Currently working on getting some AI assistance! Made a fairly good model, which I can give some orders.
Now she needs some textures and combat routines. Can you ID the ship?


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Old 10-08-2017, 07:35 AM   #38
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Very cool. I like it!
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Old 10-08-2017, 01:24 PM   #39
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Looks to me like a Deutschland class pocket battleship

AI is indeed a key to the sim's success, especially on surface units
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Old 10-08-2017, 07:37 PM   #40
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Quote:
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Very cool. I like it!
Thanks Sung!!

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Looks to me like a Deutschland class pocket battleship

AI is indeed a key to the sim's success, especially on surface units
It's indeed a Deutschland class, with her six 28cm guns!
Soon I'll have her fighting the HMS Belfast, not sure who should win...
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Old 11-25-2017, 07:35 PM   #41
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Here is a little progress report!

I did a very important migration to a newer set of programing tools, which took some time but improved alot of aspects.
Mainly it opened up for some newer OpenGL tools and solved some license issues, so now I can even charge money for my program!

Here are some pictures from it's current state, with a new water shader and the work in progress firedirector/rangefinder(I had to combine these two stations for some user friendlieness ).


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Old 11-30-2017, 05:45 PM   #42
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Glad you got into a new stage

The idea of combining firedirector/rangefinder is good and practical, Iguess you will be adding a panel to control individual or salvo shots from al turrets?

It would also be great to be able to switch to any turrent for local firing in case the director gets knocked down.
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Old 11-30-2017, 07:52 PM   #43
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Quote:
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Glad you got into a new stage

The idea of combining firedirector/rangefinder is good and practical, Iguess you will be adding a panel to control individual or salvo shots from al turrets?

It would also be great to be able to switch to any turrent for local firing in case the director gets knocked down.
Hi Hitman!
Yes, the switches are allready there, in the right hand panel!
The switches just hasn't got labels yet. I'll demonstrate them in a video at some point.
But basically there is a switch to choose which of the three firedirectors the gun should be connected to.
You can also teleport between the three firedirectors; fore, foretop and aft.
So each gun can be connected to it's own firedirector, or all of them to one firedirector.

The three bigger rounded compass-ish things indicates to where the guns are pointing.
The red button fires that individual gun.
The big handle in bottom right corner fires all guns!

edit:
Easier to see with colors:
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Old 12-04-2017, 09:32 AM   #44
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The fire control should comprise also the target plotting and computing the necessary lead angle, because if you shoot f.e. at 15 to 20 kms the target will have moved consideably when the shell arrives there. I think that a specific station for the full fire control would be great, then having smaller simplied pannels that present the results in the fire director (This one with binoculars for observation, range finder and fire command) and the individual turrets.

Battelships worked very much like a submarine in that regard (Or rather the opposite lol) and there was a specific part of the crew in charge of being the brain of the ship's fire direction, plotting and calculating (Slide rulers or mechanical devices like the TDC in a submarine).

This is WW1 but the base is common, and the site is probably the most serious resource around:

http://www.dreadnoughtproject.org/tf...y:Fire_Control
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Old 12-06-2017, 06:24 PM   #45
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Yes, the FCC (Fire Control Computer) is mandatory to have.
It is incorporated, atleast in code at the moment with a few inputs, range and bearing to target. I'm currently searching info on have advanced the german FCC's were.
Over the war years they could get veeeery complicated, taking inputs such as temperature, wind and humidity to account for the airpressure in the ballistic curve!
You'll definitly get to input target course, bearing, speed and distance. Info about own ships speed and course will be automatic from the gyroscopes.
Not sure if there will be a different station or if all fits in the firedirector screen! We will see!
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