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Old 09-20-18, 10:49 AM   #16
CommandOfTheSea
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Quote:
Originally Posted by bracer View Post
Since you are testing various angles, does it mean you have angle of impact in the calculations? Will the projectile bounce/not penetrate if the angle of impact is too high?

Yes definitely, with our actual model a projectile can either ricochet, or graze off some material or penetrate a steel plate (or any other material like concrete). The likeliness of penetration depends on the weight & speed of the projectile, but also on the amount of i.e. steel in it's incoming flight path. So a 90° hit has a much better chance than a hit coming in at 75°.
And a ricocheting or grazing projectile might also penetrate/damage a secondary armor plate, or whatever comes in it's way

For each following obstacle we're doing the same simulation, considering that the projectile is much slower now.
What we don't count in at the moment is the deformation of the projectile itself after it's first penetration. We've postponed that to later updates as there are more important things now to do to get our next update out for the players.


Quote:
Originally Posted by bracer View Post
Any idea how your gameplay/missions will look? Time compression?
In our actual Demo release it's just possible to cruise around in southern Norway, Denmark and northern Germany, but with our next update we plan to implement some land based AI gun turrets within the Oslo-Fjord (Oscarsborg Fortress to be exactly). Land based because it's simpler & faster to implement for the next release.
Then we want to start working on a real AI opponent Ship and in the long run we want to focus at first on Single-Player Missions i.e. scenarios like the Battle of the Denmark Strait, etc...
And in the very long run we want to develop towards Single player campaigns (like in the Silent Hunter series) and Multiplayer gameplay (Coop or PvP)


Time Compression will also be implemented rather soon, otherwise warfare at sea might take a bit too long for the average player.
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Old 10-02-18, 04:04 AM   #17
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Oscarsborg Festning April 9th, 1940

Short Story:
At April 9th, 1940 the “Battle of the Drobak Sound” (Wikipedia) took place in southern Norway when the German heavy curiser Blücher tried to break through to Oslo and was sunk by the 28cm coastal artillery and torpedo batteries at Oscarsborg Festning (Fortress).

In Game:
We’ve implemented Oscarsborg Festning as a “Point of Interest” in Command Of The Sea. These are locations in our open world where we’re using a much higher landscape-resolution and pay special attention to details which involves a lot of “handcrafted” 3D-Models.
At our actual state of development (October 2018) we’d like to implement some AI coastal artillery there, which should serve as a intermediate step towards smart enemy AI-Ships.
Feel free to compare our reproduction with the real location on Google Maps, although some details have changed during the last 80 years, as it’s now polished up as a tourist attraction.


BTW, the screenshots below are linked to the fullsize pictures.













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Old 10-27-18, 07:03 AM   #18
CommandOfTheSea
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Default Oscarsborg almost ready!

Oscarsborg almost ready!
Oscarsborg is almost ready, our AI and Armor Piercing simulation is almost ready too.
During the next weeks we're going to implement everything with our 3D Models, for our next Game update









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Old 12-02-18, 10:42 AM   #19
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Armor Piercing
The Armor Piercing simulation we’re using punches real holes into the object at the exact location where the projectile hits.
Therefore we take the velocity of the projectile and it’s mass to compute it’s impact energy. Then we take the armor thickness and the projectiles impact angle and determine if it could breakthrough, get stuck, or would just graze off/ricochet.
That way it’s also possible to simulate multiple breakthroughs in a row, i.e. 2 or more plates of armor, or multiple decks.





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Old 01-04-19, 06:22 AM   #20
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Visual & Sound Effects


During the last weeks we've added visual & sound effects to our guns and impact/armor piercing simulations.














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Old 01-05-19, 08:20 PM   #21
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Uh, you guys might want to get a torrent or something, that's a huge file....
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Old 01-08-19, 04:13 AM   #22
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Quote:
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Uh, you guys might want to get a torrent or something, that's a huge file....

Yes, in the long run we'll definitely switch to a more professional way for distribution, but right now we're in a very early stage of development
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Old 02-10-19, 04:12 AM   #23
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Tirpitz capsizing & sinking

We've created a little video showing our sinking (and capsizing) simulation for our ships. The scenery is located around Oscarsborg, nearby the historic sinking location of the German heavy cruiser Blücher.


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Old 02-11-19, 03:31 PM   #24
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Question on the video.

Would the propellers still be turning that long after the boilers were flooded?
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Old 02-11-19, 04:57 PM   #25
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Question on the video.

Would the propellers still be turning that long after the boilers were flooded?
No, but we haven't implemented a function that stops them by now
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Old 02-12-19, 02:52 AM   #26
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How big is your team?
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Old 02-12-19, 03:04 AM   #27
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How big is your team?
We're actually two people, ideally we'd like to build up a small team of 5-10 people in the long run, that would definitely speed the whole development process up a bit
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Old 02-12-19, 04:41 PM   #28
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This has the makings of a great sim. I'll be watching closely
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Old 09-10-19, 09:04 AM   #29
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Rebuilding Tirpitz with new Armor Plate Model, with realistic thickness





We're actually rebuilding Tirpitz with new structures that reflect the true Armor/Steel plate thickness of the real Tirpitz, as our previous 3D Model "only" represented the outer shape of the ship.
At the same time we're constantly testing it against the land based AI Artillery at Oscarsborg
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Old 11-26-19, 06:22 AM   #30
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Projectile Ricocheting SloMo

We've created a video to show some more details about the projectile impact simulation we're using. Including some slow motion footage and some insights about our speed of sound implementation.
Hope you guys enjoy it!

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