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Old 07-23-14, 06:05 AM   #31
Bedndarc
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Time of tests came to the end. The moment came to correct the found problems.
I will divide into points:
1 Inertia of turns.
Earlier I wrote about inertia of movement, now the boat has inertia at turn.
2 . Camera problem under water.
Logic of the review under water the following: The boat, the further the camera is deeper can move away. But I made a mistake and at limit depths the camera came nearer instead moved away. The error is corrected.
3 . Review distance.
Thanks to TheGeoff I increased a distance. Now the ships become noticeable on the horizon, in a haze.

4 . zoom lever.
On a periscope there is a zoom lever which displayed chosen zoom, but itself was inactive. Now the lever it is possible to click a mouse and to establish zoom. Two ways to change zoom, this wheel of a mouse and the lever in the panel, are available.

5 . Mistakes of the gun.
The trouble at a gun was investigated. The gun with mistakes fired. Mistakes were critical. At several factors, it was impossible to kill the ship. Most of all time I spent for correction of this problem. But now errors are eliminated, everything works.


6 . Emersion problem
The emersion problem under a periscope, after urgent immersion and blow about soil was found. Probably at VVD station of the gate broke. But now the problem is eliminated.

7 . crew Panel
It was noticed inconveniences of orientation in crew. The player didn't know on what post there is a sailor. It wasn't pleasant to me and I solved a problem a simple way. Now in everyone ячеке a compartment the device or post symbol is displayed. Now it became clear, what place for what answers. Now I work over graphical representation of professions of sailors. The specialty will be displayed in the form of the pictogram near an icon of the sailor.



Links on a subject: (RU)
The link to article telling in an art form of done work
The link to the last article telling about the newest changes.
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Old 08-20-14, 01:55 AM   #32
Bedndarc
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Work on game is continued. Unfortunately, amount of works small. It is explained by impossibility fully to work while in overload power supply networks. But I managed to find the moment and to make the next step of the new version of game.

Today it is the updated type of chevrons of professions of sailors.

I long thought how to arrive. To make chevrons clear for the player, or it is simple to draw similar to real images. Fortunately I managed to find average option.

Those chevrons which are clear, I left in historical – a real look, having only a little changed. And what are unclear, or are ambiguous, I remade. I want to hope that changes will do good.

I had a desire, to make a help which would show chevrons and their appointment. Besides, I wanted to make and interpretation for devices. Not all devices are clear at once, some are unclear at all.

But before to do the help, I wanted to hear your opinion. As far as it is necessary? If you decide that it is necessary, I will surely make helps.

I add a screenshot of the updated panel of crew (with chevrons).


Unfortunately, the situation with power supply leaves much to be desired, on it the news flow was reduced. But as here this boat, I left, but I promised to return!


RU version post: http://volgame.ru/new-shevron/

Last edited by Bedndarc; 08-20-14 at 02:36 AM.
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Old 08-22-14, 10:59 PM   #33
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By 'chevrons' I assume you mean the red and white icons representing the crewman's job / specialty? In English 'chevron' usually refers to a V shaped rank insignia, like this:




I think the icons are mostly quite clear with a few exceptions. I've tried to guess what each of them is - if I get it wrong, maybe it is not clear enough:

- Torpedoes / weapons
- Maneuvering?? Dive control maybe?
- Steering or maneuvering
- Engines / propulsion
- Radio communications
- He plays the drums! (I don't know this one)
- A diver
- Maybe a political officer?

I hope this helps. Keep up the good work!
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Old 08-24-14, 01:44 PM   #34
Bedndarc
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On a uniform of the Soviet submariner there are following signs of distinction:
Military rank (a chevron + shoulder strap on shoulders)
Military specialty (staff on the left hand)
I reflected staffs in a panel of sailors, but for most of players the concept staff isn't known, on it it was necessary to call them chevrons.



- gunner

- electrician

- signaller

you correctly recognized all
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Old 08-26-14, 12:26 AM   #35
Bedndarc
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I updated a periscope grid
Now the grid is suitable for calculation of a torpedo triangle and successful attack.

Now I do the facilitated version, with automatic calculation of parameters of the ship and calculation of a course of attack.
But if you want to calculate an angle of attack, there are no problems! We take the calculator in hand and we count!
*now I also do

post (RU) calculation torpedo triangle

post (RU) grid periscope
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Old 09-05-14, 12:33 AM   #36
Bedndarc
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hi guys!
I made torpedo triangle calculation. I completed periscope grid and checked calculations.
After manual calculation, i added automatic calculation.
Near periscope appeared 2 new elements:
help and auto-calculation.

The panel of the help shows how to make manual calculation on the calculator.

panel auto-calculation have 2 buttons, and some lines of the text.

1 buttons - calculation of parameters of the purpose.
2 buttons - calculation of attack angle.

I checked auto-calculation - it works!
I destroy target at distance over 1500M!

RU post: http://volgame.ru/auto-calculation-attack/
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Old 09-05-14, 10:28 AM   #37
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What method are you using to handle the speed of objects? It's difficult for me to conceptualize using Unity3d's meters per second to "knots".

Also, are you using RigidBody.Velocity to handle the movement?

http://docs.unity3d.com/ScriptRefere...-velocity.html
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Old 09-08-14, 12:39 AM   #38
Bedndarc
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I use the "add force" method
Kilometers, knots, it is all conventional units.
Main, in my opinion, this ratio of speeds, instead of in what they are measured.
Calculation of a triangle can be considered in kilometers, knots, meters, light years.
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Old 09-08-14, 12:57 PM   #39
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Thanks Bedndarc, very informative! I saw your post on IndieDB too
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Old 09-08-14, 11:52 PM   #40
Bedndarc
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Very much I hope that it so.
I saw your profile on DB, and game about the knight . I asked a question. )
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Old 02-02-15, 10:54 AM   #41
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Any updates on Project Lodka?
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Old 03-19-15, 01:45 AM   #42
Bedndarc
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In open access isn't present.
It is now very busy, there will be a moment - will show.
If it is interesting to you.
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Old 06-26-15, 02:11 AM   #43
Bedndarc
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Default work stopped

Work stopped.

My computer does not meet the project. I started searching for a new machine.
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Old 06-29-15, 09:19 PM   #44
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Any thought of making the project open source? Available for public use?
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Old 06-30-15, 06:10 AM   #45
Bedndarc
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No, do open source, I had no idea.
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