View Full Version : If Sonalysts made a new game...
magicstix
12-10-11, 01:01 AM
what do you want it for?
if you want it for VS, you can get it here:
http://www.3d-shipmeshes.com/
not sure what ya mean by refraction under water tho.....unless you mean the wavyness under water, if so, VS doesnt do that, I added it with photoshop because I like the way it looks sometimes
I meant the 3D model itself... ;>
I'm working on a 3D engine and need some test models, though really what I'd need are surface models first, like a DDG-51 and a seahawk...
Fleet Command CC
12-11-11, 11:47 PM
I meant the 3D model itself... ;>
I'm working on a 3D engine and need some test models, though really what I'd need are surface models first, like a DDG-51 and a seahawk...
Hey magicstix.
I've got some models in the .3ds file format, that I got from this web site.
http://www.3dcadbrowser.com/default.aspx
I would be willing to share them if you let me know what your going to do with them.
PM me your email address. :salute:
Fleet Command CC
12-11-11, 11:55 PM
those subs are mine, why someone put a logo on them is beyond me, but those are for Dr Sids sim and I released them for Virtual Sailor, thats where these screen shots are from...
Hey spook.
May I ask what the ploys and verts are of these models, also would you be willing to share them so I can add them to Fleet Command and Empire Earth 2 and GCB\GCB2? :salute:
magicstix
12-12-11, 07:06 PM
Hey magicstix.
I've got some models in the .3ds file format, that I got from this web site.
http://www.3dcadbrowser.com/default.aspx
I would be willing to share them if you let me know what your going to do with them.
PM me your email address. :salute:
Right now I'm just working on a 3D engine in DX11 and need test models. I can only load 3DS format at the moment, but I'm working on adding FBX and OpenFlight support as well. Ultimately though, I fear I'll have to design my own model format since none of what I've seen out there is particularly good for games.
The ultimate goal from a gaming aspect, however, would be to write a theatre-level sim game that allows players to take command of various assets in the theatre to accomplish goals set by the campaign. For example, a player might choose to fly an SH-60 and do ASW, or fly a fighter from a carrier to bomb targets. Each vehicle would have several positions where appropriate, i.e. you could have a submarine vehicle with sonar operators, a TMA, guy, and a captain, etc, but to get to a position, the player would have to qualify for it on another position (for example you wouldn't be able to just command a sub, you'd have to qualify on sonar, TMA, etc...). Any non-human controlled assets would be controlled by AI (so as to keep the concentration of assets realistic), and there'd be a realistic, set number of assets for the campaign. Once one side accomplishes all of its goals or runs out of enough assets to make war, the campaign would end and a new one would start.
Fleet Command CC
12-12-11, 11:51 PM
Right now I'm just working on a 3D engine in DX11 and need test models. I can only load 3DS format at the moment, but I'm working on adding FBX and OpenFlight support as well. Ultimately though, I fear I'll have to design my own model format since none of what I've seen out there is particularly good for games.
The ultimate goal from a gaming aspect, however, would be to write a theatre-level sim game that allows players to take command of various assets in the theatre to accomplish goals set by the campaign. For example, a player might choose to fly an SH-60 and do ASW, or fly a fighter from a carrier to bomb targets. Each vehicle would have several positions where appropriate, i.e. you could have a submarine vehicle with sonar operators, a TMA, guy, and a captain, etc, but to get to a position, the player would have to qualify for it on another position (for example you wouldn't be able to just command a sub, you'd have to qualify on sonar, TMA, etc...). Any non-human controlled assets would be controlled by AI (so as to keep the concentration of assets realistic), and there'd be a realistic, set number of assets for the campaign. Once one side accomplishes all of its goals or runs out of enough assets to make war, the campaign would end and a new one would start.
Oh right cool sound very interesting, I've got some very basic models that might be of help to you they are all in the .3ds format, let me know your email address and I will send them to you. :salute:
Hey spook.
May I ask what the ploys and verts are of these models, also would you be willing to share them so I can add them to Fleet Command and Empire Earth 2 and GCB\GCB2? :salute:
my models are in the 70,000poly and up area, not really meant to be used in a game/sim with multiple assets...
70.000 is nothing these days. Also even with more models, they are usually not close to each other, so you can use simplified models at a distance, or at least switch of some 'detail' parts. As usually the communication between GFX and CPU is the slowest part of the process, it's sometimes faster just to draw the highres object which was drawn last frame, then upload new lowres model into GFX.
My sim does not solve LOD at all at the moment, and so far it remains pretty low on my todo list. There does not seem to be need for that.
magicstix
12-13-11, 07:31 PM
70.000 is nothing these days. Also even with more models, they are usually not close to each other, so you can use simplified models at a distance, or at least switch of some 'detail' parts. As usually the communication between GFX and CPU is the slowest part of the process, it's sometimes faster just to draw the highres object which was drawn last frame, then upload new lowres model into GFX.
My sim does not solve LOD at all at the moment, and so far it remains pretty low on my todo list. There does not seem to be need for that.
DX11 lets you do on the card LOD and tesselation with geometry shaders...
There should never be a reason to download models to the card after game initialization unless maybe you're doing destructible geometry on the CPU.
Fleet Command CC
12-17-11, 12:00 PM
my models are in the 70,000poly and up area, not really meant to be used in a game/sim with multiple assets...
Oh right cool they are a bit to high for what I was looking for, may I ask have you done any at a lower quality? :salute:
Fleet Command CC
12-17-11, 12:06 PM
70.000 is nothing these days.
I've got a lot of models over a 300000 polys and some over 1000000 and they where made around ten years ago. :salute:
magicstix
12-17-11, 12:11 PM
Oh right cool they are a bit to high for what I was looking for, may I ask have you done any at a lower quality? :salute:
Just take a high poly count model and LOD it down using standard techniques.
Fleet Command CC
01-17-12, 11:41 AM
Just take a high poly count model and LOD it down using standard techniques.
Hey magicstix.
What would be the standard techniques then that you use or know of? :salute:
- More sophisticated sonar: more relevance to sound in the sonar station and more means to get a classification.
- Receive contact data from the torpedo.
- Make it unmoddable at least for multiplayer, as mods divide the already little community.
AndytotheD
09-27-12, 05:36 PM
Why would you make a game unmoddable? That just makes it get boring quicker.
It's like saying that chess gets boring cuz it's the same since ever.
you guys still believe that there will be a successor? :D
Theta Sigma
09-29-12, 05:28 AM
Perhaps. I remain surprised there hasn't been another modern subsim from another developer by now, though.
Kaye T. Bai
10-08-12, 08:44 AM
Perhaps. I remain surprised there hasn't been another modern subsim from another developer by now, though.
Same here. We just keep on waiting... :(
Blacklight
10-09-12, 04:04 PM
The time is ripe for a new "Dangerous Waters". Every video game that's out now is pretty much either a first person shooter or a variant of "Simon".
you guys still believe that there will be a successor? :D
No!
It's done with subsims, get used to it. :shifty:
Theta Sigma
10-13-12, 10:29 AM
No!
It's done with subsims, get used to it. :shifty:
Were not just talking about Sonalysts now, but they might....especially if they lost their defense contracts.
I've just seen that the moderators of the Sonalysts forum have changed. So, is that now the sign that Sonalysts has made its final decision to abandon commercial versions of their products?
Onkel Neal
12-15-12, 09:31 AM
Never say die. :shucks:
The ACTUV game definately had some graphically improvement in terms of the models and props that responded to speed.
If only they would let us import the full database and AI into a newest version of the engine it would be a start. SCS has a niche here that already carved. Hope that it doesn't die because no other contender for miles around aside from NWAC.
lb
I had a very small conversation with Roger from Sonalysts 2 weeks ago. He told me that he'd be still looking for opportunites to return to the commerical market.
In the end it's just a business decision and it is reasonable that the company is not too eager to return to the commerical market - seeing the 'success' of DW.
Perhaps the DW engine gets too old that they built from scratch a new one...
As I've written in another thread here kickstarter is currently the way to go for non-mass market suitable games...but I highly doubt that the needed sum would be 'baked' since the community is not very big.
Are here some guys with a very big bank account ? :D
Blacklight
01-24-13, 05:24 PM
I would DEFINITELY throw my money at a new Dangerous Waters kickstarter.
I had a very small conversation with Roger from Sonalysts 2 weeks ago. He told me that he'd be still looking for opportunites to return to the commerical market.
In the end it's just a business decision and it is reasonable that the company is not too eager to return to the commerical market - seeing the 'success' of DW.
Perhaps the DW engine gets too old that they built from scratch a new one...
As I've written in another thread here kickstarter is currently the way to go for non-mass market suitable games...but I highly doubt that the needed sum would be 'baked' since the community is not very big.
Are here some guys with a very big bank account ? :D
I don't have..., but a couple thousand dollars? yes! Come on Sonalysts, we are like orphans here.
Theta Sigma
01-31-13, 02:12 AM
Kickstarter would be a great way to gauge interest, and also shut everyone up if the goal weren't reached.
Maybe it's time to say sorry about lack of updates on my ComSubSim .. it's not dead at all, I'm just rather short of time, and current progress is slow.
Kickstarter surely sounds interesting. I agree there is some potential. Still it would be quite a step from free-time activity into full fledged gaming company, even if small.
Most of all I would have to quit my current job .. and so far I feel some obligations. Should that change in the future, subsim will be the first to know.
Jim_Shadow
03-01-13, 06:01 PM
If Sonalysts was to make a new modern sim, what game should it be like:
2. Like Sub Command. With a Russian career starting with a diesel sub (kilo) and ending with latest nuclear subs (borei)
The most important is the atmosphere inside the sub. To be able to visit all the sub stations. To have an interesting scenario. With really interactive radio massages.
I ll be fine with SH3 graphics if you create the above!
Thank you,:salute:
Hartmann
03-01-13, 09:04 PM
what game should it be like:
Like dangerous waters but updated.
1 new feature that the game must have. Here is example:
One itīs difficult but i would say 3
1- A good worldwide 3d engine with realistic environment
2- Dynamic campaign and modeable , like sh3 for example.
3- 3d stations or walk inside of the submarine itīs not needed , for example Fast attack itīs a very good example of a great simulation , realism and detail with 2d stations. Satelite broadcast and inteligence, realistic stations ...
There are a lot of screenshots here
http://www.subsim.com/ssr/fastattack.html
A 3d full interior of the submarine would mean a lot of money and time doing it and itīs not important for the gameplay or inmersion in a modern submarine simulator.
whiskey111
09-23-13, 04:26 PM
2. Like Dangerous Waters: no 3d walking on the ship.
- new future: ingame radio communication system. Radio should be detectable by other units when is used (it will prevent subs from talking...). Multi channel system for every side. Underwater radio for close range communication.
tolgahakan76
09-26-13, 04:28 AM
what must a new sub simulation ???
I talked to my best 20 guys who loves the game DW and SC.
1-In fact a new one must be powered with a new environmental and real ship dynamics in game.:up:Must be like DW engine off course.:up:
2-Scenerios are important.They must be playable like training and simple scenerios to hard ones basically.İt s so important .Because the scenerios teaches the game and the controlling the platforms as well.No need to read tactical books.:up:
3- The radio messages in missios must be cronogically updated to the platform players.yOU need a little mysery to establish the all campaigne story.:up:
Fearless
09-26-13, 06:51 PM
1. More sub type choices
2. Widescreen graphics display capability with more resolution setting options including laptops.
3. Revamp the sound options to include sound card as well as internal sound selection.
4. Dynamic campaign with no restricted travel ( ie travel from LA to Australia as an example) with platform selection option.
However, for the time being just a patch for DW to increase graphics resolution and widescreen capability would be awesome to have.
biosthetique
10-13-13, 08:06 AM
At $200 a copy, the project is doomed before it even started. :har:
Not True!...A lot of copies of VBS2 were sold to the public (pro version of ARMA2) at $1k a pop!
biosthetique
10-13-13, 08:45 AM
No joke. You guys/gals get to play with a "non-commercial" DW variant for once!
Great!...Most of us are (ex) military or engineers, that would not be a problem. I played with Steel Beast Pro-Pe, VBS2-VTK for years from a PC. Moreover, don't want to change platform.
Advanced Torpedo Sensor Picture
What I miss most in DW and think would be a great addition to the game is advanced torpedo sensor display. It has been mentioned briefly in this thread but I would like to elaborate on what I think would make this a great feature for a future Sonalyst game.
1. Bearing or range data from Torpedoes display on tactical map.
2. Adding a torpedo sensor for the TMA display allowing the operator to determine the target's exact position by triangulation of own ship bearing to target and torpedo bearing to target. Of course the torpedo can pick up multiple targets, making this a whole new fascinating TMA challenge.
3. Adding a torpedo broadband and/or demon display for the weapon control screen, providing the torpedo's sonar contact picture for the operator.
4. Adding the ability to command the torpedo to attack one of its sonar passive or active contacts.
Advanced Missile Preset Control
Another aspect I find lacking is the Missile Preset control for sub-launched missiles. Currently there's only BOL (Bearing Only Launch) mode. A great addition would be adding RBL (Range and Bearing Launch) and be able to set the missile exact search box size according to how good your TMA solution is and taking into account other targets and the land into account when telling the missile where to find the desired target.
Kaye T. Bai
11-25-17, 08:40 AM
SCS just uploaded 31 new pictures to their Facebook page. Perhaps pics from a new game? Can only hope!
https://www.facebook.com/pg/sonalystscombatsims/photos/?tab=album&album_id=765120810360282
It seems they have finished their sim engine II
https://www.facebook.com/pg/sonalystscombatsims/services/?service_id=1415410808571696&ref=page_internal
but the question is if there will be any commercial game made with that engine ?
kilerkg
11-25-17, 12:57 PM
It makes sense for them to make a new game, with the success of Cold Waters. It stayed on the steam top sellers for a few weeks, so the demand is certainly there.
Aktungbby
11-25-17, 12:59 PM
kilerkg!:Kaleun_Salute:
Kaye T. Bai
11-25-17, 02:01 PM
It makes sense for them to make a new game, with the success of Cold Waters. It stayed on the steam top sellers for a few weeks, so the demand is certainly there.
Judging by the Facebook pics (https://www.facebook.com/pg/sonalystscombatsims/photos/?tab=album&album_id=765120810360282), it looks like they're heading towards a CMANO-style 3D game, which is good since that's precisely what I've wanted for a long time.
Kaye T. Bai
01-08-18, 06:56 PM
Update: https://www.facebook.com/sonalystscombatsims/photos/a.784454151760281.1073741829.185995591606143/784454025093627/?type=3&theater
Looks like Sonalysts will be at an expo in the next few days to show off their product.
Update: https://www.facebook.com/sonalystscombatsims/photos/a.784454151760281.1073741829.185995591606143/784454025093627/?type=3&theater
Looks like Sonalysts will be at an expo in the next few days to show off their product.
I'm keeping my fingers crossed but this might not be what we're hoping for. :hmmm:
Come visit the Sonalysts Game Group in booth 506 at the Surface Navy Association (SNA) National Symposium from 09 Jan 11 Jan 2018.
Personnel will be there to discuss our unique multi-domain, multi-level, and multi-threaded Seabed to Space" cross-domain SEII/GTS COTS game framework and its potential to provide you with enhanced readiness at reduced cost.
In terms of a traditional game, it sounds like they'll need a developer.
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