View Full Version : ColdWarSubmarineSimulator
So, finally I have also my own indie project - similar like my favorite sim "RedStormRising".
If you like, visit my Blog (http://cwssinfo.blogspot.com/), which includes also a youtube video about its current state.
Any feedback is welcome :).
Very nice what you already obtained!
The "lost contact" message is something I would like in the SA series... I wonder why it's been omitted ?
Been along time since i played Red Storm Rising and it will be nice with a updated game inspired by it. I work on my own hobby sim so we might swap ideas in the future :).
Cool sonar display :).
@Nexus7: Yes, that it is strange and it is not tough at all to implement such notifications.
@vimza Sure, we might exchange ideas :)
Hawk66, do you have any good links to guides that describe how the sonar display works and how it is used?
Hawk66, do you have any good links to guides that describe how the sonar display works and how it is used?
No, not that I am aware of and it depends also on the UI technology you are using. I use .NET, which is uncommon in developing simulations/games but the provided UI framework is much richer and more sophisticated than your typical c++ engine if you are implementing 2D consoles.
Been thinking about a way to support two or more player controlling the same submarine in my game and a Sonar/Radar station would make sense. See if i can create some activities that seems fun enough for it to work.
Any idea when we can see a first alpha version of your sim :)?
Alpha ?
Far, far away ;)...seriously I would like to do this full-time but then who pays my bills ;)...and you cannot sit from the morning to late night in front of the PC...
My roadmap for the next months is
- adding Towed Array (starting this week)
- adding Narrowband Sonar
- adding TMA, read only
If then people want to help by testing/giving feedback, I simply release a develop snapshot...but this will not be anything in terms of a 'game'.
Cool, let me know when you need some testing/feedback then :).
FERdeBOER
09-14-13, 04:19 PM
Go on! A "new" RSR sounds amazing to me...
Yup... Next update will include an updated BB sonar + Towed array...
Update: Towed array is now working, together with other changes. Just check out my blog if you are interested in the details.
biosthetique
09-29-13, 10:24 AM
Looked at you blog and the vid.
I like the automatic adjustment of track clicking beside it.
Nice Work.
Keep pushing!
So, next update (http://cwssinfo.blogspot.de/2013/10/narrowband-sonar-station-basic-features.html), mainly about the Narrowband sonar station. I've also added a short yt video.
Which officer is responsible for the TMA process?
I am currently implementing the AI agents, simulating navigator, cow and so on...thanks
I've updated my blog to reflect the current development status...did not make the progress I wished to realize but that's life...
Overkill
01-24-14, 11:46 AM
I'm excite to hear that you're working on this. I played RSR an untold number of hours in my youth. Lots of great memories. :)
Sorry for being quiet the last months but due to other personal issues I have not further worked on the project for the last 2 months.
So, now I'm in the process to make the code base (apart from the UI) more portable and I hope I get this finished by this weekend.
Then the next goal is to have a basic TMA working :)
I've disabled my blog currently but nevertheless here are some updates of the current build: http://img4web.com/g/JAK2
The TMA is display-only and I do not know if it will remain....it is more or less a debugging tool for me. TMA is auto-working in the game
The main change is in the navigation UI....it displays now all major sensor data.
Active sonar also works now.
I've designed the rough components of the AI. Basically, there will be high level AI components ('goal-driven AI') but the actual AI (also of weapons) can be implemented in C# (only by me ;) but also in IronPython (by all)...IronPython is just Python, running on .NET....there is also a very good IDE freely available for it (Visual Studio Tools).
So, a more sophisticated version of the doctrine language approach in DW. Also the scenario/campaign generation will be implementable in IronPython....but that's future.
The next step is to create the possibility to fire a torpedo and also implement its logic.
ikalugin
09-02-14, 03:35 PM
I can be wrong, but wont it be better to write any performance critical code in a language such as C or C++ rather than C# (.net, python, ect)?
You can develop performance critical apps in .NET. In contrast to C++ and other languages, it is very 'easy' to develop an application running on multi-core systems. For example the backend is an own thread/can run on a core and the AI part can also be decoupled, that is running on another core.
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