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Onkel Neal
10-02-20, 06:58 PM
Haha , no. You will only get a sailor's-eye view from us. But it will be a damned fine view.

What the devs did not mention, Oscar took a lot of time to get a really authentic transparency scheme, where the water is more transparent from a higher angle, such as above, and more translucent from a more acute angle. We've all seen naval games where the water seems clear and transparent around the ship regardless of the viewing angle, right? He's found a way to manage that more realistically.

Completing the new water asset, all inhouse so it is designed for the game, is a big step and will clear the road for the next roadmap items.

There will be further refinements on the wave crests and contours, as well as the long-awaited foam/spray/wakes. :up:

PL_Andrev
10-03-20, 07:36 AM
Hello everyone! Here is a short video showing some progress on the new water asset we are working on.

Lol, it looking great!
:up:

But wait a moment... after few times of watching this video it looks for me like plastic model on heavy waves.
:timeout:

Have you implemented inertia forces in your model?
Inertia is a "resistance" of massive object to change its position.
And I'm quite sure the uboat has a mass.
:03:

Not sure but for uboat on big waves there is momentum of inertia (forcing to rotate uboat of X, Y, Z axis) too and maybe is should be implemented.

JuanLiquid
10-03-20, 10:12 AM
I cannot wait to navigate these waves! (much better in a close night :P)

However take your time!

Usurpator
10-09-20, 12:20 PM
Hello everyone! This week we have been working on adding foam and wakes to the new water asset.

Usurpator
10-23-20, 03:50 PM
Hello everyone!
This week we've done more work on the wake and foam simulation.
This is a debug screenshot of the simulation at it's current state.
The green channel is velocity, red is positive wave height,
and blue is negative height offsets.

https://cdn.discordapp.com/attachments/531281921490026496/769255825839357962/waves2.png

Usurpator
10-30-20, 01:43 PM
Hello everyone!
This week we have continued working on the wake simulation.
Here are some work-in-progress screenshots.
Next week we will start adding foam, particles and other effects.

https://media.discordapp.net/attachments/531281921490026496/771766616726831185/waveSim1.png?width=828&height=407

https://media.discordapp.net/attachments/531281921490026496/771766657273954324/waveSim2.png?width=828&height=384

https://media.discordapp.net/attachments/531281921490026496/771766677385904168/waveSim3.png?width=828&height=405

https://media.discordapp.net/attachments/531281921490026496/771766710306209852/waveSim4.png?width=828&height=404

Usurpator
11-06-20, 01:06 PM
This week we have added water/particle interaction
to the wave deformation system. The particles in
the video are placeholders.
If you have questions regarding the project, we're doing a Q&A on Discord November 10:th 10-18 GMT.

https://discord.gg/ZwEymD5

https://www.youtube.com/watch?v=mIWcywAZMxg

les green01
11-06-20, 10:07 PM
wow looking awsome have to test it out on this 80 inch tv

Superesse
11-07-20, 04:02 PM
Thanks for really good work on the water asset! Looking forward to seeing it in the game!

bigbear
11-11-20, 04:31 PM
I bought this game a few months ago but found that it doesn't support 3440x1440 widescreen monitors when in the conning tower. Seemed to work just fine elsewhere. So I was wondering if anyone knows if there is any chance of fixing that soon. I am pretty keen on playing this game and it seems like such a small fix.

ceh
11-12-20, 09:56 AM
Everything seems like a small fix when someone else is doing it :)

bigbear
11-12-20, 11:56 AM
Everything seems like a small fix when someone else is doing it :)

I suspect that it actually is a small fix in this case since they already worked out the logic for all the other screens. It's just the conning tower that is the problem (as far as I can see so far).

Pisces
11-12-20, 12:14 PM
How is it not working in the conning tower? Screen rendering distortion? Black out when entering it? Straight out game crash? Usually screenshots help to tell what the issue is. They can't fix what they can't know.

ceh
11-12-20, 01:35 PM
I suspect that it actually is a small fix in this case since they already worked out the logic for all the other screens. It's just the conning tower that is the problem (as far as I can see so far).

Well, I don't know how much work each resolution is, TBH. It could be a tweak, it could be a few hours of work... In any case, as Pisces said, some information wouldn't go amiss :)

bigbear
11-12-20, 04:54 PM
How is it not working in the conning tower? Screen rendering distortion? Black out when entering it? Straight out game crash? Usually screenshots help to tell what the issue is. They can't fix what they can't know.

Normally, as you move your cursor to the right or the left, the screen view will adjust itself to where you point it. In the case of the conning tower, when you try to move the cursor to the left or right, the cursor will not move past a certain limited range -- thereby preventing you from placing the cursor over any of the necessary sub's controls that fall outside of that range, such as the periscope or navigation controls. The screen viewport width was defined to be within a certain limited number of pixels based on a smaller screen size. The viewport width isn't being set the same way that it is on the other sub environments. If you look at the code, you will almost certainly see that is the case, which is why I am convinced it is an easy fix, but since I don't have access to the code, I can't say precisely where the problem is. Although I can see various sub controls to the right and left of the ladder that is in the center of the screen, the cursor doesn't quite allow me to move past that ladder in any direction to the right or left. I hope that explains it.

Pisces
11-12-20, 04:58 PM
Seems a pretty clear problem description now. I'm sure the devs have something to work with now. I only have 1920x1080 so I can't help to replicate it.

Usurpator
11-13-20, 04:59 PM
Hello everyone!
This week we've been working on foam effects for the water asset. Here is a work-in-progress screenshot.

https://media.discordapp.net/attachments/531281921490026496/776901754226475018/Foam.png?width=828&height=413

Usurpator
11-20-20, 03:01 PM
Hello everyone!
This week we've been improving the waves and wake simulation. We want it to look as nice as possible before we put it all together and add more effects.

Onkel Neal
11-27-20, 03:59 PM
Work on the water asset continues, this week they have been working on integrating the different subsystems and optimization. Next week they will work on skybox integration.

Usurpator
12-04-20, 11:33 AM
Hello everyone! Work on the water asset continues. This week we have been working on improving the wave spectrum and buoyancy model.

https://media.discordapp.net/attachments/531281921490026496/784456832449249290/waves3.png?width=828&height=431

https://media.discordapp.net/attachments/531281921490026496/784456845191938058/waves2.png?width=828&height=440

ChrisPhoenix
12-04-20, 01:50 PM
May i ask a question about the upcoming update? Can waves go over the boat now? And if yes, will the water go into the bilge if the hatch is open?

Usurpator
12-11-20, 04:21 PM
May i ask a question about the upcoming update? Can waves go over the boat now? And if yes, will the water go into the bilge if the hatch is open?

Not at the moment, but we are looking into it.

Usurpator
12-11-20, 04:22 PM
Hello everyone! This week we have been working on integrating the skybox and weather system with the new water asset.

Usurpator
12-18-20, 06:15 PM
Hello everyone! This week we have continued working on the skybox and weather system. We are also happy to announce that a new developer has joined the team. Welcome Axel!

Blackcloud161
12-22-20, 02:34 PM
As they say advertisement is key.
I know this has been covered before but please hear me out.
Youtube is a fantastic way to advertise. I found your game and was compelled to buy it because of Wolfpack345 game play. But as of now no more videos of game play have been made on Youtube for months. I think it would help if gamers could record game files that could be played back, after game play ended to create cinematics in their videos. This would generate new interest and give you loads of free advertising. Take a look at Wolfpack345 SH3 videos. Granted the camera he uses is during game play (which we would not want for Wolfpack as it breaks immersion), but it adds so much interest to the game that I am sure many have found their way into a uboat because of videos like these. Please consider this option for the future.

Thank you and your amazing team for all the hard work.
James

Blackcloud161
12-22-20, 02:35 PM
happy holidays!

Usurpator
12-23-20, 10:58 AM
Merry Christmas everyone! We will be back after the holidays.

Usurpator
01-08-21, 07:03 PM
Hello everyone, hope you all had a good holiday!

We are back, working on the game as usual.
This week Oscar has started integration work on the
new skybox and water systems.

I am working on the U-boat's interior, modeling the new compartments.
Koji is working on new merchant ships as well as the corvette.
Axel has started working on expanding the net code, which is necessary for dedicated server support and versus mode further down the road.

Catfish
01-09-21, 02:24 PM
A Happy New Year for the team, and thanks for the heads-up :up:

Usurpator
01-15-21, 09:26 AM
Hello everyone! This week Oscar has continued working on integrating the new skybox and water system. I am still working on modeling the U-boat's new compartments. Koji is researching and modeling new merchant ships. Axel is working on expanding the net code.

Usurpator
01-22-21, 10:59 AM
Hello everyone! This week I've continued modeling the U-boat's new compartments.
The engine room is modeled but there are no textures yet.
Oscar is working on integrating the new skybox and water system.
Koji is doing impressive work on the new merchant ships.
Axel is making progress expanding the net code.

Here are some screenshots of the work in progress engine room.

https://media.discordapp.net/attachments/531281921490026496/802203153692098600/e_r_1.png?width=795&height=447

https://media.discordapp.net/attachments/531281921490026496/802203180006899742/e_r_2.png?width=795&height=447

https://media.discordapp.net/attachments/531281921490026496/802203203566305331/e_r_3.png?width=795&height=447

mambo
01-22-21, 11:47 AM
Awesome

Lost At Sea
01-22-21, 02:00 PM
:o

Unbelievable!!!!
This is going to be good, real good:up:

iambecomelife
01-23-21, 01:05 AM
Hello everyone! This week I've continued modeling the U-boat's new compartments.
The engine room is modeled but there are no textures yet.
Oscar is working on integrating the new skybox and water system.
Koji is doing impressive work on the new merchant ships.
Axel is making progress expanding the net code.

Here are some screenshots of the work in progress engine room.



Meticulous! Incredible job! As for the merchant ships, I have sent you a PM.

Wolfpack345
01-23-21, 01:07 AM
Fantastic work guys! That model is absolutely stunning! :Kaleun_Applaud:

ceh
01-23-21, 07:20 AM
Thanks for the images, it really means a lot in the sea of "we're working on so-and-so"!

blackswan40
01-23-21, 12:23 PM
Ho Wowzers 2021 an embarrassment of riches of new Uboat sims and upgrades we have never had it so good keep up the good work gentlemen



Salute :Kaleun_Salute:

mobucks
01-24-21, 06:42 AM
WOW!:o:o:o:o:o:o:o

von faust
01-24-21, 06:53 AM
finally great news !!! Thank you, please keep giving us these updates, even small ones.

Buster_Dee
01-24-21, 04:30 PM
Gorgeous. What recourse(s) are you using?

Usurpator
01-25-21, 02:39 PM
Gorgeous. What recourse(s) are you using?

Mainly photographs from our trip to U 995 in Laboe.

esben
01-26-21, 02:52 AM
https://media.discordapp.net/attachments/531281921490026496/802203203566305331/e_r_3.png?width=795&height=447

So what will one be able to do in this room. At a later stage, repairs I guess - but at this stage you should be able to turn those valve wheels ?


Also, hi: came here from Steam.

Onkel Neal
01-27-21, 07:37 AM
Exactly, we foresee a lot of interesting activities possible, esp. damage control. :up:

Kal_Maximus_U669
01-27-21, 12:28 PM
Exactly, we foresee a lot of interesting activities possible, esp. damage control. :up:

good evening Onkel Neal ... you make me crack with these screens ... I will soon break "the piggy bank" to get the game ... thank you for these screens which hurt so beautiful eyes ;;; even without texture. :up:

Aktungbby
01-27-21, 10:28 PM
esben!:Kaleun_Salute:

PL_Andrev
01-29-21, 01:56 PM
Good Lord,

This is... scary...
:timeout:


https://cdn.discordapp.com/attachments/531281921490026496/804781837456637993/waves6.png

Usurpator
01-29-21, 02:08 PM
Hello everyone! We're doing a Q&A on Discord February 7:th 17-22 GMT.
If you have questions regarding the project we'll be there to answer them.
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships. Axel is working on expanding the net code.

Oscar is working on the new water asset. Here are some work in progress screenshots.

https://cdn.discordapp.com/attachments/531281921490026496/804781786097778708/waves7.png

https://cdn.discordapp.com/attachments/531281921490026496/804781837456637993/waves6.png

https://cdn.discordapp.com/attachments/531281921490026496/804781882696138782/waves8.png

Konrad Friedrich
01-29-21, 02:11 PM
Good Lord,

This is... scary...
:timeout:



No. This is what it looks like on a small vessel on the open sea in fairly moderate swell. :03:
At about 7-8 Beaufort scale...

Gee. This is going to be awesome...

Konrad Friedrich
01-29-21, 02:15 PM
My goodness, Einar... I hope no one gets seasick...
:haha:

This all looks very, very promising!

I'm looking forward to it like a little schoolboy.... :yeah:

ceh
01-30-21, 04:30 AM
Hehe, in times of old when we bought physical copies, this would have come with a barf bag :)

Blackcloud161
02-01-21, 01:35 AM
@Usurpator
Can you post an invite to your Discord server please
Thanks!

PL_Andrev
02-01-21, 01:53 PM
My goodness, Einar... I hope no one gets seasick...
:haha:

This all looks very, very promising!

I'm looking forward to it like a little schoolboy.... :yeah:


But if fact, this kind of sea may be frustrating (non playable).

Jimbuna
02-01-21, 02:01 PM
@Usurpator
Can you post an invite to your Discord server please
Thanks!

You can join/enter via the Discord link near the top of this page.

reedca82
02-01-21, 06:38 PM
I want to love it but I don't. We're heading into feature creep, while the core gameplay remains stale and unplayable. I WANT to love it, but I sense the downward spiral from here.

Blackcloud161
02-02-21, 03:09 AM
You can join/enter via the Discord link near the top of this page.

Thanks for squaring me away!

ceh
02-02-21, 09:09 AM
We're heading into feature creep, while the core gameplay remains stale and unplayable.

Interesting view. Would you pleasae elaborate a bit on which features you deem unnecessary, and what makes the game at its current state unplayable?

Jimbuna
02-02-21, 09:13 AM
Thanks for squaring me away!

No problem, pleased to be of service :salute:

iambecomelife
02-03-21, 04:12 PM
Hi Usurpator, FYI I have replied to your merchant guy and sent various merchant ship pictures & plans; please let him know! I will be sending more in the coming days.

Usurpator
02-05-21, 04:59 PM
Hi Usurpator, FYI I have replied to your merchant guy and sent various merchant ship pictures & plans; please let him know! I will be sending more in the coming days.

Thank you! Really appreciate it :)

Usurpator
02-05-21, 05:00 PM
Hello everyone! Don't miss the Q&A on Discord February 7:th 17-22 GMT.
If you have questions regarding the project we'll be there to answer them.
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships and Axel is working on expanding the net code.

Oscar is working on the new water asset. Here is a video showing some work in progress.

https://www.youtube.com/watch?v=GNm5DFW_6KU

iambecomelife
02-07-21, 02:55 PM
The waves look much improved. :up:

Was going to say that the scale looked a bit off but the latest images are excellent. They have a realistic, "ripply" look that truly imitates actual wave structure - instead of the basic ripples in older games like Silent Hunter 3.

A few flecks of foam maybe would be icing on the cake! I've noticed that you can get whitecaps/foam on the water even in relatively light winds, IMO it would be a nice touch.

It would be interesting if sea-state played a role in ship damage; in WWII when a ship was hit, high seas would often progressively worsen damage. Bulkheads would collapse and damage control was more difficult ... I read of one case where a tanker (MV Sitala) snapped completely in half when she got caught in a gale after being torpedoed.

Lost At Sea
02-08-21, 08:21 AM
Looks glorious !
Will the sea state have an impact on the sub's visibility -- as seen from a convoy / DD perspective ?
The heavy seas are clearly going to bring realism to the hunt. Tracking and ID'ing a target will be much more of a challenge but can we expect the enemy to also "suffer" in rough seas ?

Cheers,
Lost

iambecomelife
02-11-21, 10:40 PM
Tell Koji thank you for his comments and that I have submitted replies, including another batch of merchant pictures! Sorry for not noticing he had responded. Fascinating to see this project take shape. :up:

Usurpator
02-12-21, 02:12 PM
Hello everyone!
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships.
Axel is working on expanding the net code.
Oscar upgraded the game engine to the latest version of Unity,
and is continuing work on integrating the new water asset.

https://cdn.discordapp.com/attachments/531281921490026496/809834349347733514/1.png

https://cdn.discordapp.com/attachments/531281921490026496/809834388467744778/2.png

https://cdn.discordapp.com/attachments/531281921490026496/809834407686570065/3.png

blackswan40
02-12-21, 03:16 PM
Wow I need my topp man Eric fix right now
https://www.youtube.com/watch?v=q2CAsfohSEA

Keep up the Great work guys :Kaleun_Salute:

bracer
02-12-21, 03:19 PM
It's looking very nice!!

PL_Andrev
02-13-21, 04:00 AM
Looks gorgeous... but expected a little foam about ship.
:hmmm:

esben
02-14-21, 04:25 AM
So, it does look pretty good but it also looks positively impossible to gauge the height and distance to ships with these waves. Im sure it looks better, but do the waves actually make it a better game ?

Captain_AJ
02-14-21, 04:54 PM
Hello everyone!
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships.
Axel is working on expanding the net code.
Oscar upgraded the game engine to the latest version of Unity,
and is continuing work on integrating the new water asset.

https://cdn.discordapp.com/attachments/531281921490026496/809834349347733514/1.png

https://cdn.discordapp.com/attachments/531281921490026496/809834388467744778/2.png

https://cdn.discordapp.com/attachments/531281921490026496/809834407686570065/3.png

this kind of sea is the very reason i joined the us navy

reedca82
02-15-21, 06:58 PM
So, it does look pretty good but it also looks positively impossible to gauge the height and distance to ships with these waves. Im sure it looks better, but do the waves actually make it a better game ?

Hey now, don't ask if these kind of seas would be either a) engageable in, or b) enjoyable for the player. I haven't played this game in 7 months.

Fanders
02-16-21, 02:57 AM
Well,

for those who doesnt want the challenge the high seas has to offer, I bet they will be able to choose the weather conditions in the game lobby.

Keept up the good work! The water looks amazing! :up:

Usurpator
02-19-21, 03:04 PM
Hello everyone!
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships.
Axel is working on expanding the net code.
Oscar is working on the new water asset.
Here are some screenshots of the work in progress galley.

https://cdn.discordapp.com/attachments/531281921490026496/812412373129494528/g_2.png

https://cdn.discordapp.com/attachments/531281921490026496/812412401810014248/g_1.png

PL_Andrev
02-19-21, 03:13 PM
Hahaha

I hope this "feature" well known form DN will be implemented.
:up:

https://www.youtube.com/watch?v=bTq29h9tYZY

Konrad Friedrich
02-19-21, 03:40 PM
Removed my last comment because it doesn't really fit the topic of updates.

PickRelated
02-20-21, 05:13 PM
If I turn TDC tracking off - it still changes AOB when I change my course. Is that how it's supposed to work?

Usurpator
02-26-21, 12:49 PM
Hello everyone!
This week I've continued modeling the U-boat's new compartments.
Koji is working on the new merchant ships.
Oscar is working on the new water asset.
Axel is working on the netcode. Underlying netcode functionality is complete and internal testing will begin as soon as crew (names, roles) and server functionality (browsing, hosting, etc) is ready.

jgsky
02-27-21, 03:24 AM
Hi all,
A update suggestion very important to hunt at night

Playing at night with the red lights on, we get our eyes used to the low light. so when we need to open the map screen or see the distance table we have our pupils contracted quickly and when we return the view to the periscope (at night) .... we can barely see the details and shadows.
Would an update be possible by changing the color of these screens to red light also when we are in a dark environment?
Congratulations for the excellent work. Thank you very much.:Kaleun_Salute:

Aktungbby
02-27-21, 03:31 AM
jgsky!:Kaleun_Salute:

Konrad Friedrich
02-27-21, 06:13 AM
Hi all,
A update suggestion very important to hunt at night

Playing at night with the red lights on, we get our eyes used to the low light. so when we need to open the map screen or see the distance table we have our pupils contracted quickly and when we return the view to the periscope (at night) .... we can barely see the details and shadows.
Would an update be possible by changing the color of these screens to red light also when we are in a dark environment?
Congratulations for the excellent work. Thank you very much.:Kaleun_Salute:


As a workaround, I recommend matching the colors of the map.

To do this, start Wolfpack and go to Options/Game.

Under "Map foreground color" and "Map background color" you can adjust the RGB color sliders.

Simply move them all to the left by roughly the same amount, depending on the foreground or background.


The map is always darker now, but at least you don't have this alternating effect from light to dark.
In daylight it doesn't matter that much if the nautical map is a little darker.

jgsky
02-27-21, 11:19 AM
As a workaround, I recommend matching the colors of the map.

To do this, start Wolfpack and go to Options/Game.

Under "Map foreground color" and "Map background color" you can adjust the RGB color sliders.

Simply move them all to the left by roughly the same amount, depending on the foreground or background.


The map is always darker now, but at least you don't have this alternating effect from light to dark.
In daylight it doesn't matter that much if the nautical map is a little darker.


Tnks..works well. :03:

jgsky
02-27-21, 11:21 AM
jgsky!:Kaleun_Salute:

My Pleasure:03:

Usurpator
03-05-21, 01:52 PM
Hello everyone!
This week I've continued working on the U-boat's new compartments, mainly UV unwrapping and preparing for texturing. Koji is working on the new merchant ships. Axel is working on the netcode. Oscar just became a father so he's on parental leave for the rest of the month. When he gets back he will continue working on the water asset.

Lost At Sea
03-05-21, 10:51 PM
Thx Devs, and congrats to Oscar ! :)

Lost

VDraculaV
03-08-21, 09:49 PM
My congratulations to Oscar and all the best for the baby! :yeah::Kaleun_Cheers:

Usurpator
03-12-21, 08:55 PM
Hello everyone!
This week I've continued working on the U-boat's new compartments, still UV unwrapping and preparing for texturing. Koji is working on the new merchant ships. Axel is working on the netcode.

kojac
03-13-21, 04:07 AM
Nemám data. Jinak jsem covid vězněm.
Jsem bývalý grafický workoholik.
Teď si neužívám důchod.
Kojac

Torpex77
03-14-21, 07:42 PM
We just got back from Kiel, spent 10 hours going over the U-995, inside and out. We're just about to emerge from silent running....

http://www.subsim.com/radioroom/picture.php?albumid=10&pictureid=9108

http://www.subsim.com/radioroom/picture.php?albumid=10&pictureid=9110

My CO on the Pasadena was a Buck Ensign on the USS Seawolf SSN 575. This boat was built identical to a Balao class but much bigger to house the Reactor equipment and a few other spaces. Anyhow, He and I got into a discussion about how much more responsive those boats, the one with the controls AFT of the screws were over the Modern Nuke boats. There is a pivot effect that the sims dont model very well at all. Hopefully someday someone will get it, as it helps the subs maneuver better.

Usurpator
03-19-21, 02:15 PM
Hello everyone!

This week I've continued working on the U-boat's new compartments, focusing on UV mapping and preparing for texturing.
The engine room, crew accommodation compartment and the galley are now unwrapped. Koji is modeling new merchant ships. Axel is working on the netcode. Here are some work in progress screenshots of the engine room and the crew accommodation area with a basic texture applied.

https://cdn.discordapp.com/attachments/531281921490026496/822543205827346493/img_1.png

https://cdn.discordapp.com/attachments/531281921490026496/822543393753792522/img_2.png

https://cdn.discordapp.com/attachments/531281921490026496/822543448572690502/img_3.png

Nordmann
03-19-21, 06:48 PM
Nice! I haven't bought Wolfpack yet, but once the whole boat is accessible, then I'll definitely be very tempted.

Torpex77
03-19-21, 11:25 PM
Hello everyone!

This week I've continued working on the U-boat's new compartments, focusing on UV mapping and preparing for texturing.
The engine room, crew accommodation compartment and the galley are now unwrapped. Koji is modeling new merchant ships. Axel is working on the netcode. Here are some work in progress screenshots of the engine room and the crew accommodation area with a basic texture applied.

https://cdn.discordapp.com/attachments/531281921490026496/822543205827346493/img_1.png

https://cdn.discordapp.com/attachments/531281921490026496/822543393753792522/img_2.png

https://cdn.discordapp.com/attachments/531281921490026496/822543448572690502/img_3.png

You know the way your doing this , your work is absolutely One of a Kind!! Absolutely awesome.

Usurpator
03-26-21, 01:32 PM
Hello everyone!
This week I've started texturing some of the new compartments.
Koji is modeling new merchant ships. Axel is working on the netcode.
Here are some screenshots of the crew accommodation area and the galley with a few textures applied. The materials and textures are still work in progress.

https://cdn.discordapp.com/attachments/531281921490026496/825070056429584408/1.png

https://cdn.discordapp.com/attachments/531281921490026496/825070215389118474/2.png

https://cdn.discordapp.com/attachments/531281921490026496/825070317100990494/4.png

https://cdn.discordapp.com/attachments/531281921490026496/825070492074377216/5.png

Jimbuna
03-26-21, 02:23 PM
Coming along very nicely :salute:

Torpex77
03-27-21, 09:01 AM
Super work! :)

Catfish
03-27-21, 10:17 AM
Just Wow! Historically corrrect as far as i know, and the interior looks so real :o

Aktungbby
03-27-21, 10:27 AM
KOJAK! :Kaleun_Salute:

snak3gam3r!
03-30-21, 04:06 PM
Hello everyone!

This week I've continued working on the U-boat's new compartments, focusing on UV mapping and preparing for texturing.
The engine room, crew accommodation compartment and the galley are now unwrapped. Koji is modeling new merchant ships. Axel is working on the netcode. Here are some work in progress screenshots of the engine room and the crew accommodation area with a basic texture applied.

https://cdn.discordapp.com/attachments/531281921490026496/822543205827346493/img_1.png

https://cdn.discordapp.com/attachments/531281921490026496/822543393753792522/img_2.png

https://cdn.discordapp.com/attachments/531281921490026496/822543448572690502/img_3.png
All of these pictures look absolutely incredible. The best part of this U-boat is definitely the engine room.

Aktungbby
03-30-21, 04:19 PM
snak3Gam3r!:Kaleun_Salute:

Usurpator
04-02-21, 05:38 AM
Happy Easter everyone!
I am still working on texturing the new compartments. Koji is working on the merchant ships and Axel is working on the netcode. Next week, Oscar will return and continue working on the new water asset. Here are some work in progress screenshots of the officers accommodation area with a basic texture applied.

https://cdn.discordapp.com/attachments/531281921490026496/827490451783286824/1.png

https://cdn.discordapp.com/attachments/531281921490026496/827490462389501962/2.png

blackswan40
04-02-21, 06:04 AM
Could we have a sneak peak of Koji's ships please

Usurpator
04-09-21, 01:37 PM
Could we have a sneak peak of Koji's ships please

Yes! Check out the latest development update on Steam: https://store.steampowered.com/news/app/490920/view/3110273656378969501

PL_Andrev
04-10-21, 01:32 AM
Yes! Check out the latest development update on Steam: https://store.steampowered.com/news/app/490920/view/3110273656378969501

1) Ocean surface
It looks really gorgeous.
Of course still some features are missing (foam, bow waves, stern foam), but looks very very promising.
And - one of the best undersea view I've ever seen.

2) Uboat interior
Just... wow. A lot of compartments not textured yet, but final effect for few compartments is brilliant. A HUGE step forward acc. current game.

3) Net-code
Fo me it was a waste of time, but this is very good info that the reason for re-coding net code is PvP. Fantastic.

4) Merchant fleet
Everyone are waiting for new ships, and unfortunately this is the weakest part of this update.
Looking for ships hull a lot of work in front of Koji, before reach Flower class quality.

Konrad Friedrich
04-10-21, 06:02 AM
Thanks for the latest update.
Glad to see it in a somewhat more compelling and informative form.

But one thing struck me right away.
The interior. More precisely: the textures.

If a Uboat would be so dirty, with stains all over the the walls and wooden surfaces or the placeholder textures of smeared diesel engines, the commander would certainly impose a vacation and shore leave ban. He would probably roar quite loudly while doing so...
Apart from the fact that the petty officers would run through the boat assigning extra shifts for the cleaning service until everything is sparkling clean. They probably wouldn't sound very friendly either.

It may be that the German Uboats were not known for being particularly hygienic - but dirty and scruffy, that should probably not happen in any navy in the world.

Anyone who has ever sailed a Navy ship knows that cleaning (and derusting and painting) is one of the main occupations of the lower ranks.

A filthy Uboat like this is quite unrealitic.

kozel1
04-10-21, 08:28 AM
Thanks for the great update!

Regarding the Uboat cleanliness:
German Uboats were a filthy, stinky, moldy, disgusting places with minimal hygiene. Cleanliness was not a priority. The constant humidity made those steel tubs a very unpleasant place.
The conditions may have been slightly better on the US submarines during ww2, but the German Uboats. Nah, their priorities were elsewhere.
The way it's portrayed on those pictures, is perfectly fine.

Onkel Neal
04-10-21, 09:52 AM
Thanks for the latest update.
Glad to see it in a somewhat more compelling and informative form.

But one thing struck me right away.
The interior. More precisely: the textures.

If a Uboat would be so dirty, with stains all over the the walls and wooden surfaces or the placeholder textures of smeared diesel engines, the commander would certainly impose a vacation and shore leave ban. He would probably roar quite loudly while doing so...
Apart from the fact that the petty officers would run through the boat assigning extra shifts for the cleaning service until everything is sparkling clean. They probably wouldn't sound very friendly either.

It may be that the German Uboats were not known for being particularly hygienic - but dirty and scruffy, that should probably not happen in any navy in the world.

Anyone who has ever sailed a Navy ship knows that cleaning (and derusting and painting) is one of the main occupations of the lower ranks.

A filthy Uboat like this is quite unrealitic.

I don't know about that. Sure, naval vessels in general are kept in a high state of cleanliness, but WWII diesel boats (aka pigboats), especially U-boats were not clean at all (from my readings). They were cramped, smelly, very damp, and hard to clean. Das Boot (the book) gave me the impression that U-boats were looked down upon by the surface navy.

ceh
04-11-21, 10:42 AM
A filthy Uboat like this is quite unrealitic.

Please don't take this the wrong way, but how do you know, were you on one during the war?

derstosstrupp
04-11-21, 11:56 AM
Fwiw, at 7 AM every day was an activity called “Reinschiff”. We call it “field day” in the US military, but it’s an all-hands cleaning time. Cleaning was somewhat of a perpetual thing aboard the boat, because there was always one or two sailors tasked with doing miscellaneous things aboard between watch times, including cleaning.

In short, an excessively dirty boat is indeed not historical.

Also, not quite fair to say just because you haven’t been there means you don’t know. That’s what historical research using good source material is aimed to do - understand how things were without having been there.

derprophet
04-11-21, 12:24 PM
Stosstrupp is indeed right, completely a-historical.

ceh
04-11-21, 01:11 PM
Also, not quite fair to say just because you haven’t been there means you don’t know. That’s what historical research using good source material is aimed to do - understand how things were without having been there.

That is not what I wrote. Please don't twist my words :) I asked how he knows, and wondered if he was actually there - not "if you weren't you can't possibly know".

As for historical material - fair point, but we all know that not everything was always photographed etc.

Now, I'm not positively claiming it's this or that way, rather questioning the certainty with which some people claim it could not possibly have been dirty.

derprophet
04-11-21, 02:03 PM
That is not what I wrote. Please don't twist my words :) I asked how he knows, and wondered if he was actually there - not "if you weren't you can't possibly know".

As for historical material - fair point, but we all know that not everything was always photographed etc.

Now, I'm not positively claiming it's this or that way, rather questioning the certainty with which some people claim it could not possibly have been dirty.

It wasn't a sterile atmosphere nor was it a dirty one. The boat was cleaned daily.

derstosstrupp
04-11-21, 02:22 PM
That is not what I wrote. Please don't twist my words :) I asked how he knows, and wondered if he was actually there - not "if you weren't you can't possibly know".

As for historical material - fair point, but we all know that not everything was always photographed etc.

Now, I'm not positively claiming it's this or that way, rather questioning the certainty with which some people claim it could not possibly have been dirty.

It’s just normally when somebody says something to that effect, it’s trying to discredit. Maybe asking for his source is a better approach?

But you’re right, he could be a hundred-year-old Subsim member :doh:.

ceh
04-11-21, 06:00 PM
Maybe asking for his source is a better approach?

Probably :)



But you’re right, he could be a hundred-year-old Subsim member :doh:.

Believe it or not, the timeframe completely slipped my mind. Although that would have been cool!

Onkel Neal
04-12-21, 09:25 AM
I'm trying to remember where I read it, perhaps it was an account of the capture of U-505... anyway, the impression was the boat was filthy, shockingly. I'll try to remember, maybe it was an outlier.

kozel1
04-12-21, 10:09 AM
Regarding the capture of U-505, here is an eyewitness account:

Don Carter, 93, Norwalk, Calif.

A radio communications signalman on the Guadalcanal, Carter has visited U-505 many times, and some of his personal artifacts, including his pistol, are on display. "The most exciting thing was when (the submarine) surfaced, and the Germans were coming through the conning tower and jumping in the water, evacuating the sub. That was the most exciting time." Carter, who boarded the sub after the first boarding crew, also remembers: "You have never smelled something like that. Those guys had been to sea for 89 days and didn't have any baths. And when that water rushed in there and got on those old dirty clothes and got everything else wet — you've never smelled anything like it."

Source: https://www.chicagotribune.com/entertainment/ct-ent-0605-museum-u505-side-20140604-story.html

derstosstrupp
04-12-21, 10:27 AM
Makes sense. Late-war boat spending most of its time submerged. Not much can be done about the smell, hell they (505) had a bucket in the middle of the gangway in the diesel room for doing your business. The smell was even bad to an extent when the boats could primarily stay surfaced. But regardless, there was always cleaning happening, as far as dirt was concerned, it was mitigated to the extent they could mitigate it.

Derprophet hit the nail on the head - wasn’t sterile, but wasn’t “filthy” either. Daily Reinschiff was/is an old German naval tradition and was a part of the typical U-boat schedule.

Torpex77
04-12-21, 09:46 PM
Peace Time Navy: Nothing to do but Clean, paint and prepare for inspections.

War Time Navy: Hunt-Kill-Reload..repeat!

Now, My second Boat and Old 637 Class, we pulled in for an ORSE (Nuke Reactor Operation Inspection). I was tasked to take Money and 2 helpers and go Get PIZZA! When I returned and got Near the hatch, I smelled this wretched, aweful Putrid Smell.....It was coming out of the Boat. We were submerged for about 45 days. )) Oh and we were clean inside too))

Onkel Neal
04-13-21, 06:11 PM
I'm pressing for a "field day" activity in the game, so the boat can get cleaned up. One member of the crew lays in his bunk flicking buggers at the rest of the crew cleaning.

Torpex77
04-13-21, 08:22 PM
I'm pressing for a "field day" activity in the game, so the boat can get cleaned up. One member of the crew lays in his bunk flicking buggers at the rest of the crew cleaning.

:haha:

les green01
04-13-21, 10:14 PM
werner mention they wasn't clean in iron coffins,Goebeler said the same thing in steel boat,book das boot said the same thing i work maintance at wal-mart for 4 years i seen people miss the john there and it wasn't even moving so what you think going happen trying to hit a pail and they wasn't the size of a 5 gal bucket going up and down and sideways food was moldy working on engines going to be greasy grease the eels you going be greasy eggs would get rotten

derstosstrupp
04-13-21, 10:43 PM
Certainly not clean by definition of standard living conditions, there’s no doubt about that. But I’m not lying to you when I say, cleaning happened aboard. When 7 AM hit for the daily Reinschiff, they weren’t just dicking around. All I am trying to say is, it wasn’t absolute squalor on board, and all of the stains etc. shouldn’t be there either. If something could be wiped off, it would be wiped off. Yes, **** buckets were around, and sure they did spill, but they just didn’t leave that laying around.

At this point, I don’t care if the hanging sausages are hanging turds 6 feet long, as long as it’s an update. :O:

Pikes
04-15-21, 04:31 AM
Yes, to be fair, it takes no imagination whatsoever to work out the level of effort required to clean a uboat. As the parent of only one 18 year old, I can confirm, men in confined spaces, generate stench and mess :) And yes, the armed forces treat cleanliness in super high regard, especially at the time penecillin was new and in limited supply.

I suggest the crews did clean, furiously, and in the endless entropy, they fought a losing battle so concentrated on the things that really mattered, rather than superficial looks. I dont think they had enough time to go through basic grime, think of all those oily handmarks on walls. Oil doesnt shift easy. And cleaning comes second to battle, so you can fall behind.

I shudder to think.

Usurpator
04-16-21, 02:09 PM
Hello everyone!
This week I have been working on integrating the water, and fixing bugs. I have added a torpedo mesh that is visible, and that will leave a trail in the water. I have also updated the lighting and buoyancy model. Einar is texturing the machine room, Axel is tinkering with the new network protocol, and Koji is continuing his work on the new merchant ships.

https://cdn.discordapp.com/attachments/531281921490026496/832692016927211550/water6.png

snak3gam3r!
04-16-21, 07:37 PM
Yes! Check out the latest development update on Steam: https://store.steampowered.com/news/app/490920/view/3110273656378969501

Thank you so much for sharing this. The ship looks splendid. Every single detail of it looks real as hell.

kozel1
04-17-21, 04:26 PM
Thanks for another update. I might grab a copy of the game for my friends as well!

Usurpator
04-23-21, 12:14 PM
Hello everyone!

This week I've been working on texturing the new interior, mainly the engine room. Work in progress-video and screenshots posted below.

Oscar has been reworking the character controller.
The new turbulent water was shifting the sub at extreme angles, causing the character to get stuck, and to sometimes glitch through the walls and fall to their death.
A number of other smaller character related issues have also been fixed.
Axel is testing the new netcode and fixing bugs.
Koji is working on the new merchant ships.

https://www.youtube.com/watch?v=vJSd4g-aNeY

https://cdn.discordapp.com/attachments/531281921490026496/835185976820236328/5.png

https://cdn.discordapp.com/attachments/531281921490026496/835186007048978484/3.png

https://cdn.discordapp.com/attachments/531281921490026496/835186057489940530/4.png

Lost At Sea
04-25-21, 11:28 AM
Wow, that is some outstanding work :up:

Cheers,
Lost

Pisces
04-25-21, 11:32 AM
It looks awesome. But I fear my framerate will be dripping at the rate the bilge fills at.

Torpex77
04-26-21, 07:37 AM
Damn! This is awesome work!! :up::up:

Usurpator
04-30-21, 09:08 AM
Hello everyone!
This week Oscar has been working on rendering optimization and refactoring the code. Axel is working on netcode bugs and edge cases, as well as laying the groundwork for chat and voice functionality. Koji is modeling new merchant ships. I'm working on textures for the new compartments.

Usurpator
05-07-21, 09:21 AM
Hello everyone!
This week I've been working on the new interior. The aft torpedo room is now modeled and basic texturing is finished. I have also made minor adjustments to the other new compartments. Work in progress-video posted below.
Koji is working on the new merchant ships as well as detail work on the corvette.
Oscar has added curvature to the water and object placement in the world, so that far away objects disappear behind the horizon.
Axel finished the developer console, integrated it with the netcode (for stuff such as remote server administration) and is preparing to wrap up initial netcode and to start writing user tests in the coming weeks.

https://www.youtube.com/watch?v=BudxSGJCOuU

Lost At Sea
05-07-21, 10:21 AM
Looks fantastic once again !
Can't wait to be standing right next to those roaring diesels and humming (?) electrics :03:

Cheers,
Lost

PL_Andrev
05-07-21, 10:33 AM
Mother of God...
:o

Now it looks like iron coffin...
:timeout::salute:

Konrad Friedrich
05-07-21, 01:30 PM
Nice, Einar.
Good work.


But you should move the Junkers compressor forward.

The way it looks, you placed it according to photos from U-995.

In U-995 this was moved almost a meter back because of the door that was cut into the pressure hull.

Onkel Neal
05-11-21, 06:38 AM
Thanks for that info. :Kaleun_Salute:

Noobicum4Ever
05-11-21, 07:54 AM
Nice, Einar.
Good work.


But you should move the Junkers compressor forward.

The way it looks, you placed it according to photos from U-995.

In U-995 this was moved almost a meter back because of the door that was cut into the pressure hull.


This is why the SubSim community seems to me the best and most unique!

Usurpator
05-14-21, 11:52 AM
Hello everyone!
This week I've been working on the new compartments, tweaking textures and lighting. Axel's added message optimization to network messages (such as reliable and unreliable messages) as well as functionality for voice and text communications. Koji is working on the corvette and the new merchants. Oscar has been working on the curved ocean (video below), and optimizing rendering.

https://www.youtube.com/watch?v=mmwtbS-vaZQ

Onkel Neal
05-14-21, 12:23 PM
Curved sea, will make "smoke on the horizon" mean a lot more.

skipjack578
05-15-21, 06:09 PM
Looking very good, keep it up guys.
Curved sea :D of course...we love curved sea as long as it doesn't spill on the other side. :O: But I prefer eye-sight-narrowing-down-effect...which is the same, just make more sense :03:

Usurpator
05-21-21, 09:59 AM
Hello everyone!
This week Oscar has reworked the projectile calculation and deck gun handling to work with the curved ocean.
He will spend the next week fixing AI problems related to the new stormy water.
The week after that will be spent on skybox integration, and when that is done, we will begin internal testing.

I'm updating the textures in the control room in accordance with the brighter paint scheme we'll introduce in version 0.26.
Koji is working on the corvette and the new merchants and Axel is focusing on the netcode.
He'll soon move on to the global world map for version 0.28.

Aktungbby
05-21-21, 11:36 AM
readyfire!:Kaleun_Salute:

Pikes
05-22-21, 06:57 PM
Curved ocean is a first to be shown and probably make a live game. That looks fantastic!

Usurpator
05-28-21, 02:34 PM
Hello everyone!

This week Oscar has adapted the AI to work in the stormy weather. This includes AI vision range, gun accuracy, keeping the ships from crashing into each other, etc.
I've been working on the forward torpedo room as well as updating the textures in the control room. Koji has been working on new merchants and the corvette. Axel implemented p2p-connections for VoIP purposes, killed some bugs in the server netcode and ran some network testing.

https://cdn.discordapp.com/attachments/531281921490026496/847852897298677780/6.png

Work in progress torpedo room.

Kal_Maximus_U669
05-28-21, 03:17 PM
Hello everyone!

This week Oscar has adapted the AI to work in the stormy weather. This includes AI vision range, gun accuracy, keeping the ships from crashing into each other, etc.
I've been working on the forward torpedo room as well as updating the textures in the control room. Koji has been working on new merchants and the corvette. Axel implemented p2p-connections for VoIP purposes, killed some bugs in the server netcode and ran some network testing.

https://cdn.discordapp.com/attachments/531281921490026496/847852897298677780/6.png

Work in progress torpedo room.

Hello to the whole team, I said that it "beats up" :/\\!!:/\\!! you can feel a real atmosphere here is not over :sunny: ... it is absolutely what I am looking for ... many years to finally pass !!! good luck to you all :Kaleun_Periskop: :k_rofl::Kaleun_Salute:

les green01
05-28-21, 08:06 PM
looking great might have to take my nose out of sh5 give this a try

Hoagie27
06-02-21, 11:47 AM
https://cdn.discordapp.com/attachments/531281921490026496/847852897298677780/6.png

Work in progress torpedo room.

Words cannot express how impressive that is and how hyped I am for the eventual release! Keep up the great work!

Usurpator
06-04-21, 02:44 PM
Hello everyone!
This week Oscar has been working on the sky and weather system, and he will be finishing it next week. After that testing will begin. I've been working on texturing the new U-boat interior. Axel has worked on network implementation details and will be setting up the internal network test environment next week. Koji is modeling the corvette and doing research.

SurfnSea3
06-10-21, 05:02 PM
@ Ursurpator- Thank you for all the hard work you've all done. Wolfpack has brought me back to Subsim. After wrastling with Silent Hunter 5 I'd rather give Wolfpack a try.

Usurpator
06-11-21, 04:01 PM
@ Ursurpator- Thank you for all the hard work you've all done. Wolfpack has brought me back to Subsim. After wrastling with Silent Hunter 5 I'd rather give Wolfpack a try.

Thank you!

Usurpator
06-11-21, 04:02 PM
Hello everyone!
This week Oscar has been fixing bugs and improving the character controller. Internal testing of the patch will begin next week. Koji is working on further improvements on the corvette. Axel wrapped up network serialisation for collections, and has started implementing the networking test environment. I've made minor adjustments to the U-boat's new compartments, preparing them for the game.

Usurpator
06-18-21, 02:28 PM
Hello everyone! This week we have been testing the water, and have found many bugs that needed fixing before release. We know that you are eager to try the new patch, but we have decided that some more fixes are needed before we release the patch to the testers.
Axel has completed unit tests for the network serializer and is continuing work on the network test environment.
I'm working on finishing the U-boat's interior, adding details such as gauges and tweaking the materials. Koji is finishing modeling the corvette as well as doing research.

btruwo
06-19-21, 03:01 AM
Hello everyone! This week we have been testing the water, and have found many bugs that needed fixing before release. We know that you are eager to try the new patch, but we have decided that some more fixes are needed before we release the patch to the testers.
Axel has completed unit tests for the network serializer and is continuing work on the network test environment.
I'm working on finishing the U-boat's interior, adding details such as gauges and tweaking the materials. Koji is finishing modeling the corvette as well as doing research.
What about torpedoes? I remember your plan is to add torpedoes of all types in the next patch, which is announced on roadmap.

Usurpator
06-24-21, 06:25 AM
Hello everyone!
This week we have been preparing the game for our testers. We were just about to give the testers access, when we found a major bug. This means that testing will have to be delayed a few more days while we fix the problem. We will release the patch to the testers some time next week.

Usurpator
07-02-21, 12:13 PM
Hello everyone!

This week we've been focusing on getting the new version ready for our testers. During internal testing today we discovered some additional bugs that we want to fix before releasing it. We'll make a few adjustments and give the testers access to the new version tomorrow.

Usurpator
07-09-21, 12:46 PM
Hello everyone!

Last week the new version was released to the testers. This week we've been fixing bugs discovered during testing. Oscar's been fixing a lot of the bugs and a new version was released to the testers today. There are still things we need to fix before making the new version public, but we're getting there!

Pikes
07-16-21, 02:16 PM
Pressing F5 over and over hoping to hear this weeks update!

Lost At Sea
07-16-21, 10:22 PM
oh well, the Devs are terribly lacking at properly communicating their work. It gets really frustrating and the wait doesn't help :-/

Anyway, short update on the WP official Discord channel posted late yesterday. Why the Devs didn't bother posting here and on Steam is a complete mystery.
From Oscar on Discord:

"Hello everyone! This week I have been improving the skybox and weather system. A new patch will be released to the testers shortly. The new weather system will not be using fixed weather profiles, and instead have scalar parameters that affect the weather and visibility."


https://media.discordapp.net/attachments/531281921490026496/865729318699925544/skybox2.png?width=1881&height=910

https://media.discordapp.net/attachments/531281921490026496/865729407318884362/skybox3.png?width=1855&height=910

Sweet-looking screenshots

Cheers,
Lost

Usurpator
07-17-21, 01:35 AM
I am sorry about the lack of communication. It was my responsibility to post this week. I was working on the patch all night, and after posting on discord it simply slipped my mind. Sorry! The new tester patch will be out sometime early next week. It will become officially available as soon as it is stable and bug free.

/Oscar

Cyborg322
07-17-21, 06:45 AM
I am sorry about the lack of communication. It was my responsibility to post this week. I was working on the patch all night, and after posting on discord it simply slipped my mind. Sorry! The new tester patch will be out sometime early next week. It will become officially available as soon as it is stable and bug free.

/Oscar

Forgiven :up:

Pikes
07-23-21, 02:47 PM
Is there an update this Friday on a Discord out there?

Usurpator
07-23-21, 05:33 PM
Hello everyone! This week I have been fixing bugs and tinkering with the new skybox. I have also changed the buoyancy characteristics of the U-boat, and I have added drift to the buoyancy system. I will be posting an update to our testers soon, so that they can provide me with feedback on these changes. The patch will be released to the public when it has gone through more testing and bug fixing.

/Oscar

Lost At Sea
07-24-21, 01:42 AM
Curious about Drift.
Does it mean ships and subs will be “pushed sideways” when hit by waves?
Also, there is no mention of particles anywhere anymore. What is status on wakes and bow splashes ?

Cheers,
Lost

Usurpator
07-30-21, 04:37 PM
Curious about Drift.
Does it mean ships and subs will be “pushed sideways” when hit by waves?
Also, there is no mention of particles anywhere anymore. What is status on wakes and bow splashes ?

Cheers,
Lost

Hello! Drift will affect the U-boat to some extent. We are not quite set on the severity yet and it may change later on. Wakes and bow splashes will be added as soon as the basic systems work! /Einar

Usurpator
07-30-21, 04:38 PM
Hello everyone!

Version 0.25b was released to the testers last week. We still want to reimplement the custom mission editor and VoIP to the new version before releasing it. We'll work on this next week as well as fixing general bugs. We expect to make the new version public next week.

von faust
08-01-21, 05:55 AM
Hello everyone!

Version 0.25b was released to the testers last week. We still want to reimplement the custom mission editor and VoIP to the new version before releasing it. We'll work on this next week as well as fixing general bugs. We expect to make the new version public next week.

Great !!!
:Kaleun_Applaud:

Usurpator
08-06-21, 10:08 AM
Hello everyone!

Update 0.25 is now live on a new public beta branch!

Step 1:
Right-click Wolfpack in your Steam library.

Step 2:
Select “Properties” in the drop-down menu.

Step 3:
Select “Betas” in the menu on the left.

Step 4:
Select “beta” in the opt-in drop-down menu.

Steam should now prompt you to update Wolfpack to download the new version, if you wish to revert to another branch, you can use the same instructions.

Check out the Steam page for videos and what's next in development:
https://store.steampowered.com/news/app/490920/view/2987561417574910683

Pikes
08-06-21, 12:17 PM
Finally Gratz to the team :)

WasteLord
08-06-21, 02:28 PM
Great work guys, the new water looks spectacular! Me and my friends have been waiting for this for a long time, the waves really add a new level of immersion to the game. It's also very cool that the hatch can now be closed from the inside when water is pouring in.

However, regarding the camera controls of each station, I feel this update takes a bit of a step back. The fixed camera view you had previously was perfectly fine. Now, when using the trim tank air valve, for example, you cannot see the amount of water in the tank on the left while the cursor is over the wheel. Before you could see everything on one screen, same with the engine controls.

https://imgur.com/a/yWhGe1j

The hand animations are a bit strange and low-res as well, so I don't know about anyone else, but I preferred the previous view of the station controls. Maybe you could add the original view as an option in the game menu?

Invert mouse on the ladder doesn't work at the moment, but I guess that's an easy fix.

Keep up the good work!

Lost At Sea
08-06-21, 09:58 PM
The new water update is absolutely stunning. Standing up there in heavy seas with walls of water coming at you is frightening LOL

Thank you

On a side note, the new instrument view system does not bother me a bit, on the contrary, it brings the sway and rolls into the boat, wherever you are.
I do understand some players may prefer the original system.

Cheers,
Lost

Nimmo55
08-07-21, 06:32 AM
Just wanted to thank devs; the new water is fantastic and the heaving swell is extremely immersive. Not sure what you did with the optics but the view now looks hyper realistic when looking through UZO, bin is and periscopes. Well done, looking forward to foam, wakes and whitecaps.

Apoll

Onkel Neal
08-07-21, 08:36 AM
https://youtu.be/_7DxEKf0xrs

vickers03
08-07-21, 09:10 AM
the quality of the new interior is insane:Kaleun_Applaud:

tmoncmm
08-07-21, 05:49 PM
+1 on the new station views being obtrusive. You can’t see some of the important gauges while using the controls. This was most apparent to me at the hydraphone satiation. You can’t see the needle while operation the direction wheel.

Lost At Sea
08-07-21, 10:06 PM
You do not need to directly look at the wheel while interacting with the hydrophone… The interactive “space” is large enough for allowing both at the same time.
Look up, stare at the needle while interacting, it works like a charm.

Why would you stare at the wheel anyway???? :-P

Lost

WasteLord
08-08-21, 02:10 AM
Found a few more bugs in the 0.25e update:
- invert mouse doesn't work on the bridge rudder controls either (as well as the ladder)
- in the mission editor, when trying to add ships as targets, the ship browser window comes up completely grey, you cannot select any ships from the list

Looking forward to getting these fixed. Many thanks!

Aktungbby
08-08-21, 10:25 AM
WasteLord!:Kaleun_Salute:

Lignite
08-08-21, 08:29 PM
I really like the look of the new ocean, it is great. I think the buoyancy of the u-boat needs more attention. The pitch and roll has a great feel, but the boat seems a bit 'light' to me (just an opinion, probably wrong).


I did prefer the previous 'stations camera' better, this one could be good if I was able to look around a little further (for example, I can't seem to see both engine controls at the same time, or have a good view of the gauges on the trim tanks).


Another thing I noticed, I can't exit out of the recognition manual by pushing 'c', I have to exit out with the mouse. I believe that was different previously, and better then.


Perhaps I never noticed before, but today I just noticed that in the dark, the rudder gauge is lit up way too brightly, I believe it should look like the compass in the dark. Somewhat of an immersion breaker (again, just my opinion, could easily be wrong).


Thanks for the wonderful update. I'm really looking forward to the boat's interior, thanks for the preview Neal. Keep up the good work guys, you are making a game lots of people can enjoy together.

Ulrich Kröpke
08-09-21, 07:13 AM
After the update 025 I played Wolfpack again. The stormy sea is like the stormy sea in "Das Boot". Great work! After I played about 1 hour in that rough sea I felt seasick. I wanted to go to the toilet, but then I remembered! This game is to play like"It was like this". So I stayed at my duty a bucket by my side. After spitting, ohh, what a smell. It was really "It was like this". Ha,ha. A joke!
I WANT AN OPTION TO SAVE THE GAME!

Sparkcat46
08-12-21, 02:21 PM
Water update is brilliant, thank you! makes the game feel more immersive for sure! brilliant work, well done!:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

Usurpator
08-13-21, 05:02 PM
Hello everyone!

Last week version 0.25 was released on a public beta branch.
We're keeping a close eye on bug reports and suggestions and
we've received a lot of useful feedback.
When Oscar gets back from his vacation we'll get right on fixing bugs and refining the beta version.
Meanwhile, work continue as usual for the rest of the team.
I'm preparing the U-boat's new compartments, Koji is working on the corvette and Axel is focusing on the network test environment.

RuthBaillargeon
08-17-21, 05:16 AM
Thanks for sharing:up:

von faust
08-17-21, 07:57 AM
Hello everyone!
......
I'm preparing the U-boat's new compartments, .....

(Excuse me for my english)

But will the new compartments be purely aesthetic or will it be possible to operate on some instrument (es. start diesel engine, electric engine...) ?

thank you

iambecomelife
08-18-21, 08:30 PM
https://youtu.be/_7DxEKf0xrs

Augh, that movie is just....exquisite! A masterpiece! It just gives you a claustrophobic chill that you don;t get from every simulator... it is a dimly lit, grungy, eerie other world. The whole thing puts me in mind of the scene in "Das Boot" where poor Johann snaps. :o No wonder some men couldn't take it.

If everything else lives up to this quality then I have to say, other sims had better watch out! :Kaleun_Applaud:

Usurpator
08-20-21, 03:31 PM
(Excuse me for my english)

But will the new compartments be purely aesthetic or will it be possible to operate on some instrument (es. start diesel engine, electric engine...) ?

thank you

Hello! Not initially, but we've been discussing adding more playable roles.

Usurpator
08-20-21, 03:31 PM
Hello everyone!
This week I've been working on the U-boat interior.
It's near complete, but there are still textures and smaller details missing.
Koji is working on the corvette and Axel is working on the network test environment. Next week we'll get back to fixing bugs and refining the beta version.

Noobicum4Ever
08-24-21, 10:53 AM
When do you estimate that the game will be finished?

iambecomelife
08-25-21, 07:58 AM
Hello everyone!
This week I've been working on the U-boat interior.
It's near complete, but there are still textures and smaller details missing.
Koji is working on the corvette and Axel is working on the network test environment. Next week we'll get back to fixing bugs and refining the beta version.

It's kind of incredible you say work still needs to be done - I mean that as a compliment; the interiors look just about perfect to me, and many professional big-studio games with submarines don't hold up well to what you have done. Also, I enjoyed seeing images of Koji's corvette. Great work. :yep:

Usurpator
08-27-21, 09:12 AM
Hello everyone!

This week Oscar has been fixing water effects and doing some bug fixes.
Next week the beta branch will receive a new update.
Axel has been continuing work on the networked test enviroment,
this week he implemented a character statemachine, interactable objects, enterable stations and UI.
Koji is working on the corvette's radio room while I'm adding more details to the new U-boat interior.

Usurpator
08-27-21, 09:12 AM
It's kind of incredible you say work still needs to be done - I mean that as a compliment; the interiors look just about perfect to me, and many professional big-studio games with submarines don't hold up well to what you have done. Also, I enjoyed seeing images of Koji's corvette. Great work. :yep:

Thank you, really appreciate it :)

Usurpator
08-27-21, 09:23 AM
When do you estimate that the game will be finished?

We expect to leave early access some time next year. However, development will most likely continue further. We are not set on when to consider it final.

Usurpator
09-02-21, 11:20 AM
Hello everyone!
Patch 0.25f is now available in the beta branch.

Updated interaction model for stations.
Merged EOT and rudder control station. To steer while using the new helm station, press A or D.
Hydrophone, periscopes, deck gun and AA gun can now be controlled using WASD.
Fixed torpedo explosion damage: Damage should now me considerably higher if the torpedo explodes beneath the keel of a ship.
Added option to remove sway in stations. You'll find the checkbox in the game menu.
Various bugfixes.

More bugs will be fixed next week before we get back to adding water effects.

Lost At Sea
09-03-21, 10:32 AM
Nicely done :-)

Quick question ref. the torpedoes exploding below the keel. How to set the pistols to magnetic / impact?

Cheers,
Lost

Onkel Neal
09-05-21, 09:20 AM
Should be enabled on all torps. If they strike, the impact fuse is detonated. If they pass under the keel within a certain amount, the magnetic will be triggered.

Lost At Sea
09-07-21, 03:34 AM
oh ok, I see!
Thx for clarifying.

Cheers,
Lost

von faust
09-10-21, 07:06 AM
Hello! Not initially, but we've been discussing adding more playable roles.

Very good.
Initially you might think about starting with very basic actions like diesel on / off, electric motors on / off and other similar things.

(I know it's easy to say but hard to do :03:)

Usurpator
09-10-21, 11:02 PM
Hello everyone!
Patch 0.25h is now available on the beta branch.

Patch notes:
The boat now sinks to the correct depth depending on buoyancy.
Flooding the ballast tanks with no negative buoyancy now takes extra time.
The negative tank is now flooded by default at the start of the mission.
The attack periscope now has less light intake than the observation periscope.
The escape key now correctly exits menus.
Color settings for the map are moved from the options menu to the map.
To set colors for a specific layer, click the corresponding layer color.
To set map foreground and background colors, press the buttons above the character portraits in the map.
Updated ship steering behaviour.
Replaced the flare shader for the lights in the U-boat interior.

Usurpator
09-17-21, 06:30 PM
Hello everyone!

This week Oscar has been tweaking the behaviour of the AI escorts. The following things have been changed:

A maximum of three ships can now be assigned to hunt a specific U-boat (used to be max 2). Ships are assigned based on the number of known threats and the number of available escorts.

On medium and hard difficulty the escorts always use active sonar.

Small changes to the search pattern performed when looking for a U-boat.

Easy mode should be unaffected by the changes, while medium and hard mode are more difficult.

I'm making various improvements to the new U-boat interior, adjusting materials and creating textures. Koji is focusing on the corvette and Axel is working on the netcode.

Usurpator
09-24-21, 02:56 PM
Hello everyone!
This week Oscar has been working on water effects. A new patch will be available next week. I've finished all the dials for the aft torpedo room. Koji is working on equipment for the corvette and Axel is working on the netcode.

Usurpator
10-01-21, 09:33 AM
Hello everyone!

This week Oscar has been working on water effects. The effects needs some more tweaking, so the new patch will have to wait a few more days before we make it available. All effects will have quality settings, so you can reduce them or turn them off completely if they slow down performance on your system. Axel has worked with build tests for the netcode aswell as interactables for the network test implementation. Koji is working on the corvette and I'm adding all the missing dials to the engine room.

https://www.youtube.com/watch?v=zRA-SKJ40no

bracer
10-01-21, 02:26 PM
Very cool! It looks great! :salute:

blackswan40
10-02-21, 04:06 AM
Wolfpack just gets better and better top effort boys keep up the good work


:Kaleun_Thumbs_Up:

Westbroek
10-06-21, 03:07 PM
This is looking so nice.
Great work, guys.
For some reason my submarine starts flying when I play, so I'm gonna keep watching and waiting :) Can't wait!

Usurpator
10-08-21, 01:20 PM
Hello everyone! This week Oscar found (and solved!) some problems with the wake simulation, and so the patch will have to be delayed until next week. Einar has been adding some more details to the new interior, Koji is detailing the Corvette, and Axel is tinkering with the netcode.

gurudennis
10-11-21, 05:05 PM
Is there a plan for when the contents of the current beta branch can be stabilized and officially released? The existence of a divergent public beta branch splits the community and isn't healthy long-term in my opinion.

Usurpator
10-15-21, 12:36 PM
Hello everyone! This week Oscar has been sick (not covid!), and has not been able to finish work on the patch. What is left on the patch is dealing with boundary conditions between different LOD levels of the simulation, and adding some settings. Axel is working on game state serialising, intended for game saving and loading - aswell as build testing both normal and headless builds. I'm organizing assets for the new interior and Koji is working on the corvette.

Lost At Sea
10-16-21, 02:20 AM
Get well Oscar !

Usurpator
10-22-21, 04:18 PM
Hello everyone! This week we have finished patch 0.25J. This patch is live now in the beta branch. This patch adds water effects, and changes the water spectrum to be more dynamic and less repetitive. The next week will be spent fixing bugs.

Patch notes:

Patch 0.25j
Improved the wave spectrum dynamics.
Added foam trails.
Added water splashes.
These can be enabled in the video options.

ht-57
10-23-21, 07:27 AM
Looks Gr8! keep'em coming!

Usurpator
10-29-21, 02:21 PM
Hello everyone! This week Oscar has been fixing bugs and adding steam torpedoes to the game. Torpedo loadout will be selected before starting the mission, and during gameplay there will be an interface for selecting which torpedoes should be loaded into which tube, and the speed settings for steam torpedoes. Straight running steam torpedoes will be added to the game in the next patch. Other torpedo guidance types (FAT/LUT/Homing) will be added once we have added the forward torpedo room.

https://cdn.discordapp.com/attachments/531281921490026496/903670676278362132/loadout.png

gurudennis
10-29-21, 05:25 PM
Good stuff!

Usurpator
11-05-21, 01:51 PM
Hello everyone!
This week Oscar has been working on the new torpedo system, adjusting the AI so that it can detect torpedo trails from Steam torpedoes, and fixing the UI for the reload system. Axel has finished the game state serialisation system and is going to get back on some bugs in the network test environment. Koji is organizing all of the components related to the corvette and I'm doing the same for the new U-boat interior.

Contemplative Flame
11-11-21, 06:25 PM
Thank you for the update I will continue to follow your development.

Usurpator
11-12-21, 11:35 AM
https://cdn.discordapp.com/attachments/531281921490026496/908755819586256946/tpd_ui_1.png

Hello everyone!

This week Axel has been testing and completing offline/online state switching, aswell as fixing a critical crash bug and is continuing the networked test environment implementation.
Oscar has finished making the torpedo loadout and reloading interfaces, and updated the TDC to handle different torpedo speeds. He will spend the next week working on the visuals for the torpedo trail, as well as adding torpedo types to the mission editor.
Koji is still organizing all components related to the corvette and I'm doing the same for the new U-boat interior.

Usurpator
11-19-21, 12:14 PM
Hello Everyone! This week Oscar has implemented torpedo trails and visuals. The torpedo update will be released next week in the beta branch. Axel has worked on the submarine implementation in the network test environment and some refactoring in the base parts of the netcode. Einar has been away this week.

Usurpator
11-26-21, 02:04 PM
Hello everyone!

This week we have released version 0.25L to the beta branch. This update contains the new torpedo type (T1), a new torpedo reloading interface, as well as some bug fixes.
Torpedoes are no longer reloaded automatically, since there are multiple torpedo types and speeds to choose from. To reload a torpedo, use the TDC and click the status section to open the torpedo reloading interface. To load or unload a torpedo, simply drag it to the corresponding spot.
Torpedoes with different speeds can not be combined in a salvo shot, but must be fired individually.

Next week we will add torpedo errors and some more mission editor options.

https://store.steampowered.com/news/app/490920/view/3133938480921156751

https://www.youtube.com/watch?v=BPNet0y-A9c

Usurpator
12-03-21, 06:05 PM
Hello everyone!

This week Axel has reworked the crew-parts of the netcode, and removed an obsolete event system in server behaviours, and has started to investigate the reappearance of an old bug. I've been working on colliders for the new interior and Koji's working on the corvette and the merchants.

Oscar has added magnetic torpedo triggers, new game options and new mission editor settings.

The new game options are:
Realistic torpedo reload time. - 15 minutes per torpedo.
Torpedo failures. - Trigger and magnetic failures.
Limited torpedo accuracy. - Torpedoes are limited to 1 degree of accuracy.
Torpedo trigger depends on angle.
Disable automatic navigation. - If this option is active, the U-boats map position is never updated.

The new mission editor options are:
Convoy spawn distance.
Force manual navigation.
Force real morse.

A new test patch will be available soon.

Usurpator
12-10-21, 03:03 PM
Hello Everyone!

Patch 0.25M is now available in the beta branch.
This patch includes new torpedo options, magnetic torpedo triggers and new options for the mission editor.
In addition to the options mentioned in the last update, the new patch also contains the option to add multiple order messages in the mission editor.

Usurpator
12-17-21, 05:28 PM
Hello everyone!

Patch 0.25N is now available in the beta branch. This patch includes underwater effects, more graphics options, updated periscope, new sound effects, and many bug fixes.

The new graphics options are disabled by default: Go to options/video to enable them. The new periscope reticle measures height in milliradians instead of centiradians. The distance table has been updated to reflect this, but otherwise it should be used the same as the old reticle. The new periscopes and UZO can be stabilized by holding the left mouse button.

gutted
12-20-21, 01:37 AM
Judging from the last video the exterior environment colors/lighting are still ass. When are you guys going to put some color in? The world in 1940 looked the same as it does today.


It's why i quit playing a year or so ago. Just horrible world environment.

von faust
12-20-21, 07:35 AM
Do you know if there is a printable version (Pdf or other) of the recognition manual?
Otherwise I go to work and create it.

Thank You

blackswan40
12-20-21, 04:22 PM
Hi von faust ive not seen one I did a Wolfpack Ship Data Sheet with all ship tonages length and mast height
download is clearer


https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=12210

Download Link


https://www.subsim.com/radioroom/downloads.php?do=file&id=5566&act=down

von faust
12-21-21, 03:01 PM
Hi von faust ive not seen one I did a Wolfpack Ship Data Sheet with all ship tonages length and mast height
download is clearer


https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=12210

Download Link


https://www.subsim.com/radioroom/downloads.php?do=file&id=5566&act=down

Great !!!
I have realized a printable recognition book with all ship but I don't know were I can upload it.

blackswan40
12-21-21, 05:03 PM
Hi von faust click on downloads catergory tree you will find Wolfpack Manuals and Guides upload it there Sir

Usurpator
12-23-21, 02:16 PM
God jul everyone! Hope you're having a nice holiday season!

We just released the new patch to the release branch!
So if you've been playing the beta - don't forget to revert back to the normal branch now! (Instructions are included in the bottom of the update notes!)
Merry Christmas and happy holidays!

https://steamcommunity.com/games/490920/announcements/detail/3133941017570304328

https://www.youtube.com/watch?v=WXBYoc-CECE

fitzcarraldo
12-24-21, 06:59 PM
God jul everyone! Hope you're having a nice holiday season!

We just released the new patch to the release branch!
So if you've been playing the beta - don't forget to revert back to the normal branch now! (Instructions are included in the bottom of the update notes!)
Merry Christmas and happy holidays!



Good to know! Many thank for all the job and have a happy Christmas and good winds in the 2022 :Kaleun_Cheers:

Fitzcarrado :Kaleun_Salute:

bigbear
12-24-21, 10:00 PM
I decided to try this game out again after seeing the wonderful water graphics -- and gosh they sure are stunning! But I have a concern:

I had just been watching that famous movie, "The Cruel Sea", and there was a point in the movie where the destroyer was returning from Murmansk and the captain pointed out that it was a safe journey because the seas were rough making it impossible for the Uboats to effectively target them.

My understanding is that the story was based on a lot of realistic details, which if true, confirms my suspicion that in real life Uboats were not able to operate effectively in stormy seas. I suppose it was not only the difficulties in targeting, but the problems with torpedoes being able to maintain a set course in the turbulent water.

So my question is this: Is the game modeled such that stormy waves will affect the course of torpedoes making torpedo attacks ineffective as in real life?

Usurpator
01-07-22, 07:32 AM
Hello everyone!

We're back from the holidays and Oscar's been fixing bugs discovered in version 0.25. A patch (0.25R) was released Monday. Several connection related issues should now be resolved. Give the new patch a try and please let us know if you still experience any connection related issues.

We will be reviewing bug reports continually as usual, hopefully resolving most of the remaining bugs by next week. We are also interested in general feedback regarding game balance, usability etc. A Q&A session will be conducted on Discord January 13:th 19-21 GMT. We'll be answering questions as well as discussing the current state of the game with you :)

Wolfpack Discord server: https://discord.gg/ZwEymD5

In addition to bug fixes, some polishing will be done before we move on to the interior patch (version 0.26). The current version will be continuously updated during development of version 0.26.

See you at the Q&A!

The Wolfpack Team

Usurpator
01-14-22, 12:57 PM
Hello everyone!

This week Oscar has been fixing bugs and preparing for patch 0.26. Einar has been preparing the interior model for import. Koji has been working on ships for patch 0.27. Axel has been hunting bugs in the net code.

Thank you all who participated in Thursday's Q&A session. We will take the feedback from the Q&A into account, and fix any remaining bugs, but after that we consider patch 0.25 (water) finished. We will begin working on patch 0.26 (the interior) some time next week. As soon as we have something playable, 0.26 will be made available on the beta branch.

tonschk
01-14-22, 08:30 PM
Thank you very much Usurpator :yeah::up:

Usurpator
01-21-22, 05:46 PM
Hello everyone!

This week Oscar has been doing some prototyping for the ship/damage system for patch 0.27. This is necessary since Koji is constructing ship models for that patch, and the implementation will affect his workflow. The new U-boat interior is ready for import, and we'll move on to that as soon as the ship/damage prototype is done.

Axel has found and is in the process of fixing a critical issue with the message packing on the server side/object unpacking on the client side - and has been doing some research into implementing a deltalist for variables on the server-side.

von faust
01-22-22, 07:55 AM
Hello everyone!

This week Oscar has been doing some prototyping for the ship/damage system for patch 0.27. This is necessary since Koji is constructing ship models for that patch, and the implementation will affect his workflow. The new U-boat interior is ready for import, and we'll move on to that as soon as the ship/damage prototype is done.

Axel has found and is in the process of fixing a critical issue with the message packing on the server side/object unpacking on the client side - and has been doing some research into implementing a deltalist for variables on the server-side.

Tank You Usurpator.
U-boat interior will be a great step for us.

rohling
01-22-22, 05:47 PM
Hello guys,

great update on .25 again! Congratulations on the new water and foam fx, not an easy thing.

One little thing, why is the flak gun facing the tower not away from it? I've never seen a period picture with that setup. Besides first thing you'll learn handling a gun is never to point the barrel end on somebody :hmmm:

Cheers, :salute:
Roger

Aktungbby
01-22-22, 10:18 PM
rohling!:Kaleun_Salute: after a year's silent run:up:

tonschk
01-25-22, 10:14 AM
Good work, tank you very much Usurpator :yeah::salute::up:

Usurpator
01-28-22, 09:35 AM
Hello everyone!

This week Oscar has continued to work on the damage prototype for version 0.27. The new system will support holes, individual ship parts and housing being damaged, and ships being cut in half. Oscar and Koji have been discussing how to implement features like flags, life boats and wires, and how to set up materials in an efficient manner.

Axel has unfortunately missed two days due to a technical issue (thanks Windows Update!), but the issue has been resolved and he is now back on doing work on message packing-related issues.

https://cdn.discordapp.com/attachments/531281921490026496/936629693560553532/damage.png

iambecomelife
01-28-22, 03:50 PM
I like how the water in the video above lightens towards the wave peak tips, due to more sunlight being absorbed. One of my favorite features of Silent Hunter 5 and UBoat. Great attention to detail by the team yet again.

Usurpator
02-04-22, 01:08 PM
Hello everyone!

This week Oscar has added the ability for ships to break apart to the new damage system. This includes the ship splitting in half, as well as individual pieces of masts, funnels and wires to break off. Axel has finally found and corrected the message packing issues, as well as cleaning up the affected code segments - he is currently investigating an issue where connecting players connect twice.

https://cdn.discordapp.com/attachments/531281921490026496/939219812100472912/BrokenShip.png

https://cdn.discordapp.com/attachments/531281921490026496/939219839204065320/BrokenChimney.png

Usurpator
02-11-22, 03:40 PM
Hello everyone! This week Oscar has worked on materials for the new ship system. Most of the week has been spent optimizing draw calls and managing LOD for the new ships. Axel has fixed the double-connection issue, and has done some work on station components and character state machines.

https://cdn.discordapp.com/attachments/531281921490026496/941794594226593922/ship_2.png

Usurpator
02-18-22, 04:57 PM
Hello everyone!

This week Oscar has been wrapping up the new ship damage system with guns, spotlights and masts. Guns and spotlights will be fully destructible in the new system. Axel has worked on station network structure and some anti-cheat measures in that regards - and has done some minor research regarding a bug tracker.

Usurpator
02-25-22, 03:59 PM
Hello everyone!

This week Oscar added flags and simulated wires to the new ship system. The new system can dynamically change flags to send messages to other ships. Wires are fully simulated and will break under stress. Axel has done some more networked station work and is currently investigating connectivity issues in build versions.

https://cdn.discordapp.com/attachments/531281921490026496/946858102089711706/dynamicWiresAndFlags.png

blackswan40
02-26-22, 04:14 AM
thats some great work guys :Kaleun_Thumbs_Up:

Usurpator
03-04-22, 04:52 PM
Hello everyone!

The new ship system is almost finished. We'll hopefully wrap it up next week.
We'll start implementing the new U-boat interior as soon as the ship system is ready and has all the features required for Koji to be able to build the new merchants.

https://cdn.discordapp.com/attachments/531281921490026496/949423671729078282/damage3.png

Usurpator
03-11-22, 02:50 PM
Hello everyone!

This week Oscar has been working on fire and explosions for the new ship destruction system. This video shows work in progress. We want all basic features working before Koji starts using the new system with his ships. The effects will be improved come version 0.27.

https://www.youtube.com/watch?v=xWFSd37t0Ps

Usurpator
03-18-22, 04:12 PM
Hello everyone!

This week Oscar has been working on a fire shader for the damage system. The new shader causes the burning area of the ship to glow and get charred.

https://www.youtube.com/watch?v=9hEHSsy1yM4

Usurpator
03-25-22, 04:02 PM
Hello everyone!

This week Oscar has been adding the final touches to the new damage system. Some cleanup of the project is needed, but after that it will be handed over to Koji, so he can start implementing it using his new ship models. Axel has successfully completed a true-to-life test of the netcode and is rectifying issues caused by players disconnecting from the server.

Next week we will begin working on implementing the new interior, as well as addressing some of the feedback we have been getting since the last update.

https://www.youtube.com/watch?v=XfexRWzeI3E

Usurpator
04-01-22, 04:15 PM
Hello everyone!

This week we have finished work with the damage system (for now) and have started working on implementing the new interior. The next week will be spent handling basics such as occlusion, collision and voice attenuation for the new compartments. Axel has continued to work with JIT and disconnection-related issues - as well as some optimization in regards to message packing.

Usurpator
04-08-22, 01:12 PM
Hello everyone!

This week Oscar has imported the complete interior to the main project. Collision and occlusion works, so you can walk around everywhere without falling through the floor.
We are still working on the look of the lighting. We have also started splitting up the old radio/hydrophone compartment into two rooms.
Next week we will add animations to the engines and work on voice tubes across the sub. Axel has mostly wrapped up work on JIT and disconnection-related issues, optimized away a couple of nasty bottlenecks in hot loops and is looking into a reconnection issue.

https://www.youtube.com/watch?v=8NYyrv1qJos

Fidd
04-10-22, 02:02 PM
The full interior is looking great. Does this mean there may be more crewable positions in time? i was really pleased to see playable escorts on the dev list, wish they were further UP the list though! ;-)

Usurpator
04-14-22, 10:09 AM
Hello everyone! This week we have moved the relevant equipment to the hydrophone room. We have added voice tubes and correct voice attenuation across the sub, and spent the rest of the week doing optimization. We are working towards a stable patch where the new parts of the interior will be static/non interactive. This will be released on the beta branch as soon as it is playable. After this we will add interactive diesels and electric engines, and manual torpedo reloading.

Michal788
04-20-22, 08:50 AM
Thanks for the update Usurpator.

Usurpator
04-22-22, 02:07 PM
Hello everyone!

This week Oscar has been doing more VOIP related work, adding closable doors (that interfere with player voices if you close them), and the intercom system to the sub. The doors do not yet have animations for the handles and locking mechanism, but this will be added later. Axel has worked on voice communication and a couple of related issues.

https://www.youtube.com/watch?v=gGxtCQpgZig

von faust
04-23-22, 04:25 AM
Hello everyone!

This week Oscar has been doing more VOIP related work, adding closable doors (that interfere with player voices if you close them), and the intercom system to the sub. The doors do not yet have animations for the handles and locking mechanism, but this will be added later. Axel has worked on voice communication and a couple of related issues.

https://www.youtube.com/watch?v=gGxtCQpgZig

I was not expecting such a nice update. Great work !!!