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Boris-Barboris
03-23-19, 03:11 PM
Downloads:
https://github.com/Boris-Barboris/dsubs_demo/releases


Pdf manual is bundled in the zip, or can be found in the repo:
https://github.com/Boris-Barboris/dsubs_demo/blob/master/Manual.pdf


Discord:
https://discord.gg/7TFS98f


Client sources:
https://github.com/Boris-Barboris/dsubs_client



TLDR: 2D cold-war-techlevel DW-inspired sensor-focused subsim, multiplayer/singleplayer infinite quick battle scenario with bots and/or other players.




Hello everyone!

I'm Boris-Barboris and I would like to make the progress of my hobby project public knowledge. I'm steadily moving towards the technical demo stage and expect to be able to let the general audience test it till the end of 2019.

Reasoning

I was a great fan on Sonalyst's work on Dangerous Waters, as well as of DCS/LockOn simulator franchise. I have spent weeks in those titles, but the past is now long gone. Youth was gone as well, and so, gone was my blind respect for realism. Time grew much in value, and it is the time that was rarely respected by the simulator genre: realism dictates large intervals of wasted time and no gameplay just for the sake of realism. Time acceleration helps, but it is unsuitable for multiplayer - the prime thing I was enjoying in those games. I just want a fun PvP/Coop submarine-related game to play with real people for an hour or so. It appeared to me that the gameplay must be designed from the ground to account for higher desired combat intensity and lower time intervals.

Exactly 2 years before this post, March 2017, I have started my small project: DSubs (D for distributed), which I hope you will find in your favor.

Concept


Player controls one submarine. Everything that exists is submerged as well.
The only thing I enjoyed in DW was sub warfare. I never cared about surface of the water, nor did I care for air. The fact that half the time I open some Cold Waters video and see some annoying helicopter spamming torps on the player's head tells me that I've made a right choice.
Not a simulator.
No real submarines, no real weapons, no real geography. I am inspired by the real world, but have no desire to replicate it.
Literally no graphics
I have no time for this anyways. Gameplay first. Whistles are easy to add later, core systems are not.
World is 2D.
If there was a depth, there would be surface, and surface is of no interest to me. Either way, I cannot implement 3D world mechanics in so little time that I have. But I would like to: sound speed profile is an interesting mechanic of great gameplay value.
Ranges, speeds and timings are tuned for action.
I expect the game to suit a working man with as little as 30 minutes of free time. Complete game loop cycle of spawn and death should be short enough for everyone.
Online only. Centralized server as an umpire.
I like to play with people, so I focus on the multiplayer from the start. I will make single-player tutorials and a campaign system for loners but it will still require internet.
Focus on sensors and imperfection of knowledge.
You only see what your submarine hull sees: the fact that you are alive, your ammo leftovers and the output of your sensors. Kills will not be reported, and the kill-feed/player stats will be significantly delayed.
Indiscriminate solo and cooperative play.
The thing was written to be coop-capable from the start. Players can join the server solo, or join the other player and help him to control his submarine. I don't like "multi-station" concept, coop players share equally full control of the sub.

What is done (September 2020)


Submarine navigation control: target course and throttle.
Underwater rigid body dynamics.
Interesting enough sound propagation model, tuned for shorter detection range and faster action.
Completely server-side kinematics and hydroacoustics calculations: client is lightweight and ignorant.
"Fine by me" propulsor sound emission model: server-side real-time DSP to generate hydrophone signal and stream it to client.
OK active sonar model, picture slices streamed to client from server.
Client-side CIC (Combat information center) COOP server, that manages contacts, data samples, solutions, hydrophone trackers...
UI for hydrophone waterfall and active sonar sensors.
UI for contact management and TMA.
Towed hydrophone arrays.
Active sonar decoys.
Simple military bots.
Simple tutorials that cover most of the mechanics.
Coop control for all of the above.



Overview and tutorial walkthrough by SmartWargames:

https://youtu.be/yFpp-zXyWsg


https://youtu.be/hfVhq7GteYc


Here is a short video, which demonstrates most core systems (coop, sensors, TMA, contact management):
https://youtu.be/FP9BkSxok8Q

Torpedo attack example:

https://youtu.be/2aDA_y05OTY

What needs to be done


Manual (Done).
Campaign (In-progress)

After all of the above I would be able to go public alpha and see if the concept is viable.


I would like to hear your opinion on the concept itself, as well as to recruit some volunteers in order to test the existing features (sensor-related).

Thank you for your attention.

Boris-Barboris
07-02-19, 02:21 AM
Got some progress on the torpedo, namely:


got the guidance computer configurable: marchCourse, marchSpeed, activeSpeed, searchPattern, activationRange and activeCourse are being accepted and used.
Straight, snake and spiral search patterns working, albeit not configurable. That'll do for now.
fuel depletion logic is working, slower torp swims longer and generally covers more distance during it's lifespan.
active sonar seeker works and actually homes onto the moving target.
reused old quadtree code to handle simplistic detonation and kill checks.

Here is an example kinematic trace from the snake search test - flank speed torpedo intercepts player submarine going flank. On the right you can see active sonar image that is used to generate approach solution.



https://i.imgur.com/J2J8CiO.jpg

Aktungbby
07-02-19, 09:23 AM
Boris-Barboris!:Kaleun_Salute: THANKS FOR KEEPING US POSTED

kellpossible
07-25-19, 08:54 PM
Looks awesome! Which platforms will you support? happy to give a little bit of time to help test on Linux (or windows XP in a vm).

gargozul
07-27-19, 07:47 AM
Well, as a DW player, I was insterested by the subs too, not the surface or air platforms. And the thing I really appreciated was the "where is it, and who is it?" phase. So keep on the good work, I'm very interesting with your concept! :Kaleun_Applaud:

Boris-Barboris
07-31-19, 09:54 AM
Looks awesome! Which platforms will you support? happy to give a little bit of time to help test on Linux (or windows XP in a vm).


I develop on both Linux and Windows 10 machines. Judging by the conservative use of libraries, windows 7/8 32bit should be ok as well.

Thanks for the offer, though I'll probably just spin up my own ubuntu VM and ask some friends to test.

Boris-Barboris
08-04-19, 07:18 AM
Got some nice weaponry progress:


Implemented ammo racks and tubes. I chose standard DW model of dry-equalized-open state machine with some QoL modifications, namely you specify desired state.
Implemented simple active sonar decoys.
Loadout screen where you can configure your sub, select one of the screws that can be chosen, fill your ammo racks.
Boring task of writing torpedo launch UI was simplified to the bare minimum required. I'll stick to numeric text input of parameters with visual feedback, that way I will not kill another month on this feature prematurely.

Here is an example torpedo attack video I recorded:

https://youtu.be/2aDA_y05OTY (https://youtu.be/2aDA_y05OTY)

Amiral Crapaud
08-04-19, 08:12 AM
What to say... except keep up the great work! :Kaleun_Applaud::Kaleun_Wink:

Aktungbby
08-04-19, 10:09 AM
gargozul!:Kaleun_Salute:

THEBERBSTER
08-04-19, 05:28 PM
A Warm Welcome To The Subsim Community > gargozu
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Boris-Barboris
09-13-19, 01:21 PM
I've got passive bots that just swim around the arena and die for your entertainment, a simple infinite scenario, login/user registration, kill feed.
I'm getting really tired lately, so I would like to just push out what I have at the moment and have some rest of about a month from this side project. I'm writing a simple manual and expect to zip up a test Windows build this Sunday, so at least you'll have some taste of the controls.
Maybe if there will be enough people we'll even get some PvP action. It simply depends on our numbers and timezones.

Boris-Barboris
09-14-19, 05:40 AM
Ok, here's the binaries:
https://github.com/Boris-Barboris/dsubs_demo/releases/download/v0.0.1/dsubs-win-x86.zip


Pdf manual is bundled in the zip, or can be found in the repo:
https://github.com/Boris-Barboris/dsubs_demo/blob/master/Manual.pdf


Feedback about UI, controls and core systems (acoustics) is welcome. I've got nothing else to offer at this point. Well, besides the usual blood, sweat and tears.

Amiral Crapaud
09-14-19, 11:02 AM
Oh man, you make it sound like you wanna throw the towel or something.
I am pretty convinced there's an actual game to be made and it doesn't require much more on the simulation side, from what I see. That could really be a (niche) winner.

Boris-Barboris
09-14-19, 11:28 AM
Oh man, you make it sound like you wanna throw the towel or something.
I am pretty convinced there's an actual game to be made and it doesn't require much more on the simulation side, from what I see. That could really be a (niche) winner.
Nah, it's not that bad, but I do need a pause.
The problem is time. Things that seem like an hour job take days, day jobs take weeks, week turn into months. I'm afraid to make an actual enjoyable game of this thing in adequate time I would have to collaborate with other people.


May I ask you to try the controls? Don't want to get stuck inside an ergonomics echo-chamber with myself here.


UPD:


To crashy: Oh man, I'm pretty sure you got me there, detonator probably needs some tuning because your torp definetly homed onto me.
https://i.imgur.com/AwpTpKN.jpg

Amiral Crapaud
09-15-19, 12:27 AM
Oh you actually have a battle royale mode on-going there I see? ^^
Interesting...!

Boris-Barboris
09-20-19, 04:21 PM
I am honoured to introduce our one and only virtual humpback whale Ahmed. He likes to sing. Please be gentle with him.


Other than the animal-related code, I was working on the color scheme, some TMA bugs and mouse aiming of torpedoes. Now the firing parameters are much faster to come up with.


https://www.youtube.com/watch?v=wMfj521Cvi0


This concludes the updates of v0.0.2 release:
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.2

Boris-Barboris
11-24-19, 04:10 PM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.3



Dedicated about 4 weekends to enemy AI. Managed to produce something resembling an easy combat bot, that only attacks what it hears, and a medium bot, that can use decoys, active sonar and tries to dodge the torps.


A little sandbox trace:
https://i.imgur.com/m5ySvHz.jpg


Modified the scenario, so that after killing a civilian passive bot an easy bot spawns, and medium bot spawns for each killed easy bot. All combat bots use the same Stork sub that the player has.


Torpedo range is better estimated on the client with respect to it's fuel consumption factors on different speeds.


Solution real-time phantom is drawn in TMA mode to make the process more obvious.


I'll try to work on variability for now, want to get to at least 3 submarines and 4-5 torpedoes. Hull hydrophones maybe.

Boris-Barboris
11-30-19, 06:40 AM
Tested loadout screen on multiple available subs, added Alfa-wannabe fast boat Lima:


https://i.imgur.com/UF25JsT.jpg


Multi-antennae hydrophones appear to be working, so I gave the Lima hull-mounted linear arrays that cover it's broadsides.

Bots need a lot of tweaking, but I only had time to make them dodge not only enemy torpedoes but friendly as well.

Experimental Linux build is up, but I expect some shared library version conflicts in the wild, so anyone willing to test the build is welcome.


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.4

Amiral Crapaud
11-30-19, 07:48 AM
Neat job Boris! This game doesn't have half the attention it deserves.

Boris-Barboris
01-22-20, 06:21 PM
https://i.imgur.com/KuQISsR.png

I'm currently rounding up the work, dedicated to multi-hydrophone submarines and towed arrays.

Towed array wire tension and drag seems to be properly working, slowing down the sub on full extension. Self-noise is working all-right, image/sound signal mirroring works as expected. I do not plan to simulate focus distortion due to bending, sounds unreasonably hard and there are rumors that modern towed arrays have solved this problem by accounting for their shape during processing. Wire damage due to speed will have to wait until the proper damage system is ready.

TMA UI however needs some work. I have managed to synchronize the trackers of the merged contact so that they generate data samples simultaneously in order to help with triangulation - the thing that I always wanted in DW.
But the overall picture is still too noisy: purple error legs need now to point to ray intersections instead of ray normals. I'll have to tune the visuals/colors to make the picture clearer.

Nevertheless, spherical array + towed array triangulation is already giving good solutions:



https://i.imgur.com/gM6Qhik.png

Boris-Barboris
02-02-20, 03:16 PM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.8


Implemented passive mode for torps, Minoga got a toggle for it in the "Aiming" UI. Keep her active phase speed low, on 29m/s it's legally deaf.
Here's a dump from torp's sensor during Stork (going flank) intercept.

https://i.imgur.com/kJdgiID.png

Thank you, mr(s) Spencer, your tests have induced a couple of crashes and bugs in the acoustics system, that I have fixed. Don't be shy to give feedback here or in PM.

Boris-Barboris
02-09-20, 09:46 AM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.9


Got contact description field/label and word wrap working, made some threading-related improvements on the server side.


https://i.imgur.com/Otkv5bA.png

I will now start working on the scenario and instance system. It occured to me that this monstrosity needs a good tutorial and some interesting campaign that can make use of the acoustics and player's ears.
Tutorial requires rich interactive guides on the client, and campaign requires instancing (personal game world for the player), more database entities (animals, weapons, neutrals, subs), map scenario elements and goal/message system.


This boring stuff will eat about a year of my time, I believe, but that will probably be enough to actually publish the turd.

Boris-Barboris
02-22-20, 01:50 AM
Thanks cane, AndiK, BamboozledSandwich, ildifa, sour_candy, maxadmiral, Pigeon and krome.
Fixed the server crashes you have encountered.

Boris-Barboris
02-26-20, 01:04 PM
https://i.imgur.com/k6Qbb80.png

Got some very rough replay working, was too curious of what is happening.


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.0.10




slider UI control now can be moved by clicking on desired position.
simple replay mode, entered from main menu by clicking on "watch replay" button. Replay data is collected every 10 seconds if there is at least one active player on the server. Data is delayed 1 hour from real time. Data is given out in chunks, grouped by day. Day can be entered in top left corner of the screen. Move slider on the bottom of the screen to move through time. Use mouse wheel while hovering over the slider to move time frame by frame. Map is pannable/zoomable, as usual.
reduced arena circle shift range in half, noticed that some players just didn't want to swim that far and quit.

AndiK
02-27-20, 03:33 AM
Hi Boris,

you might have noticed that I've been enjoying DSubs quite a lot, actually, so here's a great big
THANK YOU
from me. :) Like yourself, I find doing the TMA the most enjoyable part of a subsim, so DSubs is bang on the money (towed arrays ftw!).

I've given the replay function a quick try last night - thanks! However, is there a chance that the replay coordinate system is out of alignment from the main game? When watching myself, I could tell which bit I was looking at, but it somehow seemed the wrong way around.

Cheers! Very much looking forward to seeing it grow in the future. :-)

Andi

Boris-Barboris
02-27-20, 03:40 AM
Hi Boris,

you might have noticed that I've been enjoying DSubs quite a lot, actually, so here's a great big
THANK YOU
from me. :) Like yourself, I find doing the TMA the most enjoyable part of a subsim, so DSubs is bang on the money (towed arrays ftw!).

I've given the replay function a quick try last night - thanks! However, is there a chance that the replay coordinate system is out of alignment from the main game? When watching myself, I could tell which bit I was looking at, but it somehow seemed the wrong way around.

Cheers! Very much looking forward to seeing it grow in the future. :-)

Andi


Glad to hear that.

You are correct, player coordinate system is randomly shifted and rotated for each spawn. I did that because I wanted to make life a bit harder for players that decide to team up against other solo players and would try to verbally communicate using absolute values.

This feature should go when/if I come to missions that are designed for actual coop or team fights, but for a free-for-all quick battle scenario like the one that is running I think it is a good feature.

Gustav
02-28-20, 03:41 AM
You Sir are my hero! This is the game of my (admittedly sad) dreams.



Keep up the great work!


:Kaleun_Cheers:

stormrider_sp
03-02-20, 02:33 AM
I tried installing it, but my anti virus detected something and sent the file automatically for interrogation.

Boris-Barboris
03-02-20, 03:07 AM
I tried installing it, but my anti virus detected something and sent the file automatically for interrogation.


Reasonable behaviour from an AV, but I won't be signing the binary any time soon. I'm afraid you'll have to add an exception.

Ildifa
03-05-20, 03:44 AM
Hi!


I am a longtime fan of your "AtmosphereAutopilot" mod for Kerbal Space Program, so when I first saw that this little submarine game was made by you, I was sure it was gonna be great :D


I think you had a great idea making DSubs more fast-paced than the usual sim, every round I played was always exciting!
My congratulations (and hopes to see it grow) to you :Kaleun_Cheers:


To show my appreciation, I made an icon for DSubs in the same minimalist art style, hope you like it: https://i.postimg.cc/Qdk0nvZZ/DSubs-Icon.png


P.S.: Is it possible to sometime hear music on the hydrophone, or am I hallucinating things? :hmmm:

Boris-Barboris
03-05-20, 03:57 AM
Hi!

I am a longtime fan of your "AtmosphereAutopilot" mod for Kerbal Space Program, so when I first saw that this little submarine game was made by you, I was sure it was gonna be great :D

I think you had a great idea making DSubs more fast-paced than the usual sim, every round I played was always exciting!
My congratulations (and hopes to see it grow) to you :Kaleun_Cheers:
To show my appreciation, I made an icon for DSubs in the same minimalist art style, hope you like it: https://i.postimg.cc/Qdk0nvZZ/DSubs-Icon.png


P.S.: Is it possible to sometime hear music on the hydrophone, or am I hallucinating things? :hmmm:


Thank you. Very impressive torp dodges on March the 2nd, Ildifa, and yes, there is a music thing. Just wanted an easter egg of sorts to swim around.

I'll try to include the icon in the binary, looks sharp and fitting, though I'll probably tune the color if you don't mind. Well, at least until the title changes for some reason, but that will not come soon.

ottoatom
03-07-20, 02:14 PM
This will sound like a stupid question (because it is) but any VR planned for this?.. :D

lol ok, I am actually being kind of serious :P. let me explain, back in subcommand/cold waters days I found the external views ridiculous, as pretty as they could be (which they werent.. :-? at all) and never used them, so yeah, pretty much sensors, maps and targetting solutions made the game for me.

But that doesn't mean I don't like cool 3d graphics, on the contrary, graphic realism improves immersive gameplay by a lot, at least for me. The only game I play nowadays is DCS in VR. for anyone that hasn't tried that yet, you're in for a treat. There's no point going back, just doesn't make sense to me.

So I would love to have a subsim game (or space game for that matter, pretty much the same thing I guess) that would recreate the inside of a real or fictional ship with high fidelity with battle station consoles, sensor stations, engineering, weapons etc. in a "non-condescending" way, without fisher-price style interfaces and game mechanics.

Does that make sense to anyone?.. I'm not talking about the work that would require which would be considerable of course but I think this could maybe be of interest to a greater public that you might think. DCS can be very technical and you do have a decent amount of people playing it.

You say the game core is what matters, the bells and whistles can come later. Couldn't agree with you more, how difficult would it be to "attach" those screens you have been coding to an actual 3d model? using unreal or unity there are pretty amazing and smart things that can be made..

Anyway, don't hate me for this comment. I just found this post a few days ago for the first time and really love the idea and game. Great job man, hope you keep at it.

Boris-Barboris
03-07-20, 02:46 PM
This will sound like a stupid question (because it is) but any VR planned for this?.. :D

lol ok, I am actually being kind of serious :P. let me explain, back in subcommand/cold waters days I found the external views ridiculous, as pretty as they could be (which they werent.. :-? at all) and never used them, so yeah, pretty much sensors, maps and targetting solutions made the game for me.

But that doesn't mean I don't like cool 3d graphics, on the contrary, graphic realism improves immersive gameplay by a lot, at least for me. The only game I play nowadays is DCS in VR. for anyone that hasn't tried that yet, you're in for a treat. There's no point going back, just doesn't make sense to me.

So I would love to have a subsim game (or space game for that matter, pretty much the same thing I guess) that would recreate the inside of a real or fictional ship with high fidelity with battle station consoles, sensor stations, engineering, weapons etc. in a "non-condescending" way, without fisher-price style interfaces and game mechanics.

Does that make sense to anyone?.. I'm not talking about the work that would require which would be considerable of course but I think this could maybe be of interest to a greater public that you might think. DCS can be very technical and you do have a decent amount of people playing it.

You say the game core is what matters, the bells and whistles can come later. Couldn't agree with you more, how difficult would it be to "attach" those screens you have been coding to an actual 3d model? using unreal or unity there are pretty amazing and smart things that can be made..

Anyway, don't hate me for this comment. I just found this post a few days ago for the first time and really love the idea and game. Great job man, hope you keep at it.


I have thought about it too, it seemed to me a natural counter to my lack of graphical competence and resources: a snappy feel of an unusual VR interface. After some consideration I've put the idea on hold. The main causes of my disenchantment were:

1). The 3 main mechanics that I value the most, TMA, waterfall and active sonar, are well covered by inherently 2D interfaces (tactical map, waterfall, active sonar wavefront image). Keyboard and mouse are optimal interaction methods for these interfaces. VR looks like a detriment here, not an improvement. You will effectively spend 95% of the time in the views that do nothing for VR experience, and, in fact, are better off without it.
2). VR is strong at character immersion, which needs character and his environment. For subsim it means at least a detailed bridge and the controls on it +- characters. I certainly do not have a skill nor do I have time for such a system.
3). It should be possible to add VR to Wolfpack IMHO. I think the best chance to have a live experiment on whether VR is viable or not in a subsim is to keep pushing it's devs towards it. Their possible refusal to do it would be a great result in it's own: it would mean that the effort is not justified in current the market.

To conclude, I think VR is good for "cockpit" experience. Subsims are not a cockpit experience. Flight and racing sims are.

ottoatom
03-07-20, 04:37 PM
wow, you did think about it.. all valid points, I stand corrected. The only closest thing to what I was saying would be startrek bridge commander (with better graphics, because that thing is hideous..) with your sensor style systems

I guess emulating an existing sub in a game is not great in VR. In light of what you say, the sensors would have to be tailored for VR, much like what they have done for elite dangerous so probably a fictional ship either under the sea or in space with a well thought out interface would work best.

You are onto something though, a missing part in most games around. Im sure something great will come out of it.
Cheers,
Otto

Aktungbby
03-07-20, 07:36 PM
ottoatom!:Kaleun_Salute:

Caseck
03-24-20, 07:05 PM
lol, awesome! Talk about "Immersion!"

Great sound!

Althar93
04-02-20, 04:28 PM
Just wanted to say, awesome little project you've got there. I am terrible at Dangerous Waters but this is just great fun to play.

I have only played against bots but I can definitely see the potential ; I love the ability to have multiple instances running on several screens.

Are there any plans to add surface ships or perhaps just "neutrals" that players can use to hide behind? Similarly, and since you are not going for full realism, would there be different water biomes / zones that could have different acoustic properties?

Looking forward to future progress/updates!

Boris-Barboris
04-03-20, 08:44 AM
Just wanted to say, awesome little project you've got there. I am terrible at Dangerous Waters but this is just great fun to play.

I have only played against bots but I can definitely see the potential ; I love the ability to have multiple instances running on several screens.

Are there any plans to add surface ships or perhaps just "neutrals" that players can use to hide behind? Similarly, and since you are not going for full realism, would there be different water biomes / zones that could have different acoustic properties?

Looking forward to future progress/updates!


Thanks, yeah, love the windowing myself.

Neutrals is a good idea, though I'll need to teach AI not to cheat when observing the surroundings. Signal strength is fair, but merged contact discrimination is cheaty atm.
Surface probably will not happen.

Biomes and currents are a good flavor thing, probably will make it later.

Boris-Barboris
04-11-20, 01:12 PM
Thanks, Mike, you've crashed the server and exposed an interesting bug. I understood your point about the chat.

Boris-Barboris
04-24-20, 04:04 AM
I can't figure out how to do the multiple window thing, it would be really useful.



When you've spawned in your submarine, you launch dsubs_client second time and press connect to another window - it will join the first dsubs_client.




last week i played a bunch, just learning the game and stuff. yesterday or the day before i tried playing but it was choppy. it kept skipping, only resuming in intervals of 2 seconds or something. i think that was my side not connecting right. my internet was gay or something.



Yeah, this is Internet being slow. You're far away, problems may arise.




I think it can't handle more than 3 people at once or soemthing.



It definetly can, no worries, probably something lagged.


Thanks for feedback and your time. Makes me wish I could do more development.

ljqcn101
04-30-20, 12:01 AM
Just found this from the subsim main page, looks great! As a DW and DCS player too, definitely gonna try with my buddies.

HobbitJack
05-04-20, 09:39 PM
I just downloaded the game and gave it a spin. Very nice!

I'm going to keep watching this. I'm no good but maybe I'll get better =).

Boris-Barboris
05-30-20, 07:53 AM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.1.0

Good progress on a rather complex multi-simulator front.
I've got a working 'instancing' system that allows to run multiple simulators on my server simultaneously, which opens a path to scenarios, campaigns and tutorials. For now a duplicate of the main circular arena scenario is available as a "singleplayer" (you still play on the server, just not with other players) 'instance'.

Stub of scenario selection creen:

https://i.imgur.com/cDh8ei6.jpg


That was the main chunk of work I've pulled off in these 3 months. Some minor tweaks that I've also done:


Subtle 2.5km map grid.
Fix various bugs is scrollbar and text box.
Better noise level estimation in broadband tracker code, fixes Lima hydrohones.
Fix OpenAL source queing algorithm to improve min latencies on very high-latency connections.


Grid example:


https://i.imgur.com/CCGLKdk.jpg


I hope it is very subtle and does not annoy the player.


I will start working on all these boring mechanisms that need scenarios work: triggers, progress state saves, dialog boxes, text/radio messages, win/loss conditions, hints and all that. Will probably be ready around October, with a couple of tutorial scenarios.

Boris-Barboris
05-31-20, 02:38 AM
frpandore, red cross in left upper corner to abandon the instance.

HobbitJack
06-02-20, 11:28 PM
Just a note, when I go to get on, I authorize, select a mode (singleplayer, in my case =), select a sub, and then get booted to the startup screen, which then prevents me from authorizing to try again.

Is this a known issue?

Boris-Barboris
06-03-20, 02:43 AM
Just a note, when I go to get on, I authorize, select a mode (singleplayer, in my case =), select a sub, and then get booted to the startup screen, which then prevents me from authorizing to try again.

Is this a known issue?


My bad, didn't test windows client properly.


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.1.1

HobbitJack
06-04-20, 11:17 PM
Thanks man!

Boris-Barboris
09-08-20, 05:30 PM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.0


I've got some work done on the scenario system.
Triggers, conditions, goals, map element classes take shape and are already sufficient to write basic missions.

4 mediocre half-text half-exercise tutorials can now be selected in the main menu and played:

Navigation
Active sonar + TMA
Torpedoes
Hydrophone + more TMA.


Some QoL features, namely:


hydrophone ray data rendered on waterfall display.
active sonar ping visualized on F1 tactical map.
split window button in the top right corner.



https://youtu.be/Udgx59DA2Uc




https://i.imgur.com/iCnwOFE.png




It looks like it is finally time to work extensively. The last thing I want to do before public release is a campaign.

It will require new submarines, new weapons, decoys, and some writing skills. After that the game should be ready to have something like an itch.io page.
Hopefully, it will be ready in January.


https://imgur.com/a/fiigoJ0

maxadmiral
09-25-20, 06:21 AM
I think it would be great if there were a few different multiplayer modes, particularly one that would not have the hostile AI.

It would be great when playing with/against friends, especially those who are new to the genre. :)

Boris-Barboris
09-25-20, 07:08 AM
I think it would be great if there were a few different multiplayer modes, particularly one that would not have the hostile AI.

It would be great when playing with/against friends, especially those who are new to the genre. :)


Some kind of arena with only civilian bots? Not a bad idea.


And cmon, you've killed lagranger first )

maxadmiral
09-25-20, 08:28 AM
And cmon, you've killed lagranger first )




Haha! I would never do such a thing ;)

xnonix
10-06-20, 06:31 AM
Long time without checking Indie Subsims and I found this!

I always thought in a modern era subsim based on sensors saving the lacks on DW.
You made it. Exactly the right concept to make a Subsim fun to play.

I love the interface shown on videos. Well done!!! :salute:

Sound propagation and depth would bring the sim to a new level if you implement it.

Thanks to make my day! Can wait to get home to try it!

Thank you and much luck on the project. :up:

Aktungbby
10-06-20, 11:11 AM
maxadmiral!:Kaleun_Salute: & xonix!:Kaleun_Salute: you're both proven 'silent runners'!:arrgh!:

Boris-Barboris
10-06-20, 03:32 PM
Long time without checking Indie Subsims and I found this!

I always thought in a modern era subsim based on sensors saving the lacks on DW.
You made it. Exactly the right concept to make a Subsim fun to play.

I love the interface shown on videos. Well done!!! :salute:

Sound propagation and depth would bring the sim to a new level if you implement it.

Thanks to make my day! Can wait to get home to try it!

Thank you and much luck on the project. :up:


Thanks, appreciate it.


Saw you on the server, not a bad hit on two bots, but torpedo evasion needs some work :03:
Replay is delayed, you'll see what happened in a couple of hours.

xnonix
10-07-20, 01:55 AM
Hi Boris and others,
I will give you some feedback from my short gameplay yesterday.

GAMEPLAY:
I played the tutorials first. They are good enough for a noob like me to start using the sim. I was playing with two monitors. One for tactical view and the other for sensors. The interface is very good and fast. I spent most of the time trying TMA and tracking targets. The game is too much fast paced for me. Or simply the circle of action is too small. Or, even, the TMA info is updated too fast. I had problems doing TMA that I will explain later.

HELM
I would like to set the speed of the sub from presets (right button on the map and set speed) or writing the speed we want. Now you have to put the power you want to apply to the propeler to set the wanted speed by trial and error. You could make it more like DW or CW.

SENSORS
The sensors is the most I liked. All the information was presented very clear, zoomable, panable. The only thing I missed is that Bow sonar and Towed array panning was syncronized. I mean, if I have 180 bearing in the top center of the screen on Bow sonar and I change to Towed array, I would like to see the same exact bearing on the top center. Whe I got killed I was seeing on the towed array the ping spikes the torp was doing. I realised I could mark them. But it was too late and I didn't do evasion because didn't know what was happening, but I learnt that I didn't have enought time to tma the torp and I have to rely solely on sensor information for doing the evasion. I love the way it is this part of the game.

TACTICAL VIEW
I like the interface of the tactical view. Very intuitive and working very good.

TMA
Well, this is what take me long to get used and I would like to make some points of discussion here.
1. Bearing update time. I think is too short. Tons of lines accumulates in few minutes and they are hard to process, more when you have merged information from 2 sensors. You could make this time selectable. I know I can get rid of the old lines from right button menu, but I realised I am doing it very often.
2. Old bearing lines management: I suggest that we could decide how many lines we want for doing TMA and the update time for them. Old lines should dissapear automatically.
3. Bearing lines importance: I would like to see newer lines bolder and clearer than old lines that should be thinner and darker. I had bad time looking for the correct line crosing between Bow and Towed sonars and when I found it another line appears, or ever 2 of them. I was a bit overwhelmed.
4. Error management: I would like to see the dot stack (like DW or Fast Attack) for doing the TMA. The actual TMA error showing is nice but I lose the track of what I'm doing when there are tons of lines and error lines. The most I like on TMA is the old FASTATTACK subsim way with 3 controls to select the speed, course and distance of the target.

CONCLUSION
Very nice subsim. Loved it. I'd like to see the suggestions I made or at least part of them implemented in the game.
This work deserves more attention by subsimmers. I would like you (Boris) tell us what is the TODO list for us to make more suggestions.

Congrats Boris, you are doing a great job. Keep it up. :yeah:

Boris-Barboris
10-07-20, 05:03 AM
Thanks for the feedback. I'd like to address some points now:


1). Telegraph and set speed are in TODO list, got it.


2). Hydrophone "camera" synchronization is something I thought would annoy me, probably best to keep it optional, togglable. Not a bad idea.


3). "but I learnt that I didn't have enought time to tma the torp and I have to rely solely on sensor information for doing the evasion".
That is what I have found myself as well. When I started I though the game would be more "chill", TMA would take the largest portion of the time and every solution would be perfect. It turns out I didn't understand how underwater combat works.
I now believe that the romantic visage of silent assassin that only listens and goes slowly is just a fantasy. You must be fast, you must rapidly react to all new hydrophone contacts, you must be energetic: cavitation is a necessity, pings, rapid course changes and decoy spam. Accurate TMA is only the first shooter's privilege, when the first torp launches, precision and leisure goes out the window.
For example: you see new hydrophone contact, you listen to it, it's a torp or maybe a torpedo tube flood noise, you immediately go tangential to it at flank and drop 3-4 decoys. No time for TMA indeed.


4). Bearing ray data generation rate should probably be tunable in UI. It's fine for me. I definitly hated DW's default timing that was like 5 minutes or something like that.


5). "Old lines should disappear automatically and old lines that should be thinner and darker".

Not a bad idea, but also needs some kind of tuning. Maybe it's better to make old ray data more sparse as well, I don't know.


6). "I had bad time looking for the correct line crossing between Bow and Towed sonars".
When bow and towed trackers track one merged contact they are synchronized, purple error leg will base itself on the correct ray crossing, just FYI.


7). "error dot stack".

Not sure I'd like that. Maybe much later, but definitely not soon. I understand the sentiment, It's what we all are used to, I just don't want to focus on TMA in the nearest future and really love/"proud of" the purple legs



8). "with 3 controls to select the speed, course and distance of the target".
If you mean textual/digital input of these parameters, I think it's a nostalgia speaking to you. Mouse is, in my experience, 10 times faster. Even DW favored mouse movement, and it's DEMON screen unrealistic fixation on integer speed numbers made the speed lock of the TMA screen too powerful. There's no reason for any ship to go exactly 20 kts, for example, especially in the game where there is a direct engine power control nob. All speeds will be floating point, and you'll need the flexibility of the mouse.
Generally, I'm not sure I'll be doing a numeric input for contact this year. Cluttering and information overload are more important problems, as you have probably noticed. Maybe it's better to just open-source the client later so the others can do things I'm too lazy or don't want to do.


9). The plan for now is to make a campaign and add 3-4 interesting playable subs and a bunch of torps that are really different. Twin-towed-array sub like DW's LA, 3-tube pseudo-russian firepower-focused something, maybe some kind of underwater jamming thingie, rocket-torps are the things that come to mind.

xnonix
10-08-20, 02:07 AM
Hi subsimers,
more feedback for Boris:
On my last run I made 5 kills without even TMA or active pinging. My tactic was be quiet, listen, snapshot what you hear, on enemy ping or transient, launch decoys and run, then repeat.

1. I still think the scenario is too small. You can't make tactics. You don't have enough room to evade torpedos properly as well.

2. Almost any snapshot is a kill.

3. Enemies are spawn too near to your sub. That's not good for the tactics as well. I am reloading and snapshoting every second I can.

4. I can't imaging a proper tactic based on stealth on this sim.

5. I'd like to spend more time tracking, classifing, instead of snapshoting like a machine gun.

6. Enemies pings should create a contact line on Tactical view for you to snapshot fast.

7. Closing torpedos pings should be audible for you to figure how close they are.

I like the sim a lot. Thx for the hard work on it. Hope it gets better and better.

Regards

Boris-Barboris
10-12-20, 11:44 AM
Ok, that was a funny snapshot at ~16:40 GMT, well done, you watch your baffles well.

Indeed, Minoga's sensor appears to be to strong, and I can agree with your low TTK (time-to-kill) and torpedospam argument. I'll try to do something with it on this weekend.

xnonix
10-12-20, 02:21 PM
Ok, that was a funny snapshot at ~16:40 GMT, well done, you watch your baffles well.

Indeed, Minoga's sensor appears to be to strong, and I can agree with your low TTK (time-to-kill) and torpedospam argument. I'll try to do something with it on this weekend.


You got spawned too near to me! Hehe!
Was a nice run. 24 kills in 2 hours till death. I'm getting the hang of it. Was fun!
I got your points of how sub warfare should be. Fast moves, listen, shoot, evade and run for another position.

3 torpedos for reload circle is very good. It makes you displace a lot on the map.

Can you make spawn distance bigger between players? This is: If you spawn point is too near to another player, the system should try another one, etc.

Sensors are ok for me. But torpedos speed seems too fast. With a bit slower torpedos, hits will be harder to achieve.

Thx for the game. I'm enjoying it a lot.

Regards.

xnonix
10-22-20, 12:52 PM
Hey Boris,
great work on v0.2.1. Now the game is much more balanced. :salute:

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work. :yeah:

Regards.

Boris-Barboris
10-22-20, 03:36 PM
Hey Boris,
great work on v0.2.1. Now the game is much more balanced. :salute:

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work. :yeah:

Regards.


1. For the life of me I cannot reproduce the bug. Can you start the game from the command line? Shift+RClick empty space in the dsubs game folder, "Open command window here", then type dsubs_client.exe and press Enter. After the crash it should print something useful.
More precise/simpler reproduction procedure is welcome.

2. 11200m, maybe, let's this how the current value plays out. I'm not sure having an all-map-ranged (14km) weapon is a good idea.

3. yeah, this one is planned.

xnonix
10-23-20, 05:32 AM
Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?

Boris-Barboris
10-23-20, 07:21 AM
Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?




Unfortunately this is very hard to do in Dsubs. I don't plan to do any DSP/narrowband stuff on the client in the near future, so I'll have to improve the existing code and make the process of fixing tracker mistakes easy.

Dsubs does not abstract away tonals from the actual sound like DW does, but streams the sound to you, so you can use your ears, and it's hard to extract tonals from the sound properly. Maybe after the release there will be a proper spectrum analysis, but certainly not soon.

I'd like to focus on scenario and unit variety now.

xnonix
10-24-20, 06:45 AM
Some questions about sound on BB:

Is the sound of a contact related with its speed?
Are the 3 blades, 5 blades and 7 blades modeled in the sound of the sim?
For what my ears tells to me, is the same sound at different speeds and I don't know if is related to speed or to number of blades, or both.

Is there a way that you can tell what type of boat are you listen to?

Thanks in advance.

Boris-Barboris
10-24-20, 06:57 AM
Some questions about sound on BB:

Is the sound of a contact related with its speed?
Are the 3 blades, 5 blades and 7 blades modeled in the sound of the sim?
For what my ears tells to me, is the same sound at different speeds and I don't know if is related to speed or to number of blades, or both.

Is there a way that you can tell what type of boat are you listen to?

Thanks in advance.


The faster the target goes, the faster is the propeller "beat". Also, cavitation noise spectrum is distinct and changes the contact noise on higher speeds.


Yes, you can hear the number of blades, civilian traders have 3-blade screw, Stork has 5 blades, Lima has 7. If you listen closely to the beat of the trader, you shoud hear:


...woof-woof-WOOF-woof-woof-WOOF-...


each 3rd beat is louder. For 5-blade each 5th, and so on. Try listening to your own noise with towed array during a turn, you shoud get the difference.


Yes, all boats sound different. I would really like for the player to be able to tell what he hears so I plan to gradually teach possible sounds to him during the campaign, I hope this is possible with proper scenario design. I also plan to add some more discriminating machinery/crew/music sounds to help the player with classification.

xnonix
10-24-20, 07:05 AM
Wow, sounds nice.... I will train my ears! :ping::salute:

xnonix
10-25-20, 12:01 PM
Hi Boris,

1. I have your "crash to desktop" report:
https://ibb.co/T08zqkx
This always happens when dropping a contact...
When I played on linux never happened to me.

2. I had another issue: When I reload decoys, imaging I marked "active", but the sim reload a passive one. I repeated the process and the same ocurred. Just for you to know.

3. Another isue is the panning hangs sometimes at the start of the game. I have to open another window and play on that one.

4. About the game today:
Nice game today. 8 kills hard to get. I was focusing on sub targets.
I have been playing with torps speed as well and now I understand them
better.
Also, I didn't use trackers. Just marking all what I considered interesting in BB and merge acordingly in tactical view. Makes all less cluttered and error proof.
I saw you spawning and marked your ping with towed array and bow sonar. Triangulated you. Then you shoot the torpedo and marked the launch. I had the solution and 5 seconds later my torp was in the way to your sub.

Was a great game.

Thanks again for dsubs.

Regards

Boris-Barboris
10-25-20, 12:31 PM
Hi Boris,

1. I have your "crash to desktop" report:
https://ibb.co/T08zqkx
This always happens when dropping a contact...
When I played on linux never happened to me.

2. I had another issue: When I reload decoys, imaging I marked "active", but the sim reload a passive one. I repeated the process and the same ocurred. Just for you to know.

3. Another isue is the panning hangs sometimes at the start of the game. I have to open another window and play on that one.

4. About the game today:
Nice game today. 8 kills hard to get. I was focusing on sub targets.
I have been playing with torps speed as well and now I understand them
better.
Also, I didn't use trackers. Just marking all what I considered interesting in BB and merge acordingly in tactical view. Makes all less cluttered and error proof.
I saw you spawning and marked your ping with towed array and bow sonar. Triangulated you. Then you shoot the torpedo and marked the launch. I had the solution and 5 seconds later my torp was in the way to your sub.

Was a great game.

Thanks again for dsubs.

Regards




1. Damn... Good to narrow down to AccessViolation, but the trace is quite broad still. I'll try to reproduce on windows some more. Thanks.


2. When you killed me today, I noticed it too, because this bug killed me: i couldn't drop enough actives. Already have a fix, will release soon.


3. probably related to 1, something is wrong in windows binary.


4. Yeah, you are very proficient already, warms my heart ).

Boris-Barboris
10-25-20, 04:03 PM
Try the x64 windows build, please:


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.2


Added ray data dragging, but only horizontally. Time is still anchored, because otherwise it's hard to hit a moving (waterfall flows down) target.

xnonix
10-26-20, 05:43 AM
Hi Boris,
I have been testing the 0.2.2 version of dsubs:

1. I can confirm the "crash to desktop" on dropping targets in linux.

2. Trackers samples dragable is a nice add. Thank you.

3. When I merge trackers from bow and towed array contacts, error lines are cluttered all over bearing lines and Is hard to find the solution (normally is not a clear pattern). But if I do it manually, marking the sample on BB and rapidly on bow, merging the contacts I have a nice and clear cross of lines. Normally with 3 manual marks on BB and Towed I have a pretty good and "clear" solution . I think trackers induce some kind of bearing error. Also think that trackers shouldn't lose its source as I said in a previous post. With trackers is all more difficult, so I preefer not make use of them.
Example:
This is how the error lines appear with trackers:
Cluttering (https://ibb.co/cykzjcB)

This is how the error lines appear with manual markers:
Clear solution (https://ibb.co/g68H8wL)

Almost the same amount of time passed between 2 solutions. With manual markers I'm confident of the solution only with 2 or 3 crossings.

4. Single player scenarios ideas. Problably you have thought deeply on this, but anyway I'll put what I would like here:
a) "Thread the needle": Scenario with x traders, y easy subs and z medium subs ramdomly placed. You have to kill the enemy subs. Traders can't be sunk. If you sunk a trader you lose. If you kill all the subs, you win. x, y and z could be selectable by the player.
b) "Hunger games": like the above but you have 0 torps at the start of the game. You have to reload at the circle first.
c) "Devil on screws": Scenario with x traders, y easy subs and z medium subs ramdomly placed. You have to kill the traders and go to the circle to win. You can take the subs too, but not needed.

I don't know how to thank you enogh for dsubs. I'm loving it. Great work again. Hope feedback helps.

Regards.

Boris-Barboris
10-26-20, 06:54 AM
Looks like your computer fails to set up antialiasing on Linux.
That's how lines look on my PC:


https://imgur.com/a/0Y3uTBq

What are your windows/linux pc specs? Is this Wayland or Xorg?

xnonix
10-26-20, 07:11 AM
Looks like your computer fails to set up antialiasing on Linux.
That's how lines look on my PC:


https://imgur.com/a/0Y3uTBq

What are your windows/linux pc specs? Is this Wayland or Xorg?

I use Windows 10 in my main gaming pc: I5 with nvidia gtx1060.

I have linux on all my other computers: the one wich takes the images is a dell ispiron 1545 quite old. Graphic card is "Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller". No wayland running. So Xorg.

Boris-Barboris
10-26-20, 08:03 AM
I use Windows 10 in my main gaming pc: I5 with nvidia gtx1060.

I have linux on all my other computers: the one wich takes the images is a dell ispiron 1545 quite old. Graphic card is "Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller". No wayland running. So Xorg.


Ok, try this one, I have reproduced at least one crash on contact drop, it's probably what you have:
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.3


I'll think what can be done for integrated gpu. Nothing comes to mind at this point.

xnonix
10-26-20, 10:57 AM
Testing 0.2.3.

Can you see single player games played by other players?

Boris-Barboris
10-26-20, 11:09 AM
Testing 0.2.3.

Can you see single player games played by other players?


No, and currently no replays for them.

xnonix
10-26-20, 11:20 AM
Just wanted to know what happened here: :06:
https://ibb.co/qC29YGq

No crashes on a 2 hours game. Everything goes smooth.

Plz, comment on SP scenarios I propose? Thx in advance.

Boris-Barboris
10-26-20, 11:37 AM
Just wanted to know what happened here: :06:
https://ibb.co/qC29YGq

No crashes on a 2 hours game. Everything goes smooth.

Plz, comment on SP scenarios I propose? Thx in advance.


Good to know, the bug was nasty, I will not miss him.


I like a) and c) ideas. Campaign is a good place to roleplay the escape and "not killing civilians", and an infinite scenario that does not allow to touch neutrals is doable as well. b) sounds like wasting player's time, don't think I like it. I think there are more intense ways to test player's ability to dodge torps.

xnonix
10-27-20, 02:49 PM
A pair of cuestions came to my mind today:

1.Do a torpedo door opened affect the sound emmited by the submarine because some kind of drag? Is implemented on dsubs?

2. Can we have a discord channel for doing multistation sessions as well as changing ideas about the sim?

Thank you.

Boris-Barboris
10-27-20, 03:18 PM
A pair of cuestions came to my mind today:

1.Do a torpedo door opened affect the sound emmited by the submarine because some kind of drag? Is implemented on dsubs?

2. Can we have a discord channel for doing multistation sessions as well as changing ideas about the sim?

Thank you.




1. No, only flow-induced interference for bow hydrophone and active sonar. Emitted noise does not change.


2. Sure, let's try https://discord.gg/7TFS98f

Boris-Barboris
11-14-20, 09:35 AM
New minor version v0.2.4:


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.4


* Pause/resume simulation button in lower right corner for standalone simulators.
* Contact id drawn above ray data samples on waterfall screens on hover.
* "dup to waterfalls" button in ray data context menu on waterfalls duplicates the ray data sample to all other hydrophones. It handles necessary ray origin transformation and should help speed up triangulation.
* Shift+drag ray data icon in waterfall to create new ray data sample for the same contact.
* Support for multi-propeller submarines.
* Rebalanced propeller noise curves, cavitation effect is much more drastic.

* Fix crash when clicking on text edit box when describing contact.
* Added some more marine animals to the circular arena.
* Circular arena bot friendly kills do not trigger combat bot spawns.





https://i.imgur.com/oxKpuhE.png

Captain Reyes
11-14-20, 08:39 PM
Outstanding design

Overview:
https://www.youtube.com/watch?v=yFpp-zXyWsg

Tutorial:
https://www.youtube.com/watch?v=hfVhq7GteYc

Boris-Barboris
11-15-20, 12:20 AM
Outstanding design

Tutorial:
https://www.youtube.com/watch?v=hfVhq7GteYc




Haha, nice, thanks for kind words.



Oof, that tutorial was rough, disilusioned me quite a bit =), and here I thought my explanations were good. If that's what it takes for an subsim-experienced person to complete, can't imagine the struggle for a person completely new to subsims. I guess much more work should go into the tutorial later.



In Windows10 you can snap window to half of your screen by pressing Win+Left/Right.


No, it's obviously too cruel to place maneuvering bots into tutorials, they were all swimming in straight line. I need to state that in text hints, I guess.

Captain Reyes
11-15-20, 03:31 AM
Tutorial video is currently undergoing cut in order to remove confusing parts. An hint about tgtīs bearing/course or a greater starting distance could help not to get entangled with the tgt right from the beginning. A truth mode switch (sp only) could help understand what is actually going on thus assist in learning. However It is a sim so some investment and trial and error is natural process.

xnonix
11-16-20, 03:45 AM
The tutorial stream is currently undergoing cut in order to remove confusing parts and make it a better learning resource- An hint about tgtīs bearing/course or a greater starting distance could help not to get entangled with the tgt right from the beginning. A truth mode switch (sp only) could help understand what is actually going on thus assist in learning. However It is a sim so some investment and trial and error is natural process and I didnīt find it unpleasant to figure the tut out.

Basically every subsimmer in our community that watched the stream was excited about DSubs.

Nice video Capt. Reyes. Nice video! I'm totally hooked to the sim since one month or so! Welcome!

Captain Reyes
11-16-20, 05:58 AM
Nice video Capt. Reyes. Nice video! I'm totally hooked to the sim since one month or so! Welcome!
Thanks, glad that you liked it!

Definitely a promising project.

Boris-Barboris
11-26-20, 02:00 PM
v0.2.5


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.5



* Tornado supercavitating torp for Lima and November.
* Kilo bot now spawns in the circular arena.
* Circular arena reloads your boat fully when there are no enemy bots.
* Bots lead their shots much better and use spiral pattern.
* Death/victory screen shows your kills.
* Boost Minoga active sonar sensitivity to better lock on Stork.
* Torpedo active sonar ping frequency in search mode increased.
* CIC trim contact data to last 900s available.
* Older ray data samples are less bold on tactical map.
* Fix contacts extrapolating during pause.

Sybie
01-19-21, 07:30 AM
v0.2.5


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.2.5

....


This is gorgeous! Play it every day, the waterfall and physics behind are fantastic. Hope you continue this project.


Cheers:up:

Boris-Barboris
01-19-21, 07:34 AM
This is gorgeous! Play it every day, the waterfall and physics behind are fantastic. Hope you continue this project.


Cheers:up:


Thank you!
Will do, albeit slowly.

Sybie
01-25-21, 12:13 PM
Having the second window staying on top would be nice. So I can have the main map fullscreen and the 2nd. window smaller (ie. sonar) always visible ontop.

Boris-Barboris
02-07-21, 07:29 AM
Cathare28, sory for the drop, I did a maintenance reboot, try again in 5 minutes.

Sybie
02-15-21, 10:22 AM
Finally got you Boris! :Kaleun_Wink::arrgh!:

Boris-Barboris
02-15-21, 10:22 AM
Finally got you Boris! :Kaleun_Wink::arrgh!:
)) Nice passive torp, yeah, didn't know it was that close already.

Sybie
02-23-21, 09:36 AM
:salute: @Boris So you are programming on your own or is there some cooperation with other guys? The detail of sonar is so good, I can only imagine where this sim could lead over time. Bravo!


Just want to encourage you with this and make it more public. :)

Boris-Barboris
02-23-21, 10:14 AM
:salute: @Boris So you are programming on your own or is there some cooperation with other guys? The detail of sonar is so good, I can only imagine where this sim could lead over time. Bravo!


Just want to encourage you with this and make it more public. :)


I'm alone, yes. I would like to publish it on itch.io and ask a couple of youtubers for review after I've made a simple campaign. So far I've only made 1 mission out of 6 planned and it is going pretty slow due to my real-life obligations.


I'll release it, I have to, since I've gone that far. All I can suggest is to not burn out from the mechanics this early, so you don't hate it's guts when at least some people from the outside world join and will need a community. Assuming they will, of course.

Sybie
02-27-21, 06:05 AM
Q: Does the aspect of my own sub play any role in how the enemy can detect my engine noise? I would assume if I drive away from the bandid, my engine/propeller points right towards him, its louder. If I'm heading towards him, I should be quietest. Is this modeled?


Thnx

Boris-Barboris
02-27-21, 06:08 AM
Q: Does the aspect of my own sub play any role in how the enemy can detect my engine noise? I would assume if I drive away from the bandid, my engine/propeller points right towards him, its louder. If I'm heading towards him, I should be quietest. Is this modeled?


Thnx


Correct, though the loudest aspect is broadside. But it's not really that big of a difference, maybe can shave off a couple of hundred meters of detection range. Active sonar reflection to aspect is more pronounced.

Boris-Barboris
03-28-21, 02:46 PM
Small update:
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.3.0


support for completed flag of available scenario. Server-side persistence is not yet implemented.
support for displaying and starting campaign missions in loadout menu.
fixed zombie animals: they were not removed from the simulator on death.
shift hotkey + drag LMB contact's tail ray to translate solution.
proximity fuse logic interpolation to account for low simulator update frequency.
fix weapon aiming handle incorrect dragging offset.
increase animal mass in order to increase torpedo detonation probability.

Client sources are published at https://github.com/Boris-Barboris/dsubs_client

I'm toiling at the campaign right now.
I was also making documentation efforts for common and client parts of the code.

Sybie
04-05-21, 08:35 AM
Awsome, will test it right away. :Kaleun_Applaud::yeah:



Small update:
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.3.0


support for completed flag of available scenario. Server-side persistence is not yet implemented.
support for displaying and starting campaign missions in loadout menu.
fixed zombie animals: they were not removed from the simulator on death.
shift hotkey + drag LMB contact's tail ray to translate solution.
proximity fuse logic interpolation to account for low simulator update frequency.
fix weapon aiming handle incorrect dragging offset.
increase animal mass in order to increase torpedo detonation probability.

Client sources are published at https://github.com/Boris-Barboris/dsubs_client

I'm toiling at the campaign right now.
I was also making documentation efforts for common and client parts of the code.

Boris-Barboris
05-03-21, 03:31 AM
Hello guys!


There was a suggestion to schedule some kind of a PvP match on the arena on the weekend, and I'm inclined to give it a chance.


We will start 0900 UTC Saturday May 8th. I'll start a voice chat in Discord (in the OP post) for casual smalltalk and exchange of experience. Feel free to join us!

Boris-Barboris
05-12-21, 07:51 AM
Well, that went well (congrats to Squirrel and his Lima), so we'll try again this Saturday at the same time: 0900 UTC.

Hop in the Dsubs Discord for further announcements, so I don't flood the topic.
Thanks to all the participans, you've found 3 new bugs in just about 1 hour!



https://cdn.discordapp.com/attachments/770741642230497331/840543435315478568/unknown.png

Boris-Barboris
05-27-21, 02:57 AM
Bugifx update with small tweaks and support for watching replays from arbitrary simulator:


make campaign label a button in scenario selection screen, unbind from onMouseEnter event (prevents unintuitive hover behaviour)
fix right click on contact breaking merge mode
fade out sensor data rays based on the relative age of the last ray, not absolute age
use sub rotation as tacview vel when speed is zero
improve error handling of coop ip address window (fixes crashes when entered address is invalid)
add classify and describe options to waterfall ray data pictogram context menu
simulator_id text field in replay window, A and D hotkeys for time scrolling


https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.3.1


Added circle arena without bots (only fish) for pure pvp.

johnnyrey
01-22-22, 02:23 PM
I just discovered this - are you still working on it? It looks amazing!

Boris-Barboris
01-22-22, 05:45 PM
I just discovered this - are you still working on it? It looks amazing!


Yes, but much slower than I would like too. Man proposes, IRL disposes.

Boris-Barboris
12-18-22, 08:53 AM
https://github.com/Boris-Barboris/dsubs_demo/releases/tag/v0.4.0


New release that features torpedo wire-guidance functionality.


Demonstration video:
https://youtu.be/LNd4vVVRPhA