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-   -   New subsim, OpenSSN, in its early stages (https://www.subsim.com/radioroom/showthread.php?t=183873)

PeriscopeDepth 05-26-11 01:42 PM

Perhaps a http://github.com repo? :)

PD

redtyphoon 05-26-11 03:43 PM

Quote:

Originally Posted by Julhelm (Post 1671242)
That sounds excellent. Are you planning on including a 3d engine or using prerendered cutscenes?

I am not, at the moment, planning any 3D stuff or cut scenes. Right now my to-do list is more along the lines of adding torpedoes, writing basic AI and creating a framework for missions.


Regarding repositories, there is a SVN repo set up on sorceforge.net
svn co https://openssn.svn.sourceforge.net/svnroot/openssn openssn

Feel free to e-mail me patches. Please keep them small and well documented.

Weps674 07-16-11 12:09 PM

Yeah! great! I was one of the two guys working on the project and would love to help you finish the work in any way that I can. :)

Michael, the other developer, got a new job and lost interest in the project. I decided that it was too difficult a project to complete by myself, but I have always regretted not finishing it.

Quote:

Originally Posted by redtyphoon (Post 1668679)
Hi everyone. I'm currently working on a new subsim. It's called OpenSSN and can be found over at http://openssn.sf.net. My work isn't entirely new, it's actually a continuation of the work done by the LinuxSSN team several years ago. It appears they abandoned the project after getting some basics working. Since it's open source I've been able to take what they started and run with it.

Right now there isn't much to see (sea), but I will be posting updates here as the project improves and I hope you'll chime in with suggestions or send me some patches (if you're a coder).

Cheers!


redtyphoon 07-17-11 07:52 AM

All aboard
 
It would be great to have you on board. It is a big project to tackle and the more people working on it, the better.

Weps674 07-20-11 11:37 PM

Sounds good. I am building a new linux box. :-)

redtyphoon 07-31-11 07:10 PM

Project update
 
Hi all, I've been taking a break these past couple of weeks to work on other things and give myself a break from all things sub-related.

But now I'm back and making some improvements, which you can follow along with in the SVN code repository. Mostly I'm trying to fix some display bugs. Today I also fixed a bug with torpedoes and added the ability for surface ships to communicate.

By popular demand, I'm hoping to add sounds to this upcoming release, if you know where I can find some good sub sound effects, please let me know.

Weps674 08-16-11 09:01 PM

You know I had forgot that the crew did lots of things for you. Also, didn't the crew get better, the more you played the game. In other words, they started out kind of green, but got fairly good at identifying, tracking, and fire control after a few missions?

Quote:

Originally Posted by Julhelm (Post 1671140)
Off the top of my head:

It has a really nice integrated design that lets you effortlessly jump between stations yet maintain perfect situational awareness all the time. For instance you always have access to weapon/contact/damage info regardless of if you're at the tactical display or at the sonar station identifying a contact.

Also RSR has a well thought out TMA system where your simulated firecontrol crew constantly update the solution for you but what you do directly affects it. Unlike other (training) sims it doesn't require you to manually stack the dots or lay out plotting rulers. Your crew does that and your sonar team will also plot enemy torpedoes for you so you have a much better idea what an enemy weapon is doing than in certain other sims that pretty much require you to man every single station. In RSR you are the skipper and is tasked with command decisions only.

Also it doesn't feature any dedicated sonar screen at all. Basically your crew listens for contacts for you and do a good job of it. I personally prefer that to other games that pretty much require you to sit glued to a waterfall display for no good reason. RSR gameplay is built around commanding a submarine, not monitoring a sonar display.

Also the campaign is simple and dynamic. Depending on which side has the advantage, certain types of missions are generated and transit takes place on a strategic map that of course features sonar detection so it is possible to do sprint/drift etc to get into a favourable firing position. A typical engagement can last anywhere from 15 minutes to hours depending on the enemy and your skill.

Oh, and it simulates blue/brown water ops as well as arctic conditions with floe and pack ice. Different areas of ocean have different sound propagation properties and map overlays are available that allow you to use this to your advantage. Also when you fire a weapon, you set a waypoint and click to fire. Mk48's can be programmed with different search patterns, given multiple waypoints and controlled directly.

I'm sure Daemon can fill you in on whatever I forgot.



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