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-   -   Subsims, eh? (https://www.subsim.com/radioroom/showthread.php?t=215499)

v-i-c- 01-19-15 09:32 PM

Quote:

Originally Posted by nsomnia (Post 2280083)
I have a beautiful AAA quality water system with a perfect buoyency model, kelvin form wakes, prop backwash physics and effects, weather system, day night cycle, underwater god rays to a certain depth, realistic wave splash

Sounds like you bought Frank Kane's Triton.

nsomnia 01-19-15 10:02 PM

I wish, what a joke that asset is, its about as realistic as SH4 in terms of fluid dynamics. I played with the demo, and its not worth 450$ (and I was able to get around the time limit somehow by entering a random string and a random number into the name and serial number... weird.) I think their studio has sold something like 17 units on the asset store I heard somewhere? Plus its coded in c++ with a wrapper library into Unity. I've contacted Frank too and he sounded very arrogant since I wasn't, quote, "seriously interested in a purchase".

I am intersted to see where their updates go... but they SunDog is spending time doing Oculus development instead of fluid simulation.

I have soo many projects laying around half done (local group of C# coders and Unity/Blender/Max users.) I could call this a "Yacht Simulator" at this point haha. Underwater fluid simulation, and even surface, is even harder than Flight Sim work. Do it well however and it sticks around,look how dedicated people are to IL-2 what is it 11 years old now?

When Unity 5 comes out I may put some more hours into it the GI may make the graphics part easier but like you stated its a LOT of man hours for a small team and I wish you had the funding/team size to take WOTA further, I know how hard game design is when you/your team all has to be generalists.

Im curious is it JUST you, 5 years of work later, or a team? I havnt read your whole thread on the Unity forums just glanced through. But all I know is you are worlds ahead of anyone else in a 'modern' subsim. OR naval sim for that matter.

I recently got into Unreal 4. Wow if I had only learned c++ instead of c#.

PS your water shader system is beautiful considering its a mobile build and when I see things like your stormy weather scenes it makes me go 'Blah go work on something else'. Props. Also you do alot of sound work correct? Very curious to see how it will sound on a PC system with a pro sound guy(s).

Will post some pics of my models at some point. 3D modelling is my specialty.
If you need any blueprints let me know I have prints of everything on a type 7. Hundreds of them at hi-res. Down to the windlass gearing.

I count nearly 80 float variables just to calculate drag. You sir are simulating to the max. Viscosity, shaft efficiency, prop size, prop pitch... wow.

CybrSlydr 01-21-15 11:58 PM

Truly impressive stuff!!! Anxious to see the PC release as well!

Aktungbby 01-22-15 12:06 AM

welcome aboard!
 
nsomnia! :Kaleun_Salute:

Jimbuna 01-22-15 06:16 AM

Welcome to SubSim nsomnia :sunny:

Lasstmichdurch 01-22-15 06:28 AM

All my hopes go to this one...great job!!!

ReallyDedPoet 01-22-15 07:43 AM

Welcome to SUBSIM nsomnia :sunny:

v-i-c- 01-22-15 07:15 PM

Quote:

Originally Posted by scissors (Post 2279770)
Please don't play with my heart ..

Some of this looks too good to be true ..

Since today you can download my new app and see some parts of "WOTA: Wolves of the Atlantic" running on your own device - some stuff from WOTA went into this new app which is part of the "WOTA" brand.

http://www.subsim.com/radioroom/showthread.php?t=217960

scissors 01-24-15 12:37 AM

Quote:

Originally Posted by v-i-c- (Post 2281026)
Since today you can download my new app and see some parts of "WOTA: Wolves of the Atlantic" running on your own device - some stuff from WOTA went into this new app which is part of the "WOTA" brand.

http://www.subsim.com/radioroom/showthread.php?t=217960

I wasnt actually implying you were being dishonest , Just my twisted way of saying it looks amazing and i really hope to play this one day on pc .

v-i-c- 01-25-15 01:50 PM

Quote:

Originally Posted by scissors (Post 2281288)
I wasnt actually implying you were being dishonest , Just my twisted way of saying it looks amazing and i really hope to play this one day on pc .

Oh, no I didn't thought that. I just wanted to say that you can see at a bit of the "Some of this looks too good to be true .." content running on your own device with this new app.

DedEye 01-30-15 08:24 PM

stoked!

:Kaleun_Salivating:

Colombianfire360 02-01-15 10:58 PM

such wow many sub
 
Welcome to subsim :rock:

Jimbuna 02-02-15 07:54 AM

Welcome Aboard Colombian :sunny:

Aktungbby 02-02-15 10:37 AM

welcome aboard!
 
Colombianfire360! :Kaleun_Salute:

Phrixus 02-21-15 12:20 PM

Quote:

Originally Posted by CybrSlydr (Post 2240873)
I noticed something similar with flight Sims. After Falcon 4.0, they kind of disappeared until recently with DCS. Space Sims disappeared too until the X-series. Now we have possibly the greatest one ever in Star Citizen/Squadron 42. Around $55 million raisedb- and all we have is a playable demo of a few ships.

I think a kickstarter could do well - look at Warhorse studios Kingdom Come - a non-magical medieval RPG. As long as the word got out, but I haven't the faintest idea of how much of a budget a modern WWII subsim would run - obviously in the millions or tens of millions.

Well, if space sims can be used as a benchmark, it would seem that these niche genres are in a float-and-sink cycle. The X-series was for a long time the sole noteworthy survivor of the genre, and now we're having a massive revival.

It should really be pointed out that crowdfunding like Kickstarter can be a double-edged sword though. Many of those, even those started by people that are quite well-known beforehand, have laughably bad team management (Mighty No.9 and the Dina disaster that's still ongoing) and/or questionable practices (Star Citizen and its increasingly ridiculous pledge prices). There's an inherent risk in this sort of thing, and that's before asking the question of "is the subsim niche market big enough to fund one".

wndrwtr 02-21-15 03:28 PM

Sub Sims
 
The only way I can see a SubSim going back to it's glory days of thousands of players online at any given time, is when a Destroyer Command type of game is integrated into the SubSim's. Such as was done with SHII.
While the graphics have certainly improved greatly, it is obvious to me (IMHO) that players prefer to battle against each other in a predator vs hunter type scenario which the introduction of a FULLY controllable Destroyer would provide that human vs human action...Just my two cents on the situation..LOL


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