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-   -   Battleship Command (https://www.subsim.com/radioroom/showthread.php?t=228033)

bracer 09-01-18 05:01 AM

Yes, the intention is to be able to give orders to other units, aircraft, uboats and surface ships in battle situations.

As it is now, there is a Deutschland-class which can follow you and fire at the enemy AI.

In the campaign module, you can order uboats and your reconplane around, but you won't see them in the 3d battle module. Yet...

I still have alot of job to do with the campaign module, then I'll focus on enemy AI.

And based on how I manage with the enemy AI, we will see what can be done with friendly AI.



I haven't shown the campaign module yet, but it is basically a 2d gridmap where you do the travelling, search for targets and do some strategy.
During an encounter or if you want to scan manually for targets with the radar, you switch to the 3d battle module.

agathosdaimon 09-01-18 06:53 AM

oh cool, well i hope you go do well with making the AI - have it behave realistically enough - things i would like to see would be an AI that will determine whether to close or open the range depending on its capabilities and whether it can correctly identify enemy ships or not - losing track of ships in combat and accidentally firing on friendlies - this is something i dont see AI do enough of in games (the old simulations canada games did have it where it was caused by depending on how you set the engagement rules for your ships/fleet at the start - the simulations canada games are interesting to look at - the player is always experiencing information as it is received back to their flagship and so friendly units engaged in combat may get lost in smoke or if out of sight and will be too busy to give back status reports, which then means a risk for your fleet of accidentally firing on them if trying to give support and firing before targets have been fully ID'ed)

agathosdaimon 09-07-18 06:56 PM

saw your new post on the campaign module looks great, and it will be exceptional if you go on to have a game world with allied convoys and task forces to contend with


you should also have the Battle of North Cape as a scenario - well have it in stages,


essentially though if you can just provide a campaign that has at a minimum the content of Great Naval Battles 1, that will be superb

bracer 09-10-18 04:14 PM

I'm glad you like it!
Thanks for the support!! Now you can name a cruiser!
Royal navy or kriegsmarine. You'll have bigger chance of facing a Brittish one of course.

GNB is a good goal to aim at!
The main difference is that you'll only have hands on control of your own ship in BC.
I like your ideas regarding the AI!

agathosdaimon 09-10-18 06:05 PM

cool, yes i was think about Cruiser names - well in that case make the British cruiser the HMS Uxbridge - named after the Earl of Uxbridge, who i remember from my readings and artworks about Waterloo.


That is fine if it is just command of BB only - though i think some kind of commands should be able to given to other ships in say your taskforce for instance yes?



In the Simulations Canada game Kriegsmarine, the player commands from a flagship suc as the Scharnhorst and in it you can send movement and engagement orders to the ships with your group, you dont control them directly though, - so you need to get status reports from them too as well as contact reports - both of which may or may not occur if those ships are engaged in combat at the time, likewise how well they will follow your orders will depend on whether they receive them and are not too busy engaged in combat

bracer 09-12-18 02:30 AM

The delay in status/contact reports sounds very cool. I will consider implementing that!

You will start out as captain which limits you to giving orders to your onboard float plane and maybe some escorting destroyer. But as you rank up you may get more units under your command.

As an admiral and flottenchef you may bring other battleships into action.

Allthough the communication between the uboat fleet and the surface fleet was equal to zero, i'm still adding uboats to command. The same with airplanes.

agathosdaimon 09-12-18 03:02 AM

sounds good, - what level of control do you get over uboots and planes? perhaps you can have differing levels of realism there, in that the more realistic setting will mean you dont get to know where your uboats are unless they surface and you cant control them directly, maybe just have sectors you can send them to, but in sending off that order the U-Boot will only get it if they are surfaced and in some kind of contact with your fleet/ ships - again this is perhaps not realistic but at least adds more tension to the game i think - perhaps that is all getting too complex, but it would be cool.


a close to realistic set up would be to have it so U-boots are not overly effective unless you can get a convoy to scatter and so the subs them can pick them off more easily - though you would have to explain to me a little more how you are implementing uboats and planes

bracer 10-02-18 03:54 PM

Another ship to battle is soon ready to slide down to slipway.
Base model and base textures are soon done.

https://i.imgur.com/GmK5K0b.jpg

bracer 10-24-18 05:19 PM

Uboats spotted!
https://battleshipcommand.files.word...10/uboats1.jpghttps://battleshipcommand.files.word.../10/uboat2.jpghttps://battleshipcommand.files.word...10/nelson6.jpg

bracer 11-01-18 06:14 PM

Finally managed to add some smooth shading in my engine!

https://battleshipcommand.files.word.../11/uboat4.jpg
https://battleshipcommand.files.word...1/nelson91.jpg

bracer 11-04-18 03:50 PM

Much thanks to my Patreon and PayPal backers, I’ve managed to get a hold on some nice plans for both the interior and exterior of the Scharnhorst class.
So I feel about ready and very excited to start modelling the main attraction of this simulator!!


https://battleshipcommand.files.word...?w=1400&h=9999

bracer 11-16-18 06:10 PM

Getting there!
https://battleshipcommand.files.word...18/11/bhs2.jpg

Hitman 11-17-18 04:32 AM

That's way more improved than the orginal ones, great job!

I have been so busy with real life that I lost track of your project, will try to catch up a bit in the next days :Kaleun_Cheers:

bracer 11-20-18 07:42 PM

Thanks Hitman!


I needed to wait with the main model until I got a good work flow with creating and importing models into the engine.
Here is a test with the model in it's current state ingame, she is a beast even though she is untextured and unfinished:

https://battleshipcommand.files.word...18/11/bhs7.jpg



I will have a great time when I get the controls/guns/interiors working on this new model!

bracer 11-22-18 06:56 PM

Another render!
Time to work on textures and add small details.

https://battleshipcommand.files.word...18/11/bhs9.jpg

Hitman 11-23-18 01:54 AM

Awesome! If the other ships look half as good this is going to be epic!! :Kaleun_Thumbs_Up::Kaleun_Cheers:

Jeff-Groves 12-04-18 03:57 PM

Absolutely beautiful work!
:salute:

bracer 01-02-19 09:44 AM

Hi guys!
I've compiled a simple navigation trial/demo for my patreons and backers to test.

I thought you might be interested in seeing the tutorial video for it, it shows a little of the new model ingame, flak guns and a new water shader.

https://youtu.be/7BDNWNAvSfE

agathosdaimon 01-17-19 07:58 PM

1 Attachment(s)
Hi i just went to start the demo but got this error so i aborted and had to close it fully with task manager - i have no idea what data corruption would have occurred so i cant risk that i have an ASUS I7 ROG laptop wiht nvidia 860m, i cant still play most new games with no troubles so i am not sure what the problem here is

bracer 01-18-19 03:20 AM

Hi Agathosdaimon!!


There's something in the new shaders that is not compatible.
I will find a solution!

Did you try the old demo I released last year? Did that one work back then?


Cheers!


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