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great, i look forward to some naval action!
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Here's a little update!
Pardon my english and the mumbling. If you have any questions about what I explain, please ask and I will clearify! https://youtu.be/69I6xiaUvwQ Cheers! |
thanks for the vid, i will give it a watch as soon as i can
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its all looking nice i can say watching the vid now
i cant wait for there to be an enemy to duel with ! - i would like to go up against some of the british ships from the battle of North Cape ultimately - remind me again will you also make other German ships too some destroyers and cruisers like Hipper and Prinz Eugen maybe? |
Thanks!
Yes, the cruiser that I sank was actually a Town-class (like Hms Belfast from North Cape). Maybe it's time to build a KGV-class ship :) Yes, the intention is definitly to have German AI ships to work together with. Ranging from Bismarck-class down to escorting destroyers as well as u-boats and airplanes. I have a simple code for a Deutschland-class ship following orders, but it needs alot of refining to be reliable. |
cool - so when will the next demo be ready? :)
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I would really like you to try out this version! So as soon as possible.
Sadly I cannot set a date, but I'm working on it! :03: |
Man this has come a long way, great job bracer! :Kaleun_Thumbs_Up::Kaleun_Cheers:
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yes it is looking better and better and i really hope some more patrons can jump on to support you
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Hey!
I have been working on a fire control computer and finally solved the maths!! It has been interesting to program a computer inside the gameworld to calculate my own ingame distances and speeds. The hardest part was to not use too precise vector functions but use a more "mechanical" kind of code too simulate the computer. Now I got tired of math for this week, so I worked on some estethics instead! https://battleshipcommand.files.word...019/03/pr1.jpghttps://battleshipcommand.files.word...019/03/pr3.jpghttps://battleshipcommand.files.word...019/03/pr2.jpg |
thankyou for this post - that is very intersting- i wish i knew how to program games myself so i could better understand the complexity of what you are describing - how do you even do that?
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ship is looking nice - would you be able to put up some more pictures of it from various frontal angles? this might help me with the picture i have been working on slowly in my spare time
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Hey!
I uploaded a "free roam" demo on patreon instead, so you can check all the angles you need! Bear in mind, it is still missing plenty of details, textures and objects like boats, light guns, spotlights and cables. Loading time is still long... But performance should be excellent! https://www.patreon.com/battleshipcommand Use Q and E buttons to fly :-) Hold shift to speed up a little, hold shift + ctrl to speed up more. I have programmed the computer as a "layer" on top of the game-engine, for many reasons. First of all, it's easy to make it malfunction incase of damage from enemy shells. And I can remove some precision, to make it feel mechanical instead of adding random errors. For example I could use the exact 3d-world XYZ-positions to aim the guns precisly at the plotted spot, but I have instead written all the calculations into a few steps, so I could add in errors in the different steps (for example battle fatigue or damage to some part of the system). I will demonstrate the system soon enough! :salute: |
cool demo idea - unfortunately it doesnt work for me - i get the following error at the start - the sound continues, but the game seems to have crashed, i have to go into task manager to close the exe to stop the sound
file not found: 'gnei_rf1.3ds - this is the error message i get at the start |
Arrgh, I was a bit too fast to compile it. Sorry!
Now it should be fixed. You can download the pack again or just the exe and replace it. The exe is renamed to "BattleshipCommandFreeRoam.exe". Yes, I thought it would be more helpful to you than screenshots! Hope it works now! |
thanks i will try again when i get some time free
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works all nicely now thanks - i was able to test the angle of the ship as i have it in my picture -and it lines up close enough with a zoomed in long shot
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Great!
If you try out the new fire director, let me know how it works for you! I would like to know which resolution your monitor has and if the text and buttons looks correct and not in weird positions? How is the performance with and without the stereoscopic rangefinder? It should look something like this: https://battleshipcommand.files.word...3/firedir2.jpg Cheers! |
i will try all those out - i didnt realie the free roam demo includes all thsi too, i just thought it was a roam about demo as there was no intro text window detailing any of the controls
my resolution is 1920x1080 i think i have seen the text all fine so far but will have to try more what are the ingame controls again - how do i bring up the screen that lists the controls |
Quote:
No, the demo was actually just for you to check the model! So I didn't bother about the info/loading screen :) But you can go into the conningtower and fire the guns, steer the ship or walk around the corridors inside the ship. Boilerrooms are still closed off though... w, a, s, d - walk shift - walk faster shift + control - walk super fast q, e - fly left mouse - open doors, interact with controls right mouse - enable/disable mouse look, turn fire director spacebar - fire flak (bugged in this version) Mousewheel to use binoculars. a, d - sets aim distance at the firedirector/flak director, use shift to speed up 1 - return to first person view, last position 2 - spawn to helm 6 - damage screen r - radarstation f - flak director c - compass t - engine order telegraph Enjoy! :salute: |
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