The publisher, release date and progress
The three questions that are the most often asked to the developers are:
So when the publisher will let us know who he is, maybe we will get what we ask for but until that we will stay in the dark. This is the way! |
That is true so far.
I have a feeling that by the end of this year some light will be shed on this matter. Thanks for spreading the word of truth on this forum by the way. Cheers, :Kaleun_Cheers: |
I wish we could get answers to everything we want, but patience is always rewarded as they say, so maybe something will become known)
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December 14th, we will see some light according to Maslas.
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:Kaleun_Thumbs_Up::salute::Kaleun_Salivating:
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The publisher has been announced, it's Matrixgames
You could follow the stream on the 14th here: https://www.youtube.com/watch?v=b4Xned4UItA https://www.twitch.tv/slitherinetv https://media.discordapp.net/attachm...8/MNW-logo.png |
nice it has some new footage too. let it be known that this community will assist maslas bros in any way possible to see this project to fruition. just ask.
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The best way you can assist is by buying the simulator on launch :03:
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So looking foward to it :Kaleun_Salute:
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It's November 2022 and there's still no news
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Networked stations to tablets and smart phones? Come on. Is that really important in a modern subsim game? And SONAR wasn't the first station finished out, or at least put into a basic initial capability before the first demo? Really? 70% of any modern subgame is going to be SONAR. Pretty much everything I've seen so far in this game is something that can be created in a weekend in Unreal Engine with store-bought assets, and that's from a demo from 2 years ago. And they haven't released anything else showing progress? |
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First the deported screen on tablet/phone will not be released at first.
MNW SONAR model is based on a realistic environment : - Bathymetry, - Sea floor textures (rock, sand, mud, ...), - Sea Temperature, - Sea Salinity, - Ice, - Weather, - .... And also on the submarine own "interferences", like flow disturbance on the SONARs and TAs, .... The model is not like any other submarine sim you ever see, so before coding and testing the model, the devs had to first create the world environment (it take time to select, gather, compile all the needed information) then they started the SONAR model and station design (reading first a huge amount of theoretical books/thesis/reports and papers, looking for information on the A-RCI stations - like the different SONAR screens, buttons positions and functions, .... ) and also doing the same job for all the core functions that have influence on the model (mainly the submarine propulsion & navigation, sensor fusion) and then make them "talk" to each other. That take a certain amount of time. It is tested and retested and tuned by real sonarmen on a multitude of different situations (deep, shallow, coastal water, sea state from 0 to 10, at different season, ....). Do you think it done in one day? (those testers have a job, sometimes they go at sea). So yes you are going to spend a lot of time on the SONAR stations that's why the model and the stations are taking time to implement to be as real as possible without entering the "trouble red line" area. For the information release, see with Matrixgames Public Relation, it's not the devs "buisness". |
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The "ultra realistic" SONAR environment just sounds like more overpromising. The real Navy's SONAR simulators use huge databases dozens of gigabytes in size and super computers to do the computations, and these guys are promising all of this in a laptop game? Call me skeptical. And what "real SONARmen" are testing and tuning this? I find it hard to believe the US Navy would sign off on something like that, especially in active duty sailors. |
Believe what you want. I not here to convince you, I just give facts.
Bye. |
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