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-   -   Gameplay.... (https://www.subsim.com/radioroom/showthread.php?t=256222)

Hawk66 11-05-23 07:31 AM

Gameplay....
 
So, it seems there is not so much info about the gameplay aspects. I have read that you can take the role of the Captain, but that could mean a lot ;)

In general, is there anything significant gameplay-wise which Dangerous Waters does not have or which is improved ?. I have a bit my doubts that the planned web-based mission editor has the same capabilities/possibilites like that of Dangerous Waters.

Or is the scope of the sim more like of pure simulator, that is the fun comes mainly from manning the systems and understanding them, as well as the physics behind ?

UglyMowgli 11-05-23 01:31 PM

For the gameplay, yes you can take the role of the CO giving order to the "AI" or human crew. If you are the only human in the sub, you can like in DW jump in any station and replace the "AI"



In term of comparison between MNW and DW, there is so much improvements that it's almost impossible to make an exhaustive list, but here some:



- The environment is realistic, the ocean topography/geomorphology, physical properties (temperature, salinity, ...) are based on real data, which mean the way the submarine move, the way the SONAR interact with this environment is realistic.



- The submarine movements are based on physic (depending on the density of the water, the weight of the sub, it's shape, speed, ....). You will feel the inertia not like in DW.



- The SONAR model is a quantum jump, it's the first non classified (and we don't even know if the classified ones use RTRT) to use Real Time Ray Tracing for the sound propagation. The shadow zones will be real one, as the bottom bounce, or weather influence on the screen (you can tell the sea state just by looking at the screen), .....


- Ships and submarines signature will all be different, so 2 ships from the same class will have the same sound characteristics but with small divergence, so after a while you will be able to discriminate to the hull penant.



- The RADAR model is also realistic (not yet as the one in DCS but for a 1st iteration is not too bad)



- The OpFor "AI" should not be as dumb as the one in DW.


- Civilian shipping lanes are based on real data.



And I don't talk about the graphics.

This is why there is a Pro version, the decision maker in some navy and shipbuilding companies found great potentials in MNW.



Finally, for the Mission Editor will be more "powerful" (missions are scripted in Python) and less cumbersome as the one in DW. FPSChaszly made some recommendation for the new editor.

Hawk66 11-05-23 03:16 PM

Thanks.

Python sounds nice. Does that mean access to the engine via python, also during runtime (that is part of the game/simulation loop) ? - similar like Lua in Command Naval Air Operations ?

UglyMowgli 11-06-23 11:26 AM

Can't say a lot about the modules of MNW, not my expertise so I will not speculate and give wrong information.
I will ask the devs in charge.

denis_469 11-12-23 03:24 PM

Would be MNW friendly for modders like SH 3? For example can any insert and easy made new ships and planes like it was in SH 3?

UglyMowgli 11-12-23 05:44 PM

For the modding, I refer you to the interview by FPSchazly.
At 51:16 , he asked the MaslaBros about it.



https://youtu.be/EJUMMWP6u2c?si=2t7l_yXjlD5_QXVp

denis_469 11-12-23 05:52 PM

Quote:

Originally Posted by UglyMowgli (Post 2891758)
For the modding, I refer you to the interview by FPSchazly.
At 51:16 , he asked the MaslaBros about it.



https://youtu.be/EJUMMWP6u2c?si=2t7l_yXjlD5_QXVp

My computer is broken and there is no sound. And there are no free slots to install the card. That's why I can't listen. Write what is there and how.

UglyMowgli 11-12-23 11:53 PM

So from the interview, they want mods like those in DW or DCS but they want quality first so they will after the release (don't ask when) publish modding tools.

Wolfcat 11-28-23 02:33 AM

As 2023 is rolling to a close, is there any new update on the potential release date?

UglyMowgli 11-29-23 12:39 AM

Yes. It was announced at the end of the devs interview linked below (go at 1h30min) for September 2024



https://www.youtube.com/live/O2ZvSV5...EdkWskR7_Tpfd3

Wilko 11-30-23 06:03 AM

Quote:

Originally Posted by UglyMowgli (Post 2893832)
Yes. It was announced at the end of the devs interview linked below (go at 1h30min) for September 2024



https://www.youtube.com/live/O2ZvSV5...EdkWskR7_Tpfd3

Thank you for that, great stuff, really looking forward to this

Aktungbby 11-30-23 11:13 AM

Welcome back!
 
Wilco!:Kaleun_Salute:...back on the surface after a 4-year 'silent run'!:up:

Hawk66 01-31-24 02:24 PM

Quote:

Originally Posted by UglyMowgli (Post 2891781)
So from the interview, they want mods like those in DW or DCS but they want quality first so they will after the release (don't ask when) publish modding tools.

Thx for the update , although "DW or DCS" it is quite a big difference concerning their modding capabilities ;)

UglyMowgli 02-01-24 01:35 AM

DCS for the "realism" (let say "best guesting"), "complexity" and quality of the mods.



DW for the fact that you can easly de/activated mods or select the mods permitted on a MP game (like a having an integrated JGME in the simulator).

Hawk66 02-02-24 08:42 AM

Sounds good!

Aside from modding, the most interesting part for me is (assuming the simulation itself is fine), how immersive the game will be , since the human factor was never a focus so far in a modern naval sim, the crew interaction in available games is more or less static (and always the same) crew reports.

BTW that would also be great if this would be changeable by modders.


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