SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
-   -   Development Updates (https://www.subsim.com/radioroom/showthread.php?t=226377)

Usurpator 07-20-20 05:47 AM

New development roadmap
 
Here is the new roadmap we've compiled for the future development of the game.

https://steamcdn-a.akamaihd.net/stea...8050fde7db.jpg


0.24 : Simplified mission editor.

This patch introduces a simplified mission editor, as well as Steam workshop support. This is a stopgap measure before we introduce the real level editor in patch 0.30. In this mission editor the player can set mission parameters for an open sea mission, and share the mission with the community through Steam workshop.

0.25 : New water asset, all torpedo types.

In this patch we will design a new water asset. The new water will be more dynamic, it will support both calmer and more stormy weather conditions. The new water will be dynamically deformed by ships and will create wakes and foam in a realistic manner. This patch will also introduce all relevant torpedo types, including FAT and LUT torpedo patterns, as well as realism options for torpedo failure. The player will be able to choose a torpedo loadout depending on the in game year.

0.26 : Complete U-boat interior.

In the current version of the game only the conning tower, control room and radio room are implemented. In this patch we will add the rest of the U-boat interior: The aft and forward torpedo rooms, engine room, galley, officers and crew accommodations as well as new sonar and radio compartments will be modelled and textured in great detail. The control room and conning tower will be retextured using the correct paint scheme.

0.27 : New damage system for ships.

This patch improves the damage model for enemy ships. The new damage model will have detailed interior colliders for each part of the ship, and the ships will be able to deform, burn and break apart in a realistic manner.

0.28 : Global world map.

This patch introduces a global world map with correct land height and barymetric data for the entire world.

0.29 : New AI, Aircraft.

In this patch we will rewrite the enemy AI, making it more capable. This patch will also introduce aircraft, aircraft carriers, torpedo boats, enemies with forward throwing weapons and enemy radar.

0.30 : New level editor with land/global location.

This patch will introduce a complete level editor, using the global world map. The level editor will be used by us to create a campaign (a series of one off missions), and will also be made available to the player community. The editor will enable us to make missions that take place near the coast, such as harbour invasion missions. This patch introduces coastal defence, mine fields, anti submarine nets and block ships.

0.31 : U-boat flooding and damage.

In this patch we will build a realistic damage model for the U-boat. We will also model dynamic flooding of the U-boat interior.

0.32 : New character models/character creator.

In this patch we will build new character models and a character creator. The new characters will have greater variety in appearance and a larger selection of clothing and accessories.

0.33 : Dedicated servers.

In this patch the net code will be reworked in order to support dedicated servers.

0.34 : Playable corvette and Versus mode.

A playable corvette will be introduced to the game as well as game modes for U-boat versus corvette combat.

Caseck 07-20-20 10:23 AM

:()1:

PL_Andrev 07-20-20 12:04 PM

Hmmm... I'm "old school" player so let's focus what is really important for me and another players like me !!!

0.24 : Simplified mission editor. <<< VERY IMPORTANT

0.25 : New water asset, all torpedo types. <<< VERY IMPORTANT

0.27 : New damage system for ships. <<< VERY IMPORTANT

0.31 : U-boat flooding and damage. <<< VERY IMPORTANT

0.34 : Playable corvette and Versus mode. <<< VERY IMPORTANT

0.29 : New AI, Aircraft. <<< IMPORTANT

0.28 : Global world map. <<< IMPORTANT

0.30 : New level editor with land/global location. <<<IMPORTANT

0.26 : Complete U-boat interior. <<< LOW INTEREST

0.33 : Dedicated servers. <<< LOW INTEREST

0.32 : New character models/character creator. <<< LOW INTEREST

Anyway, character creator may be quite interesting option.
Hope with save option to share your avatar-face on uboat.
:salute:

birkenmoped 07-20-20 02:38 PM

Hmmm... I am an "old school" coop-player, so let me focus on the features that are really important to me and players like me: (Sorry, I couldn't resist :03: )

0.24 : Simplified mission editor. <<< VERY IMPORTANT
0.25 : New water asset, all torpedo types. <<< VERY IMPORTANT
- the present water is unfortunately a great immersion killer
0.26 : Complete U-boat interior. <<< VERY IMPORTANT
- the equipment and rooms where they should be AND finally also in the right colour
0.31 : U-boat flooding and damage. <<< VERY IMPORTANT

0.29 : New AI, Aircraft. <<< IMPORTANT
0.27 : New damage system for ships. <<< IMPORTANT
0.28 : Global world map. <<< IMPORTANT
0.30 : New level editor with land/global location. <<< IMPORTANT
0.33 : Dedicated servers. <<< IMPORTANT

0.32 : New character models/character creator. <<< NICE TO HAVE
0.34 : Playable corvette and Versus mode. <<< LOW INTEREST

Thank you "Dev Team" for disclosing the roadmap, I am very much looking forward to the upcoming planned functions.

THE_MASK 07-20-20 03:06 PM

Wow , thats come out of left field . Was not expecting some things on the list .

CapitaCatalunya 07-20-20 08:24 PM

the lack of a full interior was what was preventing me from getting the game, I'm absolutely amazed that it's coming so soon. Once it does I'm getting the game inmediately

gurudennis 07-22-20 02:55 AM

I'd like to point out from personal experience that displaying planned version numbers like that may be a bit too specific. Ultimately, reordering is quite likely as certain features turn out to be easier and some others hit roadblocks. It's better to be vague than to risk disappointing the fans of specific features on the list.

Then there's also the obvious conclusion that some of these features imply at least 3-6 months between versions assuming the scale of the dev team remains relatively small... I am enough of a fan of this game to want something a bit more frequent (even if smaller in scale).

Pikes 07-23-20 05:18 AM

Quote:

Originally Posted by gurudennis (Post 2684604)
I'd like to point out from personal experience that displaying planned version numbers like that may be a bit too specific. Ultimately, reordering is quite likely as certain features turn out to be easier and some others hit roadblocks. It's better to be vague than to risk disappointing the fans of specific features on the list.

Then there's also the obvious conclusion that some of these features imply at least 3-6 months between versions assuming the scale of the dev team remains relatively small... I am enough of a fan of this game to want something a bit more frequent (even if smaller in scale).

It's ok to say what you would like to see. It's a little condescending to tell people how to do it though, even if you might be correct.

Actually the first thing I saw in that list was a weird order from a dev point of view. It's like the features have no connection to how the pair of them work. One might be art heavy, the other code heavy. For example... Full interior... oof... that is a huge modelling and texturing job. Are the guys both doing it at the same time or is one of them working on the next in sequence.

Anyway, I don't know anything about that, I just wish them well and thank them for doing a lot of the things I wanted too. And the game.

Pilot_76 07-23-20 04:36 PM

If I may chip in I’d like a position coordinate display in many formats such as

Decimal Degrees (DD) DD.ddddd 47.64896 -122.34811
Decimal Degrees (HDD) HDD. ddddd N 47.64896 W 122.34811

That is for celestial navigation. I’d copy it and throw it in stellarium and do my sightings. This format only gives me partial info on my current position. The rest is on me.

Usurpator 07-24-20 06:51 AM

Weekly update
 
Hello everyone!
The mission editor was made available to the testers yesterday and will be tested throughout the weekend. We initially planned to release it today, but we want to make sure it is stable first. So far everything looks good, and if no major errors occur, we will release it on Monday.

Aktungbby 07-25-20 02:09 AM

Welcome aboard!
 
gugunot! the infamous :subsim: seven-year-itch stroked again! Nice silent run!:up:

Usurpator 07-27-20 09:21 AM

Patch 0.24 - Mission Editor
 
Hello everyone!
Patch 0.24 is now released. This patch contains a mission editor with Steamworks support. To make a mission, choose Workshop in the main menu, and then select Create mission.
To play Steamworks missions, select Workshop in the lobby menu, then select browse workshop. In the workshop menu, click on the mission you want to play and choose subscribe.
When the mission is downloaded, you can play it by selecting play.

Patch notes:
Added a mission editor with Workshop support.
Map colors can now be changed in the options menu.
Mouse buttons can now be bound to actions just like keyboard keys.
Added 3 additional stop watches.
Added log book to recognition manual.
Updated the Enigma model.

https://steamcdn-a.akamaihd.net/stea...72bc4329db.png

Lost At Sea 07-29-20 06:11 AM

Solid update and impressive roadmap!

I see no reference to the Radio Direction Finder functionality, is it still happening?
Certainly hope so, but thx anyway for everything else :salute:

Cheers,
Lost

Usurpator 08-08-20 09:52 AM

Quote:

Originally Posted by Lost At Sea (Post 2685881)
Solid update and impressive roadmap!

I see no reference to the Radio Direction Finder functionality, is it still happening?
Certainly hope so, but thx anyway for everything else :salute:

Cheers,
Lost

It's not on the roadmap, but we'll work on it whenever it makes sense during development.

Usurpator 08-08-20 09:52 AM

Weekly update
 
Hello everyone!
With the mission editor up and running we'll continue working on the upcoming features listed on the roadmap. Bugs that have been reported will also be fixed.

Fearless 08-12-20 10:39 PM

On steam it advised in the FAQs
Approximately how long will this game be in Early Access?
“The final version of the game will be released in 2020.”

Is that still the case considering the Road Map still has 10 updates to go.

Just wondering.

Usurpator 08-14-20 07:01 AM

Weekly update
 
Hello Everyone! This week we have started working on the new water asset. Most of the week has been spent on getting a nice looking wave spectrum. Next week we will work on a new buoyancy system and an underwater effect.

Gerald 08-14-20 08:14 AM

Quote:

Originally Posted by Onkel Neal (Post 2689410)

Looks like sea to me...."should the viewer have a different feeling".:ping:

JuanLiquid 08-14-20 12:38 PM

The ocean pic is a nice start, it still needs more realism. I'd like to see big and dangerous waves too, which force to navigate in a smart direction.

PL_Andrev 08-16-20 12:45 PM

Quote:

Originally Posted by JuanLiquid (Post 2689470)
I'd like to see big and dangerous waves too, which force to navigate in a smart direction.

Current sea view looks too flat, but I'm not sure "the big and dangerous waves" were positive aspect of submarine attack game.
Additionally, based on US memories the big waves made a early ignitions and detonations of US torpedoes...

See the weather on sea captured on photos during uboat activities:

https://upload.wikimedia.org/wikiped..._War_A4570.jpg


https://gdb.rferl.org/56BE6D3D-8F0F-...1024_q10_s.jpg


https://whyy.org/wp-content/uploads/...20-768x584.jpg


All times are GMT -5. The time now is 01:26 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.