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Videos (development)
I'll always post the link to the newest video here on top in this first posting of the videos thread.
Sometimes I won't quickly show new stuff even if could, at of time of writing this I am in such a phase. WOTA: Wolves of the Atlantic - U 96 <-- name was "Arcade Missions before" Update: http://www.wolves-of-the-atlantic.co...interior_1.png https://www.youtube.com/watch?v=Qk9t...HkZVROUHFTWYVA http://www.wolves-of-the-atlantic.co...rged_uboat.png http://www.wolves-of-the-atlantic.co...tics_uboat.png http://www.wolves-of-the-atlantic.co...rays_uboat.png https://www.youtube.com/watch?v=nVwJ...FTWYVA&index=1 Update: still working on the light… lighting of ships still need improvement in heavy seas https://www.youtube.com/watch?v=28y_UB-9xEs?vq=hd720 http://www.wolves-of-the-atlantic.co...tic_subsim.png Update: This video shows the water surface refraction and real time global illumination in WOTA. It does not show any game play (but a weird rotating boat ;-) ). In the 2nd half the time of day is accelerated to show the effect of the global illumination: basically everything always automatically visually fits together - at any time of day or any weather. Unfortunately my touch solution isn't really smoothed yet which causes the camera movements sometimes to stutter, but the device can handle it at constant 60 frames per second. https://www.youtube.com/watch?v=1IAL_24bfb4?vq=hd720 http://www.wolves-of-the-atlantic.co...antic_U_96.png Update: Test of the AI controlling the MG 34 mounted on the conning tower. Test set up! Graphics are worse than in game. Aircraft models and the impact explosions of the MG 34 ammunition for testing purposes only. Aim & hit test, no damage simulation: http://www.youtube.com/watch?v=kujnOkUNRIs http://green-hill.de/pictures/MG34_.png -------------------------------------------------------------------------------------------------- Update: WOTA AI Training: Air Attack… (ALL those bad looking models (except submarine) and all of the environment are NOT in game graphics!!!) The graphics are just for testing purposes of the AI programming. (cannons only, no bombs in this test) http://www.facebook.com/photo.php?v=10152364402624604 (can be watched without a fb-account) -------------------------------------------------------------------------------------------------- Update: Some new stuff in this work in progress video. Recorded via AirPlay. (was made as an auto running demo App for a 3rd party company) http://www.youtube.com/watch?v=zBlQVNiEy2s http://www.wolves-of-the-atlantic.co...WOTA_Demo2.png -------------------------------------------------------------------------------------------------- Update: Fletcher Class Destroyer http://www.youtube.com/watch?v=g7eZlxNElQ8 http://www.wolves-of-the-atlantic.co...s/fletcher.png -------------------------------------------------------------------------------------------------- |
A list of WOTA: Wolves of the Atlantic playlists on youtube
Really old and completely outdated (2009/2010): http://www.youtube.com/playlist?list=PL8CC52EC4A84DF290 Newer but also completely outdated (2010/2011): http://www.youtube.com/playlist?list=SP9F0F4808FD34DA1F The Seehund playlist (2012/2013) http://www.youtube.com/playlist?list...lsMLJR4lpL4GHT |
Video of the water in WOTA (July 2013) and a Vorpostenboot:
http://www.youtube.com/watch?v=DQ_YFmgWCMY http://www.hessburg.com/subsim_pictu..._vorposten.png |
Maybe an interesting video, it's from 2011 and not looking good but it shows the buoyancy physics pretty well because it shows MTB's riding the waves (actually they are italian MAS Boats… and untextured)
http://www.youtube.com/watch?v=rZUjQU0h3T8 http://www.hessburg.com/subsim_pictures/MASbuoyancy.png |
Within some days I'll post a new movie here - this will finally show the current look of the game. (last movie and screenshots are almost 5 months old). Stay tuned. :)
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Still no new movie (takes some more days)
But I've just finished the Anschuetz Compass with correct 0.1 degree precision. http://www.youtube.com/watch?v=m1HgKQSH1Fg http://www.wolves-of-the-atlantic.co...ts/Compass.png |
Why are there three rings of numbers?
In the heat of battle, who's gonna be able to sort all of that out, hmm? |
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3 rings, 1 fixed, 2 rotatable - 4 rings of numbers: - outer ring, relative bearing, ring is fixed (to the boats heading) - middle ring,. true bearing, ring rotates and shows true north, it also has a second ring of mirrored numbers on it (flipped by 180°) - inner ring, true bearing, rotates, 1/36 scale for 0.1 degree precision I guess any navigator would prefer a precision of 0.1 degree over just 1 degree. |
So how hardcore should we expect this game to be? More than SH3?
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Which means: Where it makes any sense for the game play and always with options to reduce realism. I will listen to players who find inaccuracies and can provide better data and will try to fix that with updates. You won't be able to use any existing vent on the boat, this makes no sense. But it makes sense to add things like different realistic battery charging modes, diesel-electric drive, different engine settings on port and starboard. to manually flood the different tanks or at least add a simplification for that etc. For example one thing which is totally unrealistically is that the same person (the player) who looks through the periscope is also using the Torpedovorhalterechner. But a lot of players love to do that. In WOTA 100% realism would be similar to the tasks of the commander of the boat. Any extra manually stuff would be counted as >100% realism in the settings. Stuff that's nice to have but not absolutely important. Some people even want to navigate using the stars. Well it's possible to add this, so why not, I just have to learn how that works ;-) The main goal of the sim will be to simulate being the the skipper. This and the realism of the boat and of the enemy technology and environment (like ASDIC function, different layers of water etc.) is most important to me. Also important is the enemy crew, they will "work in shifts" like in real life, you will never know if the ASDIC operator, watch out etc. on the enemy vessel is a tired n00b or an expert at its best moment… But as said before, this is about the main title. Don't expect total hard core realism in the Seehund version for example. Any released version before the main title will be used to fund the work on the main title. Regarding SH3… I would say the realism of it is the standard that a sub sim needs to reach at least. Naturally I will try to make it better and hope that will finally work out. |
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I think you should make it more like AoD than SH3 tbh.
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IGNORE? Cybermat47. I have the feeling you two are gonna get along famously! |
Good work VIC.
Can you say something about the gameplay it self? I understand that many players wish that level of detail. But i didn't understand how it is important for playing? Did the contacts not plotted in the map? Must the player do the navigation by himself and is it than possible to loose the orientation to get lost on sea? I really miss something like a game concept. How does the game work? |
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