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Old 01-01-08, 10:20 AM   #206
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
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Nukes:
- Since I want to have adding new platforms or modifying of existing platforms as easy as changing your signature in Outlook, I can't completely disable them.
They will be available, at least as unofficial add-on.
I have seen games with nukes. On of that good old F18 simulators had it. Korea and Iraq. Very popular areas for bombing these days I guess. You even could flatten the city with it. You even had to use them in one mission, but not against city, but ships on open water. It also was not megaton doom devices but small tactical nukes.

I think we really don't need nukes to use them. It's not realistic, since they were not used. On the other hand, the boats carried them. Some still do I guess. The feeling of carrying world's end, not wanting but willing to use it if needed .. I think that is something witch coldwar-modern subsim must try to capture. There also MUST be missions of type 'prevent that Typhoon from firing'. At least the launch must be there.

We don't have to stress the damage. We can allow lunch and let the missiles vanish in the deep space. But really, these 'things' do exists. They are designed to being used. You might not like it. I don't like it. But I don't like 'political correctness' too. Somebody will complain about nukes in sim ? Complain about real nukes first.


Configs:
Everything, including GUI, will be easily configured. No projects, no building. TXT files and nothing more. Adding new playable will be matter of having 3d model and notepad.exe.
There will be some scripting language. Lua is candidate number 2, candidate number 1 is again my own language. That will allow some more control. But I'm not fully decided yet. I did something with Lua but it was some time ago, must check new features and so.
There will be chance to add DLL, but I guess it will be needed only in extreme situations, where speed would be needed. I think (based on my work experience) the scripting language (and the database design in the first place) would suffice for most tasks.

Ice:
I would like to have better ice than DW. But ice really is a pain. It would be great if it could break and stay broken. If you could break through with ice breaker ship and another ship could use that broken area. It would be great to have many small ice floes correctly floating and colliding with surfacing sub (and with each other). But that all is pretty expansive. I can't tell at the moment what will be possible. But I can promise I'll try.
As for sonar conditions under the ice, that seems to be no much complications (while big differences).
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