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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Feb 2020
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Hello
![]() I'm Gabriel from Argentina, I'm an independent simulator and game developer and just wanted to do a quick post here about a personal project i'm working on that hopes to bring open world combat simulation as seen in Silent Hunter series but this time beeing able to jump from unit to unit as in Battle Stations, but keeping a simulation aprouch. The simulation physics have long time in the development and testing and it's been available as a Unity asset for purchase for over 5 years now. https://assetstore.unity.com/package...ramework-15674 Now i have put myself alone to the endevour of finally putting together the dream of having an open world combat simulator where the player can both manage and control diferent units and play a campaign the way they want to. Current state of development: Currently there's no much going on as for features other than the control of the fleet ships and aircrafts both as AI or player controlled. The player will be commanding a fleet or task force from the HMS Eagle set in the mediterrean in 1940. Swordfish torpedo bombers and Sea Gladiators to start with. Against Italy air and naval forces. The map is the Mediterrean sea in a 1 in 10 scale. The player can bring aircrafts from lower deck, give instructions to deck crew to move aircrafts on deck and assign them to missions. At any time player can view or jump in and control any unit naval or air. This is intended to be someting like in B17 The Mighty Eight sim. AI currently can navigate and engage targets on sight. Both anti-air and surface as well as submarines with torpedo attacks. Currently units are trowed in the map in the game editor for testing porpuses, but the idea is to have a strategic AI generate convoys, fleet movements, scouts and air attacks based on the strategic situation of the map resources and objetives. The metod for developing this project is to do a little of everything in with a placeholder art done by myself (not a 3d modeler at all) and hope to have a free to play early version ready soon. In time perhaps i find a way to get some founding to pay for a profesional modeler to make the units. The final idea is to have the player be able to walk arround the carrier and maybe even other ships. But with out descent models this is very dull. Not much can be told about a sim trough pictures but for now it's all i got ![]() Since AI is based on inputs instead of animated, they not allways land safely or catch the wires ![]() Visually it has a long way to go, but at least it can show some of the enviroment. It's a solo, personal project so don't spect much just yet ![]() enjoy ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() in case pictures are not show here is the link to a drive folder: https://drive.google.com/open?id=1kN...2p4kJCgLJfSt05 |
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#2 |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 139
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Now maybe the people will give us a small break regarding the FAA thanks to you
![]() Keep up the great work Gabriel! ![]() |
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#3 |
Seaman
![]() Join Date: Feb 2020
Posts: 33
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Thank you! althou i have to admit i'm not sure what FAA stands for
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#4 |
Gefallen Engel U-666
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LoneWolf_gabo!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#5 |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 139
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#6 |
Seaman
![]() Join Date: Feb 2020
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Ahh, right.
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#7 |
Seaman
![]() Join Date: Feb 2020
Posts: 33
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A raw gameplay footage of an early implementation of deck crew operations. (no transitions nor crew animations yet) I'm still making sure aircrafts can takeoff and land with with a higher rate of succes
![]() Cheers! ![]() PD: The sim runs very smooth and fast, the hipos and low FPS are from video capture. plus my pc is very old in terms of tech, |
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#8 |
Loader
![]() Join Date: Sep 2007
Location: Canada
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Interested!
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MAD MARK, FULL SCALE! |
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#9 |
Seaman
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Some more pics. trying to get videos to make justice on the FPS. So for now some in game shots.
They are zoomed to hide the wip UI ![]() ![]() ![]() ![]() |
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#10 |
Seaman
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Taking off a squad of Swordfish from the Eagle.
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#11 |
Seaman
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Some post effects for a old photo style.
![]() ![]() ![]() ![]() Testing for multiple missions and targets continues... Torpedo hit rate for a moving target has been around 1 in 7 or so in current tweeks. AI is droping torpedos between 800m and 600m from target and varying the lead angle from pilot to pilot. Death rate by AA is very low at the moment. If the AI get's too close it might get hit serval times. but at release distance, casualities are almost none. ![]() ![]() Feels realistic thou. |
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#12 |
Seaman
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Proper 4 inch anti aircraft armament for the HMS Eagle
just something to have a visual representation for now ![]() |
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#13 |
Seaman
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...and here comes troubles!
pseudo Sm 79 ![]() ![]() |
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#14 |
Seaman
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Hello! Been some time since i posted anything or even worked on the sim given the circustances. Also kind of a downer not beeing able to add descent art to the sim. But i keep developing the simulation and the enviroment.
Early implementation of weather and new day/night cycles. ![]() ![]() ![]() |
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#15 |
Seaman
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Hello!
Some pics from development. Gun Crew confined to their stations! ![]() Bridge Crew, some don't like using hats. Also, they don't have a helm yet :/ ![]() Some randomization trown into the map. A Perla class sub cought by the HMS Warspite, view from the FCS. ![]() Warspite sailing into the sunset. ![]() And some videos from the tests for the LSO and AI slow flight handling. Looking to improve the video capture/rendering. but for now it gives an idea. |
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