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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#196 |
Weps
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Also this
In regards to the user interface I'm thinking of having the main controls such as speed, depth and course as well as quick menus similar to SH5 with mods installed that give you officer options (only more advanced menus that can spread out very far) with all the nitty-gritty details in {Shift} + F1-F12 screens for up to 24 advanced deatils/controls screens. During an emergency say the pressure hull was breached that "block" of information from the pressure hull screen would be shown in a "message" window and could be closed or clicked on to bring you to the "Pressure Hull and Trim Tanks" page for example. The entire HUD wil be able to be hidden with a hotkey such as Left Alt + H I intend to have as many hotkeys as a flight simulator for each class of subs. This will be done by using .ini config files for each class of ships. I have code written to import image files at runtime at the very least so modding so far will allow you to apply your own insignias etc. to your ships. Eventually model replacment and mission creating will become a reality hopefully and later a map editor in addition to the mission creator. I will be designing the entire project around modding if the inital input is positive and looks commerical viable enough to do a kickstarter. I'll be thinking "How should I write/design/whatever this so that it can be exposed to allow users to modify it however they want when compiled" You would be able to do everything in the ship walknig around as well such as replacing lightbulbs after depth charged or replacing fuses or adjusting the torpedos running depth. One thing I love from Farming Simulator that I'm hoping to incorporate is a small screen in the top left corner that is turned on/off with F1 key that shows all available & important keys available to you to use at your current position. So if your sitting in the attack scope it might be mouse wheel zoom in/out, home & end view up and dow,n pg up & down rotate scope, E exit scope. When walking around you might have nothing shown and it will auto-hide but if you walk up to say the sonar station E Enter sonar station would appear or T Talk to sonarman or shift+t get quick report on sonar status. Initally the playable area will be as much time as I have to stich together real world creations of the americas west and soviet east coast by hand with anything outside the view of the coast "infinite ocean tiles". You will probably be limited to only major cities/ports and the rest of the coastline will be straight with a random noise algorithim applied to it like in the screens on the last page the terrain is hand sculpted but the coast is procedural. The seafloor past the coastal areas (about 20x20km) will be "bottomless" until I can create a seafloor algorithim. If this is deemed to take too much time to get the first demo out then I will just do single battles with say 32 20x20 coastal areas stitched together and the ocean "infinite tiles". I dont have the means of plotting a course right now. Maps has always been my #1 issue. Fish swimming past teh scope underwater is still going to be there. Weve been able to spawn thousands of schools of 100's of fish each around the players area with only a few frames per second drop ![]() Heres what I'm hoping the world will look like once completed ![]()
Any ideas for gameplay, story, mission ideas, looks, user interface, likes, dislikes, needs, wants, whatever is definitely going to go into designing the demo and beyond if it gets there.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 01-14-16 at 02:54 PM. |
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#197 |
Weps
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![]() Code:
public BiomeType GetBiomeType(Tile tile) { return BiomeTable [(int)tile.MoistureType, (int)tile.HeatType]; } Dynamic weather one day...
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#198 |
Weps
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I've begun sketching up plans for this "test/demo mission" in my notebook and may get started as early as monday blocking it in and re-doing the game logic.
Start in first person mode aboard a sub, asked to drive the tug as the captain is out and the SS-1 has got to get to the drydock for repairs. Your mission is as follows
The results of the code that I'm going to try to port over to UE4 except using the OpenStreetMaps API to build the real world. ![]()
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 01-16-16 at 11:55 AM. |
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#199 |
Weps
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Made an offical fork of the community ocean project to place all my code in as I release it open source and work on it today.
https://github.com/Nsomnia/OceanProject/ Also getting "un-rusted" in my c++ programming and with all the papers I have on ocean simulation going to look at getting some major simulation working and debugging. Going to make the first playable boat just for debugging and simulating at first. Will start a new thread when real development starts, for now I'll keep the updates to "news" but development is officially re-started!
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#200 |
Willing Webfooted Beast
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I look forward to the results
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#201 |
Weps
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Got a gato done up real quick since it was available and will allow me to build up the gameplay test bed real real quick for testing simulations.
Water simulation addons get harder and more intense in complexity and such the smaller they become ie breaking waves, spray etc. Gonna get it rigged and animated tomorrow. Not gonna worry about an interior for now and I didnt bother with the 40 or 20mm deck guns. ![]() http://i.imgur.com/H6T93fE.jpg
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#202 |
Loader
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It's great to see this project active again.
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#203 |
Weps
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The more feedback i get the more i want to work on it. Tell me what you want to play with right away and ill make it and release it!
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#204 |
Weps
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Did some research on explosive simulations undewater water and it seems that you have your inital blast wave and reflected blast pressures off surfaces.
One more thing to take into effect to make this realistic ![]()
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#205 |
Weps
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I havnt been able to get anything more done this last week except some research but starting this weekend I'm going to make a playable gato class simulator real quick just as a teaser and as a test bed to start playing with simulation code.
Underwater currents, underwater drag, detection by planes based on ocean opacity. Oil leaks leave a sheen on the surface making you more visible to planes and air leaks do the same. It wont take me long to have a driveable sub (again) with the ballast/trim/safety/negative/water/fuel tanks and batterys simulated for buoyancy with controls plus propulsion. I have both laser and acoustic range finding algorithims and forumulas put to code already as well as all the other stuff from earlier in the thread ill be porting over to the "new" project. If anyone has the time to layout a basic setup of the Gato class interior with major instruments/devices/machinery etc. I can make that interactive as well
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 02-02-16 at 04:04 PM. |
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#206 |
Weps
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Maybe the pamantino guppy II conversion would be a better boat to start off with I forgot about this page! http://maritime.org/tech/drawings/
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#207 |
Weps
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This is very ambitious project and good luck (sincere !) with it.
My interest here is touch basis with someone like you who obviously knows game engines and leading environmental plug-ins for them. My first issue is the best ocean/sky system. My kind of 1st choice (for purely visual effect) seems to be CETO Ocean System for Unity. Yes, it carries a price tag, but it looks really good. However, as I see, you are more aligned with Unreal engine. What best system for ocean UE has to offer? Is UE generally better/cheaper/more accessible than Unity? BTW, because of pretty stunning effects and graphics my keen eyes are on Naval Action development and of certain interest to me is what they have used. My preliminary research tells me that they used Unity and perhaps CETO. More questions to follow.... |
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#208 |
Weps
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Got the radar, scopes, planes, rudder, screws, hull, search lights, TBT's and loop antenna as well as radio antenna all ready for use today. This weekend a lot of work will get done and ill post a playable version of my work.
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#209 |
Weps
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It seems there has been some new development in Unity in regards to their ocean, although I could easily port the C# to blueprints then to c++ I'm sure; if they stay in development then it will take some of the surface work off me.
http://forum.unity3d.com/threads/the....370818/page-3
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#210 |
Weps
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Got my basic Gato imported cause I was bored tonight and setup a nice ocean set to 1946 Feburary in the northern Pacific. Got a basic wake going and surface movement re-worked REALLY quickly. Gonna get the planes and rudder imported and then get underwater dynamics working again.
Once I get her textured up and the mast details (scopes etc.) and the conning tower accessable (only spent 5 minutes making it so you can walk on the deck) I'll be happier. The surface dynamics are great and I only have the bow and after ballast tanks simulated so far. Tommorrow I'll make them flood/ventable and see how she swims. The shaders are looking alot better than I expected. Got some explosion particle FX ready to test out with my old fish bubble wake trail cant wait to fire some fish. The one thing that will take me a while is making an underwater explosion since thats something you cant find any references on and has to come 100% from stock. ![]() Edit: here she is foamy and wake-y with decks awash all textured up after completing a "Y Turn" with a crew member on deck with a mouth full of salt water! ![]()
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 02-03-16 at 10:42 PM. |
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