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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Weps
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Location: Canada
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Got the conning tower, compass repeater, conning tower compartment and control room compartment prototype textured and imported this morning.
Pics. ![]() ![]() ![]() ![]() ![]() All automatic unwrapped and textured, when the time comes for polish they will look 10x better.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#77 |
Weps
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Location: Canada
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Torpedo data computer is gathering basic data just fine, as well as a ship tagging system.
Got a modeller getting stuff like the TDC itself and other props modelled in as placeholders, I'll post his work when I get time and his permission its really starting to heat up!
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#78 |
Weps
![]() Join Date: Nov 2012
Location: Canada
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A quick TDC, gonna fill out the pipes and non-useful stuff with SH models for prototyping unless anyone says its a bad idea, not selling it but trying to get a real visual treat without sacrificng gameplay.
Having issues simulating the TDC calculations however. Behind schedule with v0.12 ![]()
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#79 |
Weps
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Got the AngleOnBow issue figured out now I can power through the TDC and start hitting the moving tanker ship!
Then I'll make some nice dials and a nicer GUI than current. Behind schedule but major update v0.12 comnig.
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#80 |
Planesman
![]() Join Date: May 2005
Location: Germany
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Wow...that looks fantastic! Great work so far.
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#81 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
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Got planar reflections and sub surface refraction updates, the ocean looks killer; will it make it into v0.12ptd dpends if Unreal Engine 4.12 comes out of preview status for release time. We'll see.
Screenies to come.
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#82 |
Weps
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[img]http://i.imgur.com/NzqJB2d.png
[/img] ![]() Getting more TDC work done today. Trying to solve angles very hard math for me since I didnt do well in high school math.
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#83 |
Weps
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Weve got the angle problems solved without needing to code quaternions, still using eulers.
Working on completing the TDC now that thats fixed as well as drawing torpedo tracks, angles, headings etc. which will mean protractor/ruler functions etc. My coding is getting better and better everyday the more I work with teh API to do these advanced concepts rather than script them. Seriously big updates coming soon I was delayed 2 weeks by the rotation angles problem. Got a guy modelling the engine room. Characters will be kicking hot brass and loading shells into the deck gun.
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#84 |
Planesman
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Location: Germany
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Great news nsomnia, looking forward!
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#85 |
Weps
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Sky before and after.
This is without the new refelection system also. ![]()
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#86 |
Weps
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Image updates with my lead modellers work in the last few days.
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#87 |
Arctic Warrior
Join Date: Oct 2008
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I'm guessing the Marlboro's probably won't be in the final release version.. Lol
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Big Willy DIE-r Just a guy makin' games with pals.. |
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#88 |
Weps
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No not unless theyre paying haha.
Map update. ![]()
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#89 |
Weps
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Map is now locating all contacts properly
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#90 |
Weps
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Playing around with single waveforms at their largest size with the current ocean setup (can do up to 8 of these to make reandom stormy weather, currently WIP map showing it off)
![]() Our next ocean system will allow dozens or hundreds of waves from macro (large) to mini to make surface transit crazy with wet lens and camera shake and boat roll/pitch/yaw from wave forces.
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