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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#15 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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SQ: sure .. the first version will have one or two subs, simple environment. Anyway some basic idea what it should look like in the end should exist.
sonar732: Hmm .. that's a good idea. Simply 'you can' approach. No admiral on flagship, but rather 'god' able to see everything and able to man any station on any ship falling under his command. Certain limits could be switched on for specific mission. Like commanding just one platform, or commanding the fleet but being unable to leave your flagship. Also with multiplayer you could allocate ships to players .. you two handle ASW, you command the aircrafts and I'll command the carrier's protection fleet. XabbaRus: I'm sceptical about 3rd party GFX engine. Sim has quite specific requirements. I know some nice engines for 1st person shooters, and some even for real-time-strategies. But they all have limits. On the other hand subsim engine does not need much. It's just different things. We need to display scenery from 20km height to 500m depth. It would be great to have unlimited mission area (limited to whole world). We need to display water, sea-bottom, rocks, clouds, ice, maybe some marine life. And boats, sure. No human,no trees (or just very basic), no animation is needed (I don't call rotating screws and turrets animation). I don't know engine which could allow that. Anyway I don't consider making such engine to be a problem. It needs smart terrain model, good level-of-detail management, and some playing with water reflectivity so it looks cool. Uh .. I forgot explosions ! :rotfl: I'd say it's doable. Really good sonar model still bugs me more. It needs to be really fast. It must handle all platforms listening all other platforms with high time compressions. Sure .. it is no problem to write simple and fast simulation .. but we want realistic and fast one. I'm already testing some ideas here. Currently I have some nice sound wave tracing program, which can demonstrate layer, deep channel, convergence zones .. but it is too slow to be used in simulation. |
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