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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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thanks i will try again when i get some time free
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#2 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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works all nicely now thanks - i was able to test the angle of the ship as i have it in my picture -and it lines up close enough with a zoomed in long shot
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#3 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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Great!
If you try out the new fire director, let me know how it works for you! I would like to know which resolution your monitor has and if the text and buttons looks correct and not in weird positions? How is the performance with and without the stereoscopic rangefinder? It should look something like this: ![]() Cheers!
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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#4 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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i will try all those out - i didnt realie the free roam demo includes all thsi too, i just thought it was a roam about demo as there was no intro text window detailing any of the controls
my resolution is 1920x1080 i think i have seen the text all fine so far but will have to try more what are the ingame controls again - how do i bring up the screen that lists the controls |
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#5 | |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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![]() Quote:
No, the demo was actually just for you to check the model! So I didn't bother about the info/loading screen ![]() But you can go into the conningtower and fire the guns, steer the ship or walk around the corridors inside the ship. Boilerrooms are still closed off though... w, a, s, d - walk shift - walk faster shift + control - walk super fast q, e - fly left mouse - open doors, interact with controls right mouse - enable/disable mouse look, turn fire director spacebar - fire flak (bugged in this version) Mousewheel to use binoculars. a, d - sets aim distance at the firedirector/flak director, use shift to speed up 1 - return to first person view, last position 2 - spawn to helm 6 - damage screen r - radarstation f - flak director c - compass t - engine order telegraph Enjoy! ![]()
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM Last edited by bracer; 05-26-19 at 06:41 PM. |
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#6 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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Hey everyone!
I have started to work on a menu-system for the game, it looks fairly 90's at the moment. :-) A very big thing for me is that I have managed to implement a collision model for the FPS camera, which works nicely even though you are walking onboard a moving object! Sometimes I wish I had chosen to use Unreal engine or Unity, so that you could get all those basic things from the start.... ![]() ![]() ![]() P.S It was most definitly not a 50 caliber gun that penetrated and hit my driveshaft.... More like 16inches with the weight of a small car coming at you at 700m/s.
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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#7 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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this looks great! when is the next demo up to test!?
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