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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Frogman
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v-i-c your work so far looks very very impressive and I'm following it with much interest. Fantastic work so far mate.
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#17 |
Watch
![]() Join Date: Dec 2012
Location: Alberta, Canada
Posts: 29
Downloads: 0
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This looks very promising. It will be on the top of my list for games to watch out for.
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#18 |
A-ganger
![]() Join Date: Apr 2010
Location: AlaBama
Posts: 75
Downloads: 352
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Please don't play with my heart ..
Some of this looks too good to be true .. |
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#19 | |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
Downloads: 10
Uploads: 0
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Multiplying the hours with what I usually charge my customers as a freelancer resulted in 1.248 Million EUR ![]() In other words, no one would make such an "expensive" joke. And I guess at the end I will get only a few EUR per hour back ![]()
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#20 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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Ive been watching WOTA, hes making it using the Unity engine (The Forest, Spintires, Construction Simulator 2015) and I too have been attempting making a sub simulator. I have a beautiful AAA quality water system with a perfect buoyency model, kelvin form wakes, prop backwash physics and effects, weather system, day night cycle, underwater god rays to a certain depth, realistic wave splash and a beautiful exterior model of a type VII. But coding the boat physics, let alone underwater physics. Makes my head hurt too much and seeing WOTA get further and further has made me leave it.
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#21 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
Downloads: 10
Uploads: 0
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Sounds like you bought Frank Kane's Triton.
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#22 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
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I wish, what a joke that asset is, its about as realistic as SH4 in terms of fluid dynamics. I played with the demo, and its not worth 450$ (and I was able to get around the time limit somehow by entering a random string and a random number into the name and serial number... weird.) I think their studio has sold something like 17 units on the asset store I heard somewhere? Plus its coded in c++ with a wrapper library into Unity. I've contacted Frank too and he sounded very arrogant since I wasn't, quote, "seriously interested in a purchase".
I am intersted to see where their updates go... but they SunDog is spending time doing Oculus development instead of fluid simulation. I have soo many projects laying around half done (local group of C# coders and Unity/Blender/Max users.) I could call this a "Yacht Simulator" at this point haha. Underwater fluid simulation, and even surface, is even harder than Flight Sim work. Do it well however and it sticks around,look how dedicated people are to IL-2 what is it 11 years old now? When Unity 5 comes out I may put some more hours into it the GI may make the graphics part easier but like you stated its a LOT of man hours for a small team and I wish you had the funding/team size to take WOTA further, I know how hard game design is when you/your team all has to be generalists. Im curious is it JUST you, 5 years of work later, or a team? I havnt read your whole thread on the Unity forums just glanced through. But all I know is you are worlds ahead of anyone else in a 'modern' subsim. OR naval sim for that matter. I recently got into Unreal 4. Wow if I had only learned c++ instead of c#. PS your water shader system is beautiful considering its a mobile build and when I see things like your stormy weather scenes it makes me go 'Blah go work on something else'. Props. Also you do alot of sound work correct? Very curious to see how it will sound on a PC system with a pro sound guy(s). Will post some pics of my models at some point. 3D modelling is my specialty. If you need any blueprints let me know I have prints of everything on a type 7. Hundreds of them at hi-res. Down to the windlass gearing. I count nearly 80 float variables just to calculate drag. You sir are simulating to the max. Viscosity, shaft efficiency, prop size, prop pitch... wow. Last edited by nsomnia; 01-20-15 at 12:08 AM. |
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#23 |
Lieutenant
![]() Join Date: Jul 2004
Location: Beverly, OH
Posts: 263
Downloads: 13
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Truly impressive stuff!!! Anxious to see the PC release as well!
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#24 |
Gefallen Engel U-666
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nsomnia!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#25 |
Chief of the Boat
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Welcome to SubSim nsomnia
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#26 |
Watch
![]() Join Date: Feb 2004
Location: Germany, Frankfurt
Posts: 23
Downloads: 59
Uploads: 0
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All my hopes go to this one...great job!!!
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#27 |
Canadian Wolf
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Welcome to SUBSIM nsomnia
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#28 | |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
Downloads: 10
Uploads: 0
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=217960
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#29 | |
A-ganger
![]() Join Date: Apr 2010
Location: AlaBama
Posts: 75
Downloads: 352
Uploads: 0
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#30 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
Downloads: 10
Uploads: 0
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Oh, no I didn't thought that. I just wanted to say that you can see at a bit of the "Some of this looks too good to be true .." content running on your own device with this new app.
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