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Old 02-01-11, 01:05 PM   #61
reaper7
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Hi Hanns, If anyone could complete a project of this scale - I belive that person to be you mate .
If you do start, if there's anyway I could help my services are yours .
Not sure what I could do for you, maybe some Interface design or something.
As for what is needed in a uboat and so far has not been touched by the Silent Hunter franchise is a proper working Stadimeter.

Current Sh3/4 type use's a vertical stadimeter, where as Uboats had a one that switched between vertical and horizontal. Great when mast height and ship length are known - using stadimeter with these dialed in obtained the AoB.

Best of luck with the project mate

Last edited by reaper7; 02-01-11 at 02:39 PM. Reason: Had stadimeter written in instead of AOB
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Old 02-01-11, 01:48 PM   #62
Hans Witteman
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Originally Posted by fitzcarraldo View Post
@Hans: in the thread:

http://www.subsim.com/radioroom/show...96#post1587796

There is a long interchange of opinions about a possible new game from Sonalyst. It´s for a modern warfare or subsim game, but there are a lot of good ideas about gameplay and dreams about a sub game. I recommend you to read it!

Regards.

Fitzcarraldo
Hi Fitzcarraldo,

Thank for the link i will have a look later on today

Best regards hans
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Old 02-01-11, 01:52 PM   #63
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Oi, Herr Witteman,

Like you, and most members here on SubSim, we dream of the ultimate Sim.

I too, am old enough, and I miss the days when Gaming-Studios released stuff like Falcon F16, or Janes never ending Sims on Planes or Helicopters.

Mechwarrior (yeah, i know )

I too would like a good SubMarine Sim.

PS. I love that render of you in the Tower!
But seeing you every day....lol! Good you removed it!
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Old 02-01-11, 01:59 PM   #64
Hans Witteman
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Originally Posted by Hitman View Post
Hans,

you and your friend should consider joining Daemon in his long-term project to build a WW1 UBoat simulation. Basically, the same engine he is developing (With the most incredible and amazing attention to detail and realism I have ever seen -and I have tested some of his pre-alphas) would work perfectly as a WW2 UBoat simulation with just adding the new 3D models you so well develop.

A colaboration bewteen you guys would push the project forward easier, and Daemon's one is also a commercial one, so you could find the income there.

Ask him to send you per PM a dossier about his sim and an outline of his current progress and schedule, you will be amazed

http://www.dreadnoughtproject.org/heinrich/main.htm

Forum here at subsim.com:

http://www.subsim.com/radioroom/forumdisplay.php?f=178

Ignore that the page has not been updated for a long time, work is going on steadily behind the curtains.
Hi mate,

Thank for the link i have read it and this gentleman is doing a great job and seem to be very dedicated to this great project.

I am not closing the door completely on this possibility but the only problem i see is that for doing such an intensive work on any project development you first need to feel passionate about that particular era and theater of operation and ww1 doesn't trigger that gut feeling for me.

But like i say we have not take any final decision yet and don't be surprised if we simply abandoned the idea because we know how long and hard the road could be.

And i already mention that we have start sharing this idea 2 years ago and did some work on it.

Let's say that at the moment my hearth said do it at any cost and my brain is saying don't be a fool!

Best regards Hans
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Old 02-01-11, 02:07 PM   #65
Hans Witteman
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Originally Posted by urfisch View Post
hey hans.

i would come aboard! truly...



i was trying to fascinate the people here several times the last years for such a great project. but its nearly impossible. so, dont take the reactions personal.

i am a studied graphics-artist. my skills are:

2d design, layout and conception
3d design, layout and conception

let me know, when your firm starts working. would be an option to buyout the sh5-code (or a license) from ubi. so nothing needs to be done from the scratch. the engine is great. and i think with access to the code of sh5, EVERYTHING we ever dreamed of would be possible.

Hi mate,

If we ever start serious development of it rest assure that we will contact you mate.

As for buying the license i am on the poor side of thing so not an option for me unfortunately.

Our only true alternative is Unity 3d and Ogre 3D the developer of the imperial flotilla is using Ogre already so it is encouraging to see that Ogre seem fit for the task.

Anyway regarding coding i am almost illiterate so it up to my buddy to look at it he say he will analyze the possibility in the weekend so i will have more on this next week.

Best regards Hans
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Old 02-01-11, 02:13 PM   #66
Hans Witteman
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Originally Posted by Fubar2Niner View Post
@Hans

I love your drive and ambition kaleun. If this ever comes to fruition subsimmers will be worshipping you till the end of time mate. Unfortunately I can't offer any skills, just a suggestion..........

WOLF PACKS, WOLF PACKS, WOLF PACKS

Best regards.

Fubar2Niner
Hi matey,

Please no worshiping i hate cult leaders

For wolf packs it is a priority for both of us and if we ever start it don't expect to be playing that until 2014 or 2015 so if 2012 is true then nobody will ever play it!

Best regards Hans
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Old 02-01-11, 02:17 PM   #67
Hans Witteman
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Originally Posted by NGT View Post
(sorry for bad English)


Hello Hans,

what are you think about that:

After the release of U-boottypIIA, according to the gamers feedback, starting enlarges this mod.

Instead of a absolute break of 12 or more months, better is adding something new every few weeks, and transform U-boottypIIA to simply U-boot.

Somebody starting a carrier with your future IIA can give feedback and, probably continuing play with the VII some weeks later, always giving feedback.

Meantime, the new campaign model will be ready, so the same players will start a really new campaign with the newcomer IXB.

During this road to perfection, new elements will come, and the players will be the continuous testers of all that. It happens like that for all the supermods here.

For me, is better like that, no several months of silent running, and after the "big bang" with 3.568 threads with questions and answers.

Like that people will stay longer inside The Game, and (new) people will be (re)interested.

Thank you for your time.

PS: For me, after playing for 5 years the (almost) same scenario over the 5 seas, a new campaign model with a new more complex behaviour for the (escaping) ships is the first priority. Drama graphics the second one (explosions, blood, flooding, fire, survivors...).
Hi NGT,

Nice point you are making here for sure this is what i have in mind for my mod to update it with new content each week and slowly but surely integrating the elements that fellows shipmates want to see in it.

Best regards Hans
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Old 02-01-11, 02:18 PM   #68
Hans Witteman
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Originally Posted by danzig70 View Post
This article might be helpful. It discusses the development process of a pirate game. http://www.garagegames.com/community/blogs/view/15757
Thank mate will have a look later on

Best regards Hans
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Old 02-01-11, 02:27 PM   #69
Hans Witteman
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Originally Posted by drakkhen20 View Post
I think the indepth character(first person) is a great idea. It really sucks you in and having characters to talk to and interact with is cool too, kinda gives you the effect of becoming a family. Set skills for your a.i. characters that you could build on would be awsome too. Like if your engineer was a greenhorn he would have a low skill level and as the years gone buy of wrench grinding he would become a veteran and now everything about his engine room and set experience on a set engine. Same thing for your own character as well. You first start off with no respect from crew and after a few years patrolling and some good tonnage and few close calls he could have alot of respect from his crew. Actual repair times and such. Enviroments are a plus too. You cant imerse yourself in a simulator if your enviroment is crap such as going through locks, sounds, actual navigational rules of the road, drift,wind speeds and current actually effect how your boat reacts in the water,diffrent water clarity transitions from sea to sea, some sea life would be cool too, random darkness at night and weather based on seasons and currents,jet streams and such. This forum actually has alot of mods that try to incorperate these suggestions. maybe you could contact some of the modders and ask to see if they would let you incorperate into your project.
Hi mate,

Yep good point you are making here to but regarding skill point it would be more relevant that you gain them on a per patrol basis and not year.

I don't know if you ever heard of an old game call wing commander even if old the dynamic career path was so well done and immersive that i still remember it today.

We have already find a easy way to add sea life without killing the fps
it would be trigger as random events based on sub coordinate ex:
you enter grid 51 and whale are swimming around when the whale lod dissapear at distance then another trigger a fish of school passing by etc same for the seafloor elements rock, plant etc.

Best regards Hans
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Old 02-01-11, 02:32 PM   #70
Hans Witteman
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Quote:
Originally Posted by reaper7 View Post
Hi Hanns, If anyone could complete a project of this scale - I belive that person to be you mate .
If you do start, if there's anyway I could help my services are yours .
Not sure what I could do for you, maybe some Interface design or something.
As for what is needed in a uboat and so far has not been touched by the Silent Hunter franchise is a proper working Stadimeter.

Current Sh3/4 type use's a vertical stadimeter, where as Uboats had a one that switched between vertical and horizontal. Great when mast height and ship length are known - using stadimeter with these dialed in obtained the stadimeter.

Best of luck with the project mate
Hi mate,

How about finding a u-boat fanatic philanthrope for a start

Where are the billionaires when we really need them

Don't worry mate if we ever start we will consider all the help that we can get and thank for encouraging us.

Best regards Hans
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Last edited by Hans Witteman; 02-01-11 at 07:46 PM.
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Old 02-01-11, 02:36 PM   #71
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I am not closing the door completely on this possibility but the only problem i see is that for doing such an intensive work on any project development you first need to feel passionate about that particular era and theater of operation and ww1 doesn't trigger that gut feeling for me.
I know, I know, that's why I said that you could colaborate in the common parts of the game (3D engine, physics, maps and some models) and then each one complete it with the period models and campaign you want
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Old 02-01-11, 02:41 PM   #72
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Originally Posted by Hitman View Post
I know, I know, that's why I said that you could colaborate in the common parts of the game (3D engine, physics, maps and some models) and then each one complete it with the period models and campaign you want
Seems like a good way to go forward .
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Old 02-01-11, 02:42 PM   #73
Hans Witteman
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Originally Posted by Hitman View Post
I know, I know, that's why I said that you could colaborate in the common parts of the game (3D engine, physics, maps and some models) and then each one complete it with the period models and campaign you want
Hi mate,

Yes i understand your point that why i mention that i am not completely closing the door on it.

My head is swirling in fury since i start this thread

Best regards Hans
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Old 02-01-11, 05:53 PM   #74
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No, not here to start trouble.....

I do like the idea of this corroboration, it's a scratch my back and I'll scratch yours kind of thing, you help them out with your expertise to finish their WWI scenario sim and they do the same with your WWII scenario sim, built from the same foundations they would be modules into the same engine, maybe even, dare I say it, leading to a modern Nuclear Submarine module at some point in the future, all the time adding patches to the previous modules as you discover new things / ways of doing things. Will cut development times down also, and we get 2 sims for the price of one (and yes, I would pay for it).

Ok, so that's my cloak of negativity safely packed away for the day...
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Old 02-01-11, 07:23 PM   #75
Hans Witteman
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Originally Posted by Damo View Post
No, not here to start trouble.....

I do like the idea of this corroboration, it's a scratch my back and I'll scratch yours kind of thing, you help them out with your expertise to finish their WWI scenario sim and they do the same with your WWII scenario sim, built from the same foundations they would be modules into the same engine, maybe even, dare I say it, leading to a modern Nuclear Submarine module at some point in the future, all the time adding patches to the previous modules as you discover new things / ways of doing things. Will cut development times down also, and we get 2 sims for the price of one (and yes, I would pay for it).

Ok, so that's my cloak of negativity safely packed away for the day...
Hi Damo,

Yes i still consider it as a true viable alternative, this kind of work is so huge in scope that only cooperation could get thing done in a reasonable time.

But like i say earlier we are just doing our brain storming process because we need to analyze all the shortcoming issues before we say go for it.

For myself it is not a big problem i can spare lot of time on this since my kids are raised but my buddy is just starting a small family so this could be one of our main issues, i will never accept that he put is family aside for our project.

Best regards Hans
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