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Old 09-30-13, 03:48 AM   #1
tonibamestre
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Count me in aswell with my full support guys, I also want the ultimate classic aeronaval Sim here on my desk.
I was wondering if could be a good idea to develop this Sim like a full base itself with all the ítems implemented. The goal would be to have a future -Dynamic Shipyard - able to add new platforms from time to time,just like in real life. This way,if ships+planes have to be done further on its more simple,and more forces can be implemented from a wide range of countries.
Can you imagine a VIRTUAL SHIPYARD going on,where you can see the building progress of a new battleship or even a CV?

Cheers.
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Old 09-30-13, 02:41 PM   #2
Hans Witteman
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Quote:
Originally Posted by tonibamestre View Post
Count me in aswell with my full support guys, I also want the ultimate classic aeronaval Sim here on my desk.
I was wondering if could be a good idea to develop this Sim like a full base itself with all the ítems implemented. The goal would be to have a future -Dynamic Shipyard - able to add new platforms from time to time,just like in real life. This way,if ships+planes have to be done further on its more simple,and more forces can be implemented from a wide range of countries.
Can you imagine a VIRTUAL SHIPYARD going on,where you can see the building progress of a new battleship or even a CV?

Cheers.
Hi Toni,

Well all this sound very interesting but for the moment we will have to concentrate on the main game features but we will listen and take all good ideas from supporters and see what possible to implement at a later stage within a reasonable time schedule.

But a dynamic campaign made these kind of extra possible but first we will build a solid base for the main gameplay and then we will analyze and see what we can add to further polish the Sim.

Regards the Atlantic Warfare team
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Old 09-30-13, 11:42 PM   #3
04gabriel67
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Hello Xaron!.

Well, I want to thank you for your posts. If there was nobody to raise some doubts about this project, then I start to doubt about it
and about myself.

I have a good friend from Germany who actually helped me on SH3 (and it's on credits there ). I know very well his German way of being.
I am Latin as blood, let's say more temperamental. We have faith and we fight for our believes. Challenging and raising the bar, pushing it above the strict
realism, prove to be more creative. You will be surprised to see that what
you are told over there about us is far from reality.

We are with feet on ground, thank you so much for being worried for us. We are aware about bottle necks also, and each possible problem will be solved when it should be.

I am honored you take time to analyze few things I mentioned on thread but I am sorry, for the moment I could not say more. I stand on what I say; maybe the time to explain and detail a lot will come. In this moment it's not ethical to do it.

As I told you before, if the kickstarter goal will not be reach, there will be no project. For the moment. It will be our fault not advertising enough our intention, our fault not reaching and convincing enough people. We are part of this community and as long there are a lot of people here who support us, there will be nothing and nobody to blame here.

I say again, there will be this project as scheduled if there will be enough supporters. And it will have success. If there will be not enough, we won't give up, it will be an undesired delay only.

Neither do I know nothing about your past or present, I just suppose you are also into this small world of ship simulators. You say you work in huge projects for 10 years now...criticism was all you could offer as support?

Well, at least for me it was all I need I have more reasons now to support Hans and this project in which I believe.

Best regards


Gabriel
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Old 10-01-13, 12:49 PM   #4
makman94
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they reject it before even have seen anything about it yet!

thats really ,lets call it,... amazing

well , i have a question for the community and i expect an honest answer(not to me but to yourselfs) from everybody here (it is my vision of things),

some of us are many years around this forum and most of the old members can confirm my following words:

there was never real moders involved to sh3 and sh4. tweaks to images or adding 1000 ships - planes or tweaking sensors or rewritting campaign files isn't 'moding' . you can call it enhancement but not ...moding. nothing of the aboves is changing (i mean drastically) the gameplay of the game,the game remains the same . this doesn't mean that all of us ,the 'enhancers' didn't 'offer' to this game,on the contrary, but did we change it ,the answer is a big no.
ONLY ,pay attention to this, the last two years something really important made for sh3 and that was H.sie's and Stiebler's patches. yes,this can be called 'Moding' and this kind of moding is what sh3 really needed from day one. i am reading from time to time about the 'bugs' in sh3 and all that i have to say about this is that sh3 has very few (and not important bugs and most of them were solvable) after its v1.4 patch. (enhancements by 'enhancers' is just a matter of time to see the light of day).

the only game of series that is being modded from the start is sh5 by MAINLY only ONE person (TDW aka Racerboy). can you see the miracles that this man has made for this title and he is just one person!

i am trying to say that if you have some real good programmers in your team you can do miracles ! sure ,TDW , is working on an existed code (thats for you Xaron) but this doesn't mean that you can't see how far he went and how far he can go with it ! personally , i think that there are no limits for TDW...imagine him working at a code as he really would like it to be written.

anyway , my question to all of you is:
lets suppouse that you would have to pick the best from our community to be in a project like ATWAR at the 3d designing part. let aside your 'friendships' - egoism here, and name them !
i vote with a big yes to Hans Witteman and now Gabriel (who joined this effort). i would also vote to Tomi99 and Flakmonkey and i have no doupt that everybody will agree with me.
do you have anyone better than the above persons to suggest and trust them to the 3d designing part of the ATWAR ? becuase , i am wodering , who do you exept to start a so risky and so demanding project if not the best of subsim ?

unfortunally , we have no programmers in subsim in order to suggest-vote to them . i would say TDW or Skwasjer but i don't know(my knowledge on programming is...zero) if they are able or have the will for such an effort.

seriously guys, i don't know any better persons to start such a project. do you ?
yes, real talended programmers are really needed to ATWAR team and maybe kickstarter proove that it will be possible to catch the attention. only time will tell . for many of you ,the list may seems extra unrealistic but all that is needed is a good base engine that will be able to handle subs-ships-planes. the SH3 Warship Mod didn't convinced you yet that there are very few missing from sh3 code in order to enjoy surface warfare ? sh2 with destroyer command isn't an old proof that can be done?
as for the cocpit planes and user handling the plane , i also find it very extreme but yet not impossible after seen that almost a full pack for it is allready ready for unity engine. it is secondary in my wish list and personally i wouldn't mind if turned out to be rejected but ,if a good base engine is managed to be build, it will be just a matter of time for airplane cocpit to be added in the sim.

yes , there were many projects failed (i wouldn't say that 'fail' is the right word) at past . for me, the best effort made was the ''Danger From The Deep'' and still till today i was 'waited' somehow this project to be continued.still till today , i wouldn't say that ''Danger From The Deep'' failed.


anyway , i am trying to say that becuase of the past 'fails' ,we must stop ...trying ? becuase something failed ,means that everything will ...fail from now on?
now, look around in these forums and make your 'dream' team....would you leave out Hans or Gabriel from this team ?
as for programmers ...spread the news...the more we have the better i think.

ps: thats my personal point of view and maybe i said things that will 'annoy' some of you . it is just my sincere thoughts and thats only posted for sharing them with all of you. you can disagree-discuss with me if you feel that i was unfair but please contact me via pm as for keeping ATWAR thread clear from such posts
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Last edited by makman94; 10-01-13 at 01:09 PM.
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Old 10-01-13, 05:36 PM   #5
tonibamestre
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Getting back to work........ any chance to include Royal Navy subs on the initial reléase?


http://uboat.net/allies/ships/rn_subs.htm


Thanks and please.......keep speed all ahead flank !
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Old 10-01-13, 08:51 PM   #6
Hans Witteman
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Quote:
Originally Posted by tonibamestre View Post
Getting back to work........ any chance to include Royal Navy subs on the initial reléase?


http://uboat.net/allies/ships/rn_subs.htm


Thanks and please.......keep speed all ahead flank !
Hi Toni,

First we will concentrate on pinning down the surface ships, subs and planes controls mechanics correctly.

Once we have one sub correctly setup it will not be very hard to add more subs later on but don't expect British subs to appear in initial first release.

We are currently looking at a very new and innovative way to release the Sim that will make adding new content a dynamic experience for the player, more will be reveal once the website is up.

Also i already notice that reference material is pretty hard to find specially for ww2 British sub interiors, if a am correct the only existing one is the HMS Alliance.

Regards the Atlantic Warfare team
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Old 10-02-13, 01:47 AM   #7
Xaron
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Thanks guys for the honest answers! I really appreciate it!

@Hans:
Quote:
And since you seem to have excellent coding skills maybe we never know if you might not be tempted to join the ATWAR project since the whole gaming community know very well that mobile is not the future of gaming and specially not Simulation just Google it!
Thanks for the offer but for the moment I have more than a sh1tload of work with my own projects. Well I agree that mobile gaming is not for hardcore sims, but I can imagine to use tablets as enhancements to a computer simulation or just to check things on the way.

@04gabriel67:
Quote:
Neither do I know nothing about your past or present, I just suppose you are also into this small world of ship simulators. You say you work in huge projects for 10 years now...criticism was all you could offer as support?
Yes. Because that's just my experience. The bigger the project the more likely it is to fail. And, more team members don't necessarily increase the success of a project. I'm a simulation fan but I don't work in that business. My main work is as a software engineer (C++ all the day) for a medical device company including a lot of 3d rendering stuff.

Quote:
As I told you before, if the kickstarter goal will not be reach, there will be no project.
That's a pity! I'm really curious about your Kickstarter goal and look forward to more stuff from you but again, is Kickstarter really necessary? I can only assume that it might be hard to reach anything beyond a $10,000 goal for such a niche product.

@makman94:
Quote:
anyway , i am trying to say that becuase of the past 'fails' ,we must stop ...trying ? becuase something failed ,means that everything will ...fail from now on?
A simple answer: Yes. A longer answer: There is no correlation between the number of failed projects and the success. When you failed 10 times it doesn't mean you'll succeed the 11th. Success is a function of knowledge, experience and realistic goals and resources. It's that easy. I don't say you must stop trying. But you must stop trying to bloat the feature list. Make it modular, do milestones. Don't trap into details. I can remember in countless hours of just optimizing the look of particles. Make it just work, do the fine tuning at the end.
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