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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Canadian Wolf
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Great work
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#2 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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Ah just havin' a time there boy.
The basic infinit terrain system is in pre-alpha state. Based off the marching cubes project. Will allow us to generate random sea floors when out at the oceean depths if needed (at first once you get to a depth thats wayyy past crush depth I dont plan on even having an ocean floor, other than to cover up the moon/interior/other stuff you shouldnt see in free camera mode. Got my laser range finder worked on not perfect yet, It can detect distance to other ships/planes etc. but not totally accurate. Got a basic sonar system down. Havnt got audio working yet but unreal has a noise making system that works with their AI system so that you can have certain objects "emit noise" at a certain level that you can set based on as complicated math as you wish or just a value 0-1 which the enemies will then be able to/or not to detect depending on their sensiitivity and if they do detect you they will investigate and it works in reverse, when we have time we will set it up so that you output a certain noiose value based on engine rpm, sound coating, weather conditions, sea temp, biologicals/land blockers, rigged for silence etc. This as also had me start writing down some basic logic for acoustic homing torpedos but I dont want to get ahead of myself. Looking into using the fish flocking behavior the community started (it uses the predator/prey approach, as in the fish will come check something new out like a player, but if it moves or is listed as a predator once they get in close enough to "identify" it they will hightail it out of there, and if you attack they will go it on their own forgetting there friends, otherwise they just investigate, move around you etc.) for the enemy and friendly AI for truely dynamic battles against extremely smart enemys WITH friendly ships helping. UE's AI system is mind blowing, and only getting better. Speaking of sound, going through some old threads on here got me some great sounds to use as a started and taught me into how to create a hydrophone with a mic, when I have time I'll head to homehardware and buy some abs to build one and see what kind've interesting sounds I can come up with for when you man the sonar system. For towed array etc. I'm still waiting on a reply from a community projcet that does what we need for it to be visible, otherwise the towed array will be a moving object with a scaled cylinder for a rope, if I get him to allow us to use his code, or he releases his project (its a WIP) then the towed array will actually be visable as a sonar buoy looking deal with a cable with a little slack in it.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#3 |
Swabbie
![]() Join Date: Mar 2015
Posts: 5
Downloads: 1
Uploads: 0
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I had to rebuild the logic for the submarine a few times, not to mention update the buoyancy system. Been a real hard 2 weeks but now I think its safe to say we got something that is working now. What I need though is how the sub climbs and dives, in seconds versus meters depending on which tank is blown or flooded. That kind of information will help me make this subsim much more accurate to the real thing. Any calculations you guys can offer will be greatly appreciative for Nsomnia and me.
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#4 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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Added a Trello board so people can view progress at a glance/click and vote on features. https://trello.com/b/W4yrCFe2/coldwarsubsim-wip
Also adding in particle systems and working on torpedoes today. I'm asking my partner if he can have a alpha working sub controller for April 3rd. Tech demo is still set for April deadline and first week of April goal (but of course goals are never met)
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#5 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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My partner started work on some convoy AI while I took over finishing up, tweaking, and cleaning up the sub controller. Its a mess, not his fault, its visual scriptings fault. April 5th is looking more like april 15th now.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#6 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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Well in just a few hours I was able to get regular and crash diving with the boolean option of negative tank vented or blown rewritten to a simple one page function. Going to add in the ability for advanced players to adjust the fwd/aft trim if wanted at a later date.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 04-01-15 at 10:49 PM. |
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#7 | |
Watch
![]() Join Date: Oct 2013
Posts: 15
Downloads: 124
Uploads: 0
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Cheers. |
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