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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2015
Posts: 5
Downloads: 1
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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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#2 |
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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#3 |
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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#4 |
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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#5 | |
Watch
![]() Join Date: Oct 2013
Posts: 15
Downloads: 124
Uploads: 0
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Cheers. |
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#6 | |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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So far I thought the easiest way would be a tabbed menu you bring up with a keypress where you drag sliders, 100% slider = full of water fully vented, 0% = fully blown We have a very very cool effect of an AI ship sinking after getting hit on the bow. After a torpedo hits it starts slowly filling up with water and then goes bow first down, its pretty cool watching and its a start to the damage system. Will get a video from my partner later or wait till we do a file update so I can record it in HD. Unfortunatly, we are behind schedule for the free tech demo, but hey, thats game deadlines, they are rarely met.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#7 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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After a 5 minute crash dive to 2000 feet (past crush depth obviously or at least what the government will tell us) at all stopped I can verify the new buoyancy system works flawlessly looks pretty horizontal to me
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#8 | |
Watch
![]() Join Date: Oct 2013
Posts: 15
Downloads: 124
Uploads: 0
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