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Old 04-02-15, 10:58 AM   #1
Woxor
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Quote:
Originally Posted by nsomnia View Post
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.
This sounds great! Will we be able to control the ballast as well?

Cheers.
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Old 04-02-15, 09:23 PM   #2
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Originally Posted by Woxor View Post
This sounds great! Will we be able to control the ballast as well?

Cheers.
We had that implemented in the original sub controller, we simulated every single tank in the nautilus except for sanitary, fresh water, torpedo tube drains, and oil tanks beacuse I dont think those affect buoyancy. So yes, its definitly a feature there will be a tab for advanced players to adjust ballast in each tank on the fly if they want, how fun that will be? Unknown. Maybe advanced hotkeys like ****+M pump 500L to port ballast tanks to compensate for damage, or shift+ctrl+1 pump 500L out of main ballst tank 1b && shift+ctrl+alt+1 pump 500L into MBT 1b.

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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Old 04-02-15, 09:43 PM   #3
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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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Old 04-05-15, 09:23 AM   #4
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HEy guys I created a new Trello board the proper way so you can Vote on features and comment.

https://trello.com/b/LxPedp4X/projec...ater-wip-board

Ive also added imported links to my siggy which you'll see in my next post for important links.

And BTW I've moved back the goal date to Apr 15 but still making my deadline End of April for the free tech demo.

Will release some shots of the FX and sinking my partner has been working on in his spare him when I get the files from him to record a nice video.
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Last edited by nsomnia; 04-05-15 at 10:01 AM.
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Old 04-05-15, 03:33 PM   #5
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Quote:
Originally Posted by nsomnia View Post
We had that implemented in the original sub controller, we simulated every single tank in the nautilus except for sanitary, fresh water, torpedo tube drains, and oil tanks beacuse I dont think those affect buoyancy. So yes, its definitly a feature there will be a tab for advanced players to adjust ballast in each tank on the fly if they want, how fun that will be? Unknown. Maybe advanced hotkeys like ****+M pump 500L to port ballast tanks to compensate for damage, or shift+ctrl+1 pump 500L out of main ballst tank 1b && shift+ctrl+alt+1 pump 500L into MBT 1b.

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.
That's amazing, hype meter just went through the roof!
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Old 04-05-15, 06:20 PM   #6
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Quote:
Originally Posted by Woxor View Post
That's amazing, hype meter just went through the roof!
In regards to manual trim adjustment for each tank or the sinking effect?

I have the files for our first attempt at sinking a damaged boat and basic torpedo trail. Going to record a video tonight (its easter sunday/monday so with family)

The more input you guys can give the better. Anything you can think of that you would love in a subsim, or you think should be omittted something speak up, we take all input very seriously! We are building off silent hunter 4/5 as a starting point by mixing them and then building off their strengths, fixing their weaknesses, and adding our own twists.
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Old 04-06-15, 09:54 AM   #7
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Got a 3 minute video and some screenies to post here in a few mins. Note these are just placeholders, just to test out the ai and torpedo bubble trail emitters.

Heres the video:


Some screenies to come.
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Old 04-06-15, 09:59 AM   #8
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Screenies:







Sorry about the resolution, straigfht outta the video recording.

Yes there is micro cavitation on the blades. You can just make it out as if the water is swirling around just barley visible, its based on an LOD system we are tweaking and this is just the right distance.
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Last edited by nsomnia; 04-06-15 at 12:18 PM.
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Old 04-07-15, 10:41 PM   #9
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Got the sub controller code version 4 or 5 (still pre-alpha) half way done tonight. It now crash dives and allows the player to blow or vent the negative tank as well as the proper speeds that nautilus would have gone as best as I can figure.

Tomorrow probably re-do and improve the rudder so its not so jerky and if I have time get emergency surface and safety tank added in.

After that its just features. Make the aux/MBT/trim tanks functional (input, GUI sliders on a HUD screen or a ton of hotkeys to remember for quick action? I dont think that quick of action is needed personally I think being able to see the current tank levels and override them if wanted through a simple slider for each tank would be best, both for the players sanity and ease of setup on my end)
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