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Old 05-21-17, 06:17 PM   #1
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Thanks for the feedback Hitman!
Feel free to aim high, those are the ideas I might have overlooked.

Good points!
Gunnery is surely top priority. You need skill to handle the different rangefinding tools at your disposal; optics, radar and even hydrophones. So I'm carefully researching and programming those parts. You will be able to use simply the optics and get help from the crew, but learning and manning the stations yourself will allow you to be most dangerous.

The technical part will be important as well. You can simply order a speed with the telegraph. But if you handle the boilers and turbines yourself and learn how they work, you might be able to get an extra boost out of the machines, save some fuel or break the ship.

Statistically, you will gather some damage after an enemy encounter. So damagehandling and compromises will be important. If your dieselgenerator breaks, will you use your turbocharger to power the turrets and radars? Or will you sacrifice them for speed and return to base fast?

Regarding the tactical simulation, all I can say is that the Scharnhorst had three airplanes onboard, which would be a shame not to use.
And she usually travelled with destroyers and sometimes her sister ship the Gneisenau.

I believe she also did a patrol with Tirpitz! But she will not be in game for a while...
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Old 05-22-17, 12:48 PM   #2
Hitman
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What really makes such a sim great is having a series of "games inside the game", i.e. gunnery, navigation, all those aspects required a trained officer and crew and are a mini-sim in themselves. Allowing the player to have control of any or all those aspects means anyone will find something for himself on the sim.

One thing I want to point out looking at your videos, I know this is an early testing stage, but the ship reacts too quickly to rudder, telegraph, etc. Those ships had a huge inertia, and you had to anticipate a lot any order. They even had to stop thrust miles away from the destination, so as not to run aground.
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Old 05-22-17, 03:40 PM   #3
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Quote:
Originally Posted by Hitman View Post
What really makes such a sim great is having a series of "games inside the game", i.e. gunnery, navigation, all those aspects required a trained officer and crew and are a mini-sim in themselves. Allowing the player to have control of any or all those aspects means anyone will find something for himself on the sim.

One thing I want to point out looking at your videos, I know this is an early testing stage, but the ship reacts too quickly to rudder, telegraph, etc. Those ships had a huge inertia, and you had to anticipate a lot any order. They even had to stop thrust miles away from the destination, so as not to run aground.
I agree on both points!
Yes, there shall be alot of activities to do onboard, even when just travelling from A to B.
Yes, at the moment 'shaft rpms' = 'ship speed', and neither the latency of the orders, delay in increasing steam or actual accelration in the water is counted in.
But they will be there and match the facts about how it really performed I can find.
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Old 07-11-17, 09:24 AM   #4
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How are things going?
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Old 07-11-17, 04:38 PM   #5
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How are things going?
Hi Hitman!
It's going well I would say! Currently on vacation, so I cannot take any screencap for you.
The biggest milestones since last time is a major improvement in how enemies fire at you. I've built a few new interfaces to get rid of my debug-panel. And modelled and implemented the compass and rudder controls in the helmstation according to video photage of the Scharnhorst and Gneisenau.
Cheers
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Old 07-12-17, 02:29 AM   #6
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Just dropping in to say I've been following your project as well. Keep up the good work!
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Old 07-12-17, 04:12 PM   #7
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Just dropping in to say I've been following your project as well. Keep up the good work!
I'm glad to hear that! Thanks, will do!
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