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#1 | |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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![]() Quote:
Yes, I had that thought aswell, or the last used firedirector. Then you can leave the director, flip switches on the panels and easily return to your lastly used director. The reason it is the way it is now, is because it actually is the fore firedirector you are clicking and I am planning to model the top/aft stations aswell. Then it would be confusing to click the fore but end up with the top. Not totally sure how to make it user friendly yet.
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![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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#2 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
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well i guess you can just keep it as is and just have the quick jump to location key and that can default as the top director
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#3 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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There is few upcoming features that will affect the system that needs to be taken into consideration. Firedirectors and rangefinders will be able to break from direct enemy fire or splinters. There will also be electrical malfunctions or simply lack of watt produced from the generators, and I am currently researching which systems used electricity. Stabilizer, magnification, rangefinder? Radar of course used power.
On the panels in the room will be more settings for the guns/directors, not sure which will end up on the director HUD or which will be fysically on the panels. Settings like rangeing salvoes, AP, HP or standard projectiles, single or full turret salvoes, there maybe switches to close the vents/flood the storages aswell.
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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#4 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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all sounds good - i hope that you can get those in then have the ship go up against a larger foe
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#5 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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any news on this project?
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#6 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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I have been struggling alot with the lightning/shadows and shaders. Sadly without any satisfying results to show...
I will update you soon on what is new!
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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#7 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
Uploads: 0
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thats disappointing, though i was quite happy with how it was looking before, shadows and shaders can come at the end cant they?
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#8 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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Yes, it's absolutly no priority.
But now and then I get into the mood of learning and improving the graphics. Some shadows on the ship and some lightning inside the helm would be sweet!
__________________
![]() My WIP Battleship simulator on Subsim: Battleship Command: Scharnhorst Discord channel for Battleship Command: https://discord.gg/8HzdGeDcpM |
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