SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Indie Subsims
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 11-20-19, 01:01 AM   #11
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 95
Downloads: 0
Uploads: 0


Default WEEKLY UPDATE

Hello again, everyone.

Work continues on the environmental aesthetics, and I'm glad to say the clouds have drastically improved since last week, both in quality and optimization.





Just to make it clear there's lots of possible cloud coverage levels, just most of these screenshots have more to show off the new graphics.







Also, like the sun, the moon is now correctly positioned for the date, time, longitude and latitude, and also has the correct phase for the date.

A full moon can look almost as bright as daylight.



But of course, at a different phase, it's far less bright.



And of course, given the environment of the game, being fully 3d/fly-through is a must.

6,000 feet:



15,000 feet:



30,000 feet:



And... 90,000 feet. This is actually higher than the S-300F Fort was rated to be able to engage targets, but I brought it up this high just to showcase the sky appearance from A-12/SR-71-type altitudes:



Like the ocean, the cloud system is subject to constant tweaking and improvement, especially with regards to its very high-altitude aesthetic.

Environmental details and aesthetics like this are one of those things that are easy to take for granted when done well, but very apparent when they're not.

But another reason I'm putting so much work into this particular aesthetic is so that at some point, dynamic weather and weather zones can be implemented, which will effect things like sonar, radar, aircraft flight, flight deck operations, missiles, ship speed, etc.

It's particularly worth noting to that end that the Juliett-class submarine, showcased early in this thread and a submarine built around firing anti-ship cruise missiles, can only fire its missiles in conditions up to sea state 6. This, as an example of a significant way weather effects play aside from the more obvious ways like reducing sonar range/sensitivity.

I will note, though, that as soon as the high-altitude appearance is done being set up, work will resume on more mechanical/gameplay-oriented code.

That's all for now, thanks for joining us.
AzureSkies is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:09 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.