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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#181 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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Thanks!
I will add a few more details to the exterior, then start working on the interior. Then I am aiming on getting the secondary guns online!
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#182 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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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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#183 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
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looking good, - getting the secondaries going would be stellar - after that then what? i am just keen to see more gameplay content, - need another dkm cruiser, a destroyer class, and then a bb and bc for british and ability to sandbox a battle with a number of ships either side but - go at your pace i know being a one man project makes it hard, and sorry i cant donate more, i am a but constrained at my end also
make some convoy ships too eventually and then one can set up a random raid to play which is more like what the scharnhorst undertook i believe |
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#184 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
Uploads: 0
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Thanks!
Yes, so much I want o add, but so little time :-) Now and then I have long weekends where I can program almost 24h a day, and one of those are coming up in two weeks. Then I expect plenty of progress to be made! Not really a roadmap, but a plan for the next demorelease: I am currently working on the exteriors of the ship as you can see, and I need to improve the interiors a bit more. The firecontrol computer still needs to be fixed, both the functionalty and the interface. A radar interface needs to be added to the firecontrol station. Currently, the AI shipcollision is not good, so that's why there's only one enemy in the demo. Should be easy fix. I am aiming at having one battleship, one cruiser, one destroyer and minimum one merchant/tanker ready with a nice model and proper behaviour. On the side, I am writing a new tactical map and I am quite optimistic about it. Later on when the enemy AI is working as intended, then I expect friendly AI should be easy to add. I have some basic code done already, just need to dive in and bug proof it. I have big dreams for the tactical map and how the gameplay will work! Merchant raiding patrols with support from uboats, air units and other surface raiders....
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#185 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
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that is a great vision and i hope others can get on board to support you
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#186 |
Pacific Aces Dev Team
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This all is looking really great bracer
![]() The temptation to improve the 3D models is always there, but the core of the game is what should soak the most available time, you could later get help from other 3D artists to improve or add 3D stuff but coding is better done by a single hand. Speaking of, have you thought about asking some of the usual SH3 modders for permissions to use their work? Many have created ships (merchant and war) and airplanes from scratch, not copyrighted stuff, and they would maybe allow you to use it. Would save you a ton of work. Looking forward to the implementation of the map, it would be awesome in CIC style as a map/plot table where you could superimpose tools, general for map drawing and for plotting and even calculating firing solutions. ![]() Limiting the starting available world to Norway and the arctic sea would be more than enough for a great campaign raiding the Murmansk convoys.
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#187 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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Thanks Hitman!
Yes, improving the 3d models are very fun, and a good way to rest from typing code... That's a good idea, I might ask if people would like to donate models! And I have a strong wish that it will be easy for users to add ships to the game as mods. Otherwise I want to let you know that I got the fire control computer working! The computer now correctly plots new train and elevation for the guns based on the target information you enter. Target speed, target heading, distance and bearing to target.
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#188 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
Posts: 798
Downloads: 19
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Hi!
Here's a video showing some new features of the sim. Sadly the voice recording is quite low, so if you cannot hear what I said feel free to ask.
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#189 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
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Downloads: 19
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I fixed those textures inside the forward fire control room.
They are still only half baked, but with the UV-maps set, it is easy to update them. ![]()
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#190 |
Grey Wolf
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Location: Sweden
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A new freighter has made it into the world.
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#191 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
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very nice1!! next playable update will be awesome
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#192 |
Pacific Aces Dev Team
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Is that a victory ship?
Whatever the case, a new target is always welcomed ![]() Also, love the new targetting computer ![]()
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One day I will return to sea ... |
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#193 |
Grey Wolf
![]() Join Date: Aug 2007
Location: Sweden
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Thanks guys!
This one is losely modelled after a C2 ship.
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#194 |
Grey Wolf
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Location: Sweden
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Yeah, I could not resist working abit on the water shader...
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#195 |
Planesman
![]() Join Date: Sep 2016
Location: Melbourne, Australia
Posts: 188
Downloads: 142
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i think with the water it might look better if it is a darker blue, as it looks a bit too toothpastey atm, - i would be keen to see how the shader looks with a deeper dark blue (or bluish-green) which is more to be expected of an ocean with some depth
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