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Old 09-19-20, 03:40 AM   #1
stormrider_sp
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How are you guys going to implement the sonar modeling?


Have you thought about using new technologies like ray tracing?
http://liu.diva-portal.org/smash/get...FULLTEXT01.pdf


Or perhaps open source underwater acoustics models. I remember studying a paper on this a few years ago.


Edit: https://oalib-acoustics.org/Rays/USM...frontpage.html
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Old 09-22-20, 10:00 AM   #2
jaop99
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Quote:
Originally Posted by stormrider_sp View Post
How are you guys going to implement the sonar modeling?


Have you thought about using new technologies like ray tracing?
http://liu.diva-portal.org/smash/get...FULLTEXT01.pdf


Or perhaps open source underwater acoustics models. I remember studying a paper on this a few years ago.


Edit: https://oalib-acoustics.org/Rays/USM...frontpage.html
I think they should hire Jive Turkey, is was a sonarman in a real sub and knows a lot about that!, using declassified info of course

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Old 09-28-20, 01:38 PM   #3
maslas
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Quote:
Originally Posted by Badger343rd View Post
I think you need to have both views

This is under consideration with the idea that the external view of the opponent will only show the predicted position and not the real one...

and that on lower realism setting.


Quote:
Originally Posted by jaop99 View Post
The pics and render looks amazing! good job guys!

Thank you very much!


Quote:
Originally Posted by stormrider_sp View Post
How are you guys going to implement the sonar modeling?


Have you thought about using new technologies like ray tracing?
http://liu.diva-portal.org/smash/get...FULLTEXT01.pdf


Or perhaps open source underwater acoustics models. I remember studying a paper on this a few years ago.


Edit: https://oalib-acoustics.org/Rays/USM...frontpage.html

As we have stated in the past, sound propagation is one of the most demanding features on this project. We've seen this library that is using one ray-tracing algorithm and although it is written in C++, we have serious doubts about it's performance since in our situation we are dealing with many real-time factors.
For the same matter we are investigating two roads one of the two is ray-tracing but powered by the GPU. But please keep in mind that the point on a good simulator is an authentic feeling and result and not just an interesting technology behind it.

We walk carefully on this matter.



Quote:
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I think they should hire Jive Turkey, is was a sonarman in a real sub and knows a lot about that!, using declassified info of course


Of course we have watched all of his videos, he is doing a very interesting job and when things will become a little more clear on how this project will actually progress we are aiming to get in contact with him.
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Old 09-28-20, 05:27 PM   #4
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This needs clarification, I'm thinking in terms of what you would see in Dangerous Waters or DCS. It's more of a cinemagraphic context.similar to what we see in the Silent Hunter series not the Tactical in cold Waters.People like to admire their own ship or look at the enemy vessel.I think you understand what I'm talking about.A weapon to target view is the money shot in sim's as well.The external view in Cold Waters is greatly appreciated for ambiance(I use the muddy water mod so its not a tactical crutch)
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Old 10-05-20, 01:30 AM   #5
maslas
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Quote:
Originally Posted by Badger343rd View Post
This needs clarification, I'm thinking in terms of what you would see in Dangerous Waters or DCS. It's more of a cinemagraphic context.similar to what we see in the Silent Hunter series not the Tactical in cold Waters.People like to admire their own ship or look at the enemy vessel.I think you understand what I'm talking about.A weapon to target view is the money shot in sim's as well.The external view in Cold Waters is greatly appreciated for ambiance(I use the muddy water mod so its not a tactical crutch)

Well we have some features regarding the ambience and movie like tecno-thriller feeling that trust me it will make you very happy
And I am not talking about the screenshots that follow. They are just a small development gift.

Reality...





... MNW


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Old 10-06-20, 11:24 AM   #6
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Terrific!!!, what are you using UNREAL ENGINE 4? Unity?

I prefer UE4, the new contract is better than the old one, you start to pay only 5% when reach 1 million USD sold.

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Old 10-06-20, 12:47 PM   #7
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Well we have some features regarding the ambience and movie like tecno-thriller feeling that trust me it will make you very happy
How about showing us an example of this???
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Old 10-18-20, 01:12 AM   #8
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Quote:
Originally Posted by jaop99 View Post
Terrific!!!, what are you using UNREAL ENGINE 4? Unity?

I prefer UE4, the new contract is better than the old one, you start to pay only 5% when reach 1 million USD sold.


Thanks

This project is not built collectively on one framework(game engine) and that happens on purpose. Various frameworks are used for different purposes (rendering, networking, physics, UI etc.)



The current version is using unity for real-time rendering but that is a subject that might change in the versions to come.


Yes I agree, the new UE4 terms seem better than the old one.




Quote:
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How about showing us an example of this???

Many external views with realtime action sequences are going to be used.
How about that?







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Old 01-01-21, 07:40 AM   #9
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This looks amazing! Count me in as a buyer as soon as it's available.

Do your plans only cover SSNs at the moment? Any plans for accurate simulation of SSBN ops?

Also, really hoping that we can get away from this "Scenario" based warfare like in CW and DW. Would be awesome if we could actually have full control from port. I realise that this would mean you wouldn't be doing much 99% of the time, but hey, that's realism for you. Perhaps a few aggressive time warp options could help with this?
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