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Old 05-24-24, 04:57 PM   #1
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Hello everyone!

This week Axel has been working on a group system for non-player units, which includes pathfinding according to depth/terrain and task/waypoint management. Without getting too technical, individual units (ships, submarines, aircraft) are composed into groups (mixed compositions are available), groups share tasks and waypoints and will operate as a group when pursuing those objectives. Groups can dynamically form and split at the command of a "global" AI director. This should make missions much more dynamic and more replayable.

This group system is built with a new mission editor in mind, where our vision is for mission authors to be able to compose groups in real-time and assign waypoints, etc.
Oscar is making progress on the network update and Einar is working on a few unfinished parts of the the VIIC/41 tower.
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Old 05-25-24, 10:23 AM   #2
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That sounds very... Dynamic! Great concept, would love to hear more as it developes.
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Old 05-27-24, 09:57 PM   #3
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Sounds exciting. I'm looking forward to seeing the next patch.

Speaking of which, are you still working towards the net code patch milestone or have you extended the scope (eh?!?! geddit?!?!?) to include the new features you mention above.

I'm not try to to project manage you, just create a picture in my head of how you're structuring your delivery
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Old 05-31-24, 09:11 AM   #4
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Hello everyone!

This week Axel has continued work on AI and world pathfinding, and debug tools for those features. Oscar has been working on integrating the AI into the new release and Einar is finishing up some modeling work.
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Old 05-31-24, 11:15 AM   #5
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Quote:
Originally Posted by Usurpator View Post
Hello everyone!

This week Axel has been working on a group system for non-player units, which includes pathfinding according to depth/terrain and task/waypoint management. Without getting too technical, individual units (ships, submarines, aircraft) are composed into groups (mixed compositions are available), groups share tasks and waypoints and will operate as a group when pursuing those objectives. Groups can dynamically form and split at the command of a "global" AI director. This should make missions much more dynamic and more replayable.

This group system is built with a new mission editor in mind, where our vision is for mission authors to be able to compose groups in real-time and assign waypoints, etc.
Oscar is making progress on the network update and Einar is working on a few unfinished parts of the the VIIC/41 tower.
It will be useful if these groups can be deployed in formations by a real player acting as "convoy commander", so, for example, two or three Flower class corvettes can sweep an area in an asdic search about a half a mile apart. or be formed into line ahead to protect a flank, or sequentially DC a discovered u-boat? This is I hope a great first step towards players being able to drop into escorts and control them, with AI escorts continuing to follow their formation/route/activity orders. That'll put all the tedious searching into AI boats, but nevertheless have them directed by a human mind, with boats able to prosecute DC attacks again under player control. Meaning they won't just give up merely because a uboat has reached 185m, or the elapsed time for searching has been reached.
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Old 06-14-24, 03:17 PM   #6
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Hello everyone!

This week Axel has continued work on navigation and AI, as well as implementing features for the future mission editor, (such as making the terrain image based, which in the future will allow us to make it editable). Oscar has been working on the refactor of the net code for the patch. This week he has been working on the radio room.
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Old 06-21-24, 06:17 AM   #7
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Hello everyone!

We are still working on finishing the patch, and it's getting there. Oscar is finishing up the new netcode for the radio room. Axel has continued work on navigation and AI. Einar is working on UVs and modeling remaining details for the VIIC/41 tower.
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Old 06-24-24, 08:50 AM   #8
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It'd be interesting to know what the new net-code will permit to be developed.
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Old 06-28-24, 06:50 PM   #9
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Hello everyone!

Axel is back from vacation and is now back at work on AI, terrain and navigation. Oscar has been working on finishing the new net code for the radio room, and it is almost completed. Einar is still working on details for the VIIC/41 tower.
We are currently re-working our routines for updates and community outreach internally, and we hope to have a better way of communicating with all sections of our community in the future.
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Old 06-30-24, 01:42 AM   #10
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I'd really like to see the Audio UI changed for the engine room. This remains a uniquely challenging sound environment in game. In order not to be completely deafened by the diesels, we have to dial back our master-volume to circa 15%. In doing so, the alarm bells cannot be heard at all in the engine room or emotor room, the telephone cannot be heard aft of cylinder #5, DC's explode soundlessly and EOT bells are frequently all but impossible to hear.

We need:

Audio sliders for (volume of) :
EOT bells
Telephone bells
Diesel engine sounds
Alarm bells (preferably with repeaters in both engine/motor rooms)
DC's
Shaft RPM
Clutches and decouplers
Emotors/Generator.

That operate independently to "Master volume" or "effects volume" when in either the diesel or e-motor room, in order that the sound environment can be reasonably tailored. Obviously, the sound environment should be somewhat challenging, and encourage some teamwork in dealing with those problems, however, it's beggars belief that the Germans would fit bells that can't be heard on the EOT's, or that DC's would be soundless! Anyone who plays machinist or engineer, will be deeply thankful for reform of the UI in this respect.
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