SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-05-20, 03:57 AM | #31 | |
Mate
Join Date: Dec 2010
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Thank you. Very impressive torp dodges on March the 2nd, Ildifa, and yes, there is a music thing. Just wanted an easter egg of sorts to swim around. I'll try to include the icon in the binary, looks sharp and fitting, though I'll probably tune the color if you don't mind. Well, at least until the title changes for some reason, but that will not come soon. |
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03-07-20, 02:14 PM | #32 |
Nub
Join Date: Mar 2004
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This will sound like a stupid question (because it is) but any VR planned for this?..
lol ok, I am actually being kind of serious :P. let me explain, back in subcommand/cold waters days I found the external views ridiculous, as pretty as they could be (which they werent.. at all) and never used them, so yeah, pretty much sensors, maps and targetting solutions made the game for me. But that doesn't mean I don't like cool 3d graphics, on the contrary, graphic realism improves immersive gameplay by a lot, at least for me. The only game I play nowadays is DCS in VR. for anyone that hasn't tried that yet, you're in for a treat. There's no point going back, just doesn't make sense to me. So I would love to have a subsim game (or space game for that matter, pretty much the same thing I guess) that would recreate the inside of a real or fictional ship with high fidelity with battle station consoles, sensor stations, engineering, weapons etc. in a "non-condescending" way, without fisher-price style interfaces and game mechanics. Does that make sense to anyone?.. I'm not talking about the work that would require which would be considerable of course but I think this could maybe be of interest to a greater public that you might think. DCS can be very technical and you do have a decent amount of people playing it. You say the game core is what matters, the bells and whistles can come later. Couldn't agree with you more, how difficult would it be to "attach" those screens you have been coding to an actual 3d model? using unreal or unity there are pretty amazing and smart things that can be made.. Anyway, don't hate me for this comment. I just found this post a few days ago for the first time and really love the idea and game. Great job man, hope you keep at it. |
03-07-20, 02:46 PM | #33 | |
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I have thought about it too, it seemed to me a natural counter to my lack of graphical competence and resources: a snappy feel of an unusual VR interface. After some consideration I've put the idea on hold. The main causes of my disenchantment were: 1). The 3 main mechanics that I value the most, TMA, waterfall and active sonar, are well covered by inherently 2D interfaces (tactical map, waterfall, active sonar wavefront image). Keyboard and mouse are optimal interaction methods for these interfaces. VR looks like a detriment here, not an improvement. You will effectively spend 95% of the time in the views that do nothing for VR experience, and, in fact, are better off without it. 2). VR is strong at character immersion, which needs character and his environment. For subsim it means at least a detailed bridge and the controls on it +- characters. I certainly do not have a skill nor do I have time for such a system. 3). It should be possible to add VR to Wolfpack IMHO. I think the best chance to have a live experiment on whether VR is viable or not in a subsim is to keep pushing it's devs towards it. Their possible refusal to do it would be a great result in it's own: it would mean that the effort is not justified in current the market. To conclude, I think VR is good for "cockpit" experience. Subsims are not a cockpit experience. Flight and racing sims are. |
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03-07-20, 04:37 PM | #34 |
Nub
Join Date: Mar 2004
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wow, you did think about it.. all valid points, I stand corrected. The only closest thing to what I was saying would be startrek bridge commander (with better graphics, because that thing is hideous..) with your sensor style systems
I guess emulating an existing sub in a game is not great in VR. In light of what you say, the sensors would have to be tailored for VR, much like what they have done for elite dangerous so probably a fictional ship either under the sea or in space with a well thought out interface would work best. You are onto something though, a missing part in most games around. Im sure something great will come out of it. Cheers, Otto Last edited by ottoatom; 03-07-20 at 05:25 PM. |
03-07-20, 07:36 PM | #35 |
Gefallen Engel U-666
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Welcome aboard!
ottoatom!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-24-20, 07:05 PM | #36 |
Torpedoman
Join Date: Mar 2005
Location: CONUS
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lol, awesome! Talk about "Immersion!"
Great sound! |
04-02-20, 04:28 PM | #37 |
Watch
Join Date: Jun 2005
Location: United Kingdom
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Just wanted to say, awesome little project you've got there. I am terrible at Dangerous Waters but this is just great fun to play.
I have only played against bots but I can definitely see the potential ; I love the ability to have multiple instances running on several screens. Are there any plans to add surface ships or perhaps just "neutrals" that players can use to hide behind? Similarly, and since you are not going for full realism, would there be different water biomes / zones that could have different acoustic properties? Looking forward to future progress/updates! |
04-03-20, 08:44 AM | #38 | |
Mate
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Thanks, yeah, love the windowing myself. Neutrals is a good idea, though I'll need to teach AI not to cheat when observing the surroundings. Signal strength is fair, but merged contact discrimination is cheaty atm. Surface probably will not happen. Biomes and currents are a good flavor thing, probably will make it later. |
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04-11-20, 01:12 PM | #39 |
Mate
Join Date: Dec 2010
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Thanks, Mike, you've crashed the server and exposed an interesting bug. I understood your point about the chat.
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04-24-20, 04:04 AM | #40 | |||
Mate
Join Date: Dec 2010
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When you've spawned in your submarine, you launch dsubs_client second time and press connect to another window - it will join the first dsubs_client. Quote:
Yeah, this is Internet being slow. You're far away, problems may arise. Quote:
It definetly can, no worries, probably something lagged. Thanks for feedback and your time. Makes me wish I could do more development. |
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04-30-20, 12:01 AM | #41 |
Sailor man
Join Date: Jan 2013
Location: Hong Kong
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Just found this from the subsim main page, looks great! As a DW and DCS player too, definitely gonna try with my buddies.
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05-04-20, 09:39 PM | #42 |
Watch
Join Date: Jan 2020
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I just downloaded the game and gave it a spin. Very nice!
I'm going to keep watching this. I'm no good but maybe I'll get better =). |
05-30-20, 07:53 AM | #43 |
Mate
Join Date: Dec 2010
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https://github.com/Boris-Barboris/ds...ses/tag/v0.1.0
Good progress on a rather complex multi-simulator front. I've got a working 'instancing' system that allows to run multiple simulators on my server simultaneously, which opens a path to scenarios, campaigns and tutorials. For now a duplicate of the main circular arena scenario is available as a "singleplayer" (you still play on the server, just not with other players) 'instance'. Stub of scenario selection creen: That was the main chunk of work I've pulled off in these 3 months. Some minor tweaks that I've also done:
Grid example: I hope it is very subtle and does not annoy the player. I will start working on all these boring mechanisms that need scenarios work: triggers, progress state saves, dialog boxes, text/radio messages, win/loss conditions, hints and all that. Will probably be ready around October, with a couple of tutorial scenarios. |
05-31-20, 02:38 AM | #44 |
Mate
Join Date: Dec 2010
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frpandore, red cross in left upper corner to abandon the instance.
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06-02-20, 11:28 PM | #45 |
Watch
Join Date: Jan 2020
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Just a note, when I go to get on, I authorize, select a mode (singleplayer, in my case =), select a sub, and then get booted to the startup screen, which then prevents me from authorizing to try again.
Is this a known issue? |
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