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Old 02-15-21, 10:22 AM   #91
Sybie
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Finally got you Boris!
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Old 02-15-21, 10:22 AM   #92
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Finally got you Boris!
)) Nice passive torp, yeah, didn't know it was that close already.
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Old 02-23-21, 09:36 AM   #93
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@Boris So you are programming on your own or is there some cooperation with other guys? The detail of sonar is so good, I can only imagine where this sim could lead over time. Bravo!


Just want to encourage you with this and make it more public.
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Old 02-23-21, 10:14 AM   #94
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Originally Posted by Sybie View Post
@Boris So you are programming on your own or is there some cooperation with other guys? The detail of sonar is so good, I can only imagine where this sim could lead over time. Bravo!


Just want to encourage you with this and make it more public.

I'm alone, yes. I would like to publish it on itch.io and ask a couple of youtubers for review after I've made a simple campaign. So far I've only made 1 mission out of 6 planned and it is going pretty slow due to my real-life obligations.


I'll release it, I have to, since I've gone that far. All I can suggest is to not burn out from the mechanics this early, so you don't hate it's guts when at least some people from the outside world join and will need a community. Assuming they will, of course.
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Old 02-27-21, 06:05 AM   #95
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Icon7

Q: Does the aspect of my own sub play any role in how the enemy can detect my engine noise? I would assume if I drive away from the bandid, my engine/propeller points right towards him, its louder. If I'm heading towards him, I should be quietest. Is this modeled?


Thnx
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Old 02-27-21, 06:08 AM   #96
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Q: Does the aspect of my own sub play any role in how the enemy can detect my engine noise? I would assume if I drive away from the bandid, my engine/propeller points right towards him, its louder. If I'm heading towards him, I should be quietest. Is this modeled?


Thnx

Correct, though the loudest aspect is broadside. But it's not really that big of a difference, maybe can shave off a couple of hundred meters of detection range. Active sonar reflection to aspect is more pronounced.
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Old 03-28-21, 02:46 PM   #97
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Default v0.3.0 update, client open-sourced

Small update:
https://github.com/Boris-Barboris/ds...ses/tag/v0.3.0
  • support for completed flag of available scenario. Server-side persistence is not yet implemented.
  • support for displaying and starting campaign missions in loadout menu.
  • fixed zombie animals: they were not removed from the simulator on death.
  • shift hotkey + drag LMB contact's tail ray to translate solution.
  • proximity fuse logic interpolation to account for low simulator update frequency.
  • fix weapon aiming handle incorrect dragging offset.
  • increase animal mass in order to increase torpedo detonation probability.
Client sources are published at https://github.com/Boris-Barboris/dsubs_client

I'm toiling at the campaign right now.
I was also making documentation efforts for common and client parts of the code.
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Old 04-05-21, 08:35 AM   #98
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Awsome, will test it right away.



Quote:
Originally Posted by Boris-Barboris View Post
Small update:
https://github.com/Boris-Barboris/ds...ses/tag/v0.3.0
  • support for completed flag of available scenario. Server-side persistence is not yet implemented.
  • support for displaying and starting campaign missions in loadout menu.
  • fixed zombie animals: they were not removed from the simulator on death.
  • shift hotkey + drag LMB contact's tail ray to translate solution.
  • proximity fuse logic interpolation to account for low simulator update frequency.
  • fix weapon aiming handle incorrect dragging offset.
  • increase animal mass in order to increase torpedo detonation probability.
Client sources are published at https://github.com/Boris-Barboris/dsubs_client

I'm toiling at the campaign right now.
I was also making documentation efforts for common and client parts of the code.
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Old 05-03-21, 03:31 AM   #99
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date

Hello guys!


There was a suggestion to schedule some kind of a PvP match on the arena on the weekend, and I'm inclined to give it a chance.


We will start 0900 UTC Saturday May 8th. I'll start a voice chat in Discord (in the OP post) for casual smalltalk and exchange of experience. Feel free to join us!
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Old 05-12-21, 07:51 AM   #100
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Well, that went well (congrats to Squirrel and his Lima), so we'll try again this Saturday at the same time: 0900 UTC.

Hop in the Dsubs Discord for further announcements, so I don't flood the topic.
Thanks to all the participans, you've found 3 new bugs in just about 1 hour!



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Old 05-27-21, 02:57 AM   #101
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Bugifx update with small tweaks and support for watching replays from arbitrary simulator:
  • make campaign label a button in scenario selection screen, unbind from onMouseEnter event (prevents unintuitive hover behaviour)
  • fix right click on contact breaking merge mode
  • fade out sensor data rays based on the relative age of the last ray, not absolute age
  • use sub rotation as tacview vel when speed is zero
  • improve error handling of coop ip address window (fixes crashes when entered address is invalid)
  • add classify and describe options to waterfall ray data pictogram context menu
  • simulator_id text field in replay window, A and D hotkeys for time scrolling

https://github.com/Boris-Barboris/ds...ses/tag/v0.3.1


Added circle arena without bots (only fish) for pure pvp.

Last edited by Boris-Barboris; 05-27-21 at 03:01 PM.
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Old 01-22-22, 02:23 PM   #102
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I just discovered this - are you still working on it? It looks amazing!
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Old 01-22-22, 05:45 PM   #103
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Originally Posted by johnnyrey View Post
I just discovered this - are you still working on it? It looks amazing!

Yes, but much slower than I would like too. Man proposes, IRL disposes.
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Old 12-18-22, 08:53 AM   #104
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Default dsubs_demo v0.4.0

https://github.com/Boris-Barboris/ds...ses/tag/v0.4.0


New release that features torpedo wire-guidance functionality.


Demonstration video:
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