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Old 07-02-16, 09:23 AM   #121
bigwillydier
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Originally Posted by themrwho View Post

I have a technical question: It is my understanding Unreal Engine 4 is designed for and suited to small(ish) worlds how are you going to handle drawing a massive scale ocean world like Silent Hunter 3 or 4?

origin rebasing with custom mathlib or massive engine modification (almost rewrite)?
Thank you for your interest in our project!

It seems that none of the major (and affordable) engines have exactly what we require with regard to a massive scale ocean, so there is no doubt that we will be facing a few technical challenges. That being said, we do have some options available to us, including origin rebasing or even developing some custom engine mods.

To be completely honest, we have been spending the last few weeks re-organizing and focusing on developing a detailed project plan. Very soon we will be resuming production and taking a hard look at how we will be approaching this issue.
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Old 07-08-16, 10:29 PM   #122
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After inital planning work starts with more manpower, with more on the way.

Groton, CT is getting played with.



Those of you who know Groton know the scale is off, fixing up in the morning.

More soon including a trailer. Keeping as much as possible under wraps for the time being.
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Old 07-09-16, 03:57 PM   #123
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A sneak peak at the sneak peak trailer

More to come very soon.
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Old 07-12-16, 12:40 PM   #124
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58.16 manhours estimated left for the trailer. We are doing a recruiting drive after, if anyone has any skills they think might help before then let me know: get on the team early.
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Old 07-13-16, 08:46 AM   #125
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58.16 manhours estimated left for the trailer. We are doing a recruiting drive after, if anyone has any skills they think might help before then let me know: get on the team early.
your publicly available trello was great for those interested in your project. I understand you now moved your project planning and progress tracking to a "dedicated project management platform".

any plans to provide public read-only access, like before?
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Old 07-15-16, 10:10 AM   #126
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your publicly available trello was great for those interested in your project. I understand you now moved your project planning and progress tracking to a "dedicated project management platform".

any plans to provide public read-only access, like before?
The software were using does export to a mostly-human-readable code style, similar to the files modders use in some simple Silent Hunter mods, if one of our current/future programmers or myself found the time to write a parser to take that data say weekly and update the website we most definitly will, otherwise we'll be releasing weekly updates.

I promise antoher screenshot today of something we've been toying with.
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Old 07-15-16, 12:25 PM   #127
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An early stage pic of the playable port: New London Submarine Base, Groton, CT, USA (its one of the larger maps modern games can create, there is 8x24km explorable on foot technially it would take you hours to walk from one end to the other) we will be doing procedural coastline generation for the rest of the world obviously going to this much detail for the entire earth is near impossible. The entire river is to be populated to historical or well known landmarks/buildings/roads etc.

Trailer still in the works. Getting old concept models replaced with half decent ones. it will be exciting, were behind schedule, but thats the way game development works early on.

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Old 07-22-16, 10:48 PM   #128
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we are happy to announce we may have found an art department lead, a radioman PO2c who served during the 70's and 80's.

Being an artist will remove a huge burden from myself and our prop and animation artist who have been sharing the load trying to make stuff to SHOW you guys.

We have some updates but they arnt -quite- ready yet.

As a side note, we are looking to fill our team up with navy/sub minded persons with some sort of project related talent, be sure to get in touch if this fits you!
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Old 07-26-16, 02:41 PM   #129
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Just toying around with the US side today. Code department is playing with the physics of torpedoes and missiles launched from underwater and firecontrol associated with such.

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Old 07-27-16, 04:07 PM   #130
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And...

We've picked up TWO MORE talented individuals, both hailing from Germany..

- he's a brilliant coder and.. is kinda blowing my mind with his design ideas..

- and she can take any photo of an object and quickly turn it around in to a highly detailed 3D model!

Welcome Univise and Meli!
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Old 08-08-16, 01:06 AM   #131
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HMS Marulken/Neal & Co, your move

The Tench class sub is shaping up too.


In-Game standing in a CLASSIFIED TOP SECRET class sub's sail.
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Old 08-10-16, 02:31 PM   #132
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New water shader coming

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Old 08-12-16, 01:17 PM   #133
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SS CLASSIFIED Tench GUPPY CLASSIFIED USS CLASSIFIED at dock at CLASSIFIED.

BuShips is working on declass'ing information for SubSim. Hang tight men, a few more bells.

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Old 08-12-16, 02:34 PM   #134
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Doing some side work on a branch of the main game. Little teaser bits.

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Old 08-17-16, 02:12 AM   #135
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Inspector General of Fleet 19 H.G. Rickover in progress talks to a dock worker about the future of fleet boats. Where might the fleet boat lead? TOP SECRET one or CLASSIFIED TOP SECRET system?



Rumor has it the USSR has plans for a atomic bomb from spys inserted into the US during and after the war. A test is thought to be occuring in the next five to ten years. A war could ignite Rickover, and your career.

Where will this all lead?
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