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Old 01-01-15, 12:58 PM   #16
bart
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v-i-c your work so far looks very very impressive and I'm following it with much interest. Fantastic work so far mate.

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Sounds excellent and I cant wait for the PC release!
Me too.........
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Old 01-12-15, 05:37 PM   #17
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This looks very promising. It will be on the top of my list for games to watch out for.
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Old 01-19-15, 12:16 AM   #18
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Please don't play with my heart ..

Some of this looks too good to be true ..
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Old 01-19-15, 07:11 AM   #19
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Originally Posted by scissors View Post
Please don't play with my heart ..

Some of this looks too good to be true ..
Just for fun I wanted to know how expensive my working time on WOTA was till today:

Multiplying the hours with what I usually charge my customers as a freelancer resulted in 1.248 Million EUR . But this is the rate that I use for my premium customers. When I use the lower (officially recommended) rate the result is still 548,000 EUR. When I use the total dumping price (which I sometimes was forced to work for during the 2000s) then the result is still 280,000 EUR.

In other words, no one would make such an "expensive" joke. And I guess at the end I will get only a few EUR per hour back
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Old 01-19-15, 09:28 PM   #20
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Ive been watching WOTA, hes making it using the Unity engine (The Forest, Spintires, Construction Simulator 2015) and I too have been attempting making a sub simulator. I have a beautiful AAA quality water system with a perfect buoyency model, kelvin form wakes, prop backwash physics and effects, weather system, day night cycle, underwater god rays to a certain depth, realistic wave splash and a beautiful exterior model of a type VII. But coding the boat physics, let alone underwater physics. Makes my head hurt too much and seeing WOTA get further and further has made me leave it.
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Old 01-19-15, 09:32 PM   #21
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I have a beautiful AAA quality water system with a perfect buoyency model, kelvin form wakes, prop backwash physics and effects, weather system, day night cycle, underwater god rays to a certain depth, realistic wave splash
Sounds like you bought Frank Kane's Triton.
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Old 01-19-15, 10:02 PM   #22
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I wish, what a joke that asset is, its about as realistic as SH4 in terms of fluid dynamics. I played with the demo, and its not worth 450$ (and I was able to get around the time limit somehow by entering a random string and a random number into the name and serial number... weird.) I think their studio has sold something like 17 units on the asset store I heard somewhere? Plus its coded in c++ with a wrapper library into Unity. I've contacted Frank too and he sounded very arrogant since I wasn't, quote, "seriously interested in a purchase".

I am intersted to see where their updates go... but they SunDog is spending time doing Oculus development instead of fluid simulation.

I have soo many projects laying around half done (local group of C# coders and Unity/Blender/Max users.) I could call this a "Yacht Simulator" at this point haha. Underwater fluid simulation, and even surface, is even harder than Flight Sim work. Do it well however and it sticks around,look how dedicated people are to IL-2 what is it 11 years old now?

When Unity 5 comes out I may put some more hours into it the GI may make the graphics part easier but like you stated its a LOT of man hours for a small team and I wish you had the funding/team size to take WOTA further, I know how hard game design is when you/your team all has to be generalists.

Im curious is it JUST you, 5 years of work later, or a team? I havnt read your whole thread on the Unity forums just glanced through. But all I know is you are worlds ahead of anyone else in a 'modern' subsim. OR naval sim for that matter.

I recently got into Unreal 4. Wow if I had only learned c++ instead of c#.

PS your water shader system is beautiful considering its a mobile build and when I see things like your stormy weather scenes it makes me go 'Blah go work on something else'. Props. Also you do alot of sound work correct? Very curious to see how it will sound on a PC system with a pro sound guy(s).

Will post some pics of my models at some point. 3D modelling is my specialty.
If you need any blueprints let me know I have prints of everything on a type 7. Hundreds of them at hi-res. Down to the windlass gearing.

I count nearly 80 float variables just to calculate drag. You sir are simulating to the max. Viscosity, shaft efficiency, prop size, prop pitch... wow.

Last edited by nsomnia; 01-20-15 at 12:08 AM.
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Old 01-21-15, 11:58 PM   #23
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Truly impressive stuff!!! Anxious to see the PC release as well!
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Old 01-22-15, 12:06 AM   #24
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nsomnia!
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Old 01-22-15, 06:16 AM   #25
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Welcome to SubSim nsomnia
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Old 01-22-15, 06:28 AM   #26
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All my hopes go to this one...great job!!!
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Old 01-22-15, 07:43 AM   #27
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Welcome to SUBSIM nsomnia
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Old 01-22-15, 07:15 PM   #28
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Quote:
Originally Posted by scissors View Post
Please don't play with my heart ..

Some of this looks too good to be true ..
Since today you can download my new app and see some parts of "WOTA: Wolves of the Atlantic" running on your own device - some stuff from WOTA went into this new app which is part of the "WOTA" brand.

http://www.subsim.com/radioroom/showthread.php?t=217960
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Old 01-24-15, 12:37 AM   #29
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Quote:
Originally Posted by v-i-c- View Post
Since today you can download my new app and see some parts of "WOTA: Wolves of the Atlantic" running on your own device - some stuff from WOTA went into this new app which is part of the "WOTA" brand.

http://www.subsim.com/radioroom/showthread.php?t=217960
I wasnt actually implying you were being dishonest , Just my twisted way of saying it looks amazing and i really hope to play this one day on pc .
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Old 01-25-15, 01:50 PM   #30
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Quote:
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I wasnt actually implying you were being dishonest , Just my twisted way of saying it looks amazing and i really hope to play this one day on pc .
Oh, no I didn't thought that. I just wanted to say that you can see at a bit of the "Some of this looks too good to be true .." content running on your own device with this new app.
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