SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Subsims & Naval Games > Blue Water
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-27-2019, 05:50 PM   #61
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Herman View Post
Sources often vary, which begs the big question, will players be able to modify operational data if they feel one source is more credible than another? This is how it is done in both Harpoon and NWAC, the games do not profess to be omniscient. Players can enter their own operational data parameters. Of course, there are some self-important developers (of games that cannot be mentioned) who think they know it all and only have one set of 'allowable and acceptable' performance data.
That goes right in with modability - so it's something I'll definitely be aiming to include.
Quote:
Originally Posted by Herman View Post
I read about a hypothetical Soviet missile guidance system whereby one missile acted as the targeting system facilitator for a group of other missiles that actually carried warheads. This was supposedly used to facilitate long-range over-the-horizon engagements. It was only mentioned in a novel, so I do not know if it ever existed or not (probably not.)

Will the game be able to simulate and allow such potential systems?
More than hypothetical, that's the actual way the P-500s and their derivatives/modernizations work.

Both of these things are the sorts of things I'd definitely want to include - the latter in particular has been on my mind as I've been working on the cruise missiles, since something like this would so radically alter their behavior.

Hard to say what'll make it into the early access or not, though.
AzureSkies is offline   Reply With Quote
Old 08-27-2019, 05:58 PM   #62
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default WEEKLY UPDATE

Progress.






Last edited by AzureSkies; 08-27-2019 at 06:06 PM.
AzureSkies is offline   Reply With Quote
Old 08-28-2019, 10:35 AM   #63
Medley1991
Swabbie
 
Join Date: Nov 2017
Location: Belgium
Posts: 9
Downloads: 1
Uploads: 0
Default

I only see on real life the GoalKeepper firing, but the russian version have realy this "green" trace ?

The GoalKeepper is more yellow/orange.
Medley1991 is offline   Reply With Quote
Old 08-28-2019, 01:42 PM   #64
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Medley1991 View Post
I only see on real life the GoalKeepper firing, but the russian version have realy this "green" trace ?

The GoalKeepper is more yellow/orange.
I've seen Soviet tracers depicted as usually being green as far back as WWII. Here's a video clip of what's ostensibly an AK-630 firing - the colors are hard to read on the old video quality, and the old video quality would suggest using tracers was more of an 80's thing - but they do appear like they're green, just as green shows up on relatively older cameras.

(1:06 seconds)


Also, source 1 on the gun itself mentions it a few times, and another about the ammo, where you'll have to scroll down to "Naval Weapons", list tracers as one of their rounds.

But I've seen plenty of US C-RAM guns (a Phalanx plopped on land) firing red tracers - my guess is the tracer color is related to what resources are more naturally/commonly available in each country.

Addendum: Wikipedia and a Quora seem to back up this supposition - US/Western tracers typically working around Strontium, which seems a bit more complex to get it to work well, with Chinese and Russian tracers using green-burning Barium salts. Could be resource availability or just preference for what may be a simpler construction? Not sure, but it seems they use green tracers, either way.

Last edited by AzureSkies; 08-28-2019 at 01:54 PM.
AzureSkies is offline   Reply With Quote
Old 08-29-2019, 06:50 PM   #65
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,140
Downloads: 231
Uploads: 1035


Icon2

How about a simple feature that allows a player to set the tracer colour for each side? It might not be perfectly realistic, but it would accommodate those who suffer from colour blindness and other oddities (such as old eyes.)
__________________
Guidelines for ScenShare scenarios:

1) Enjoy creating it
2) Enjoy playing it
3) Enjoy sharing it
4) Enjoy helping others create them

The PlayersDB - The Harpoon Community's #1 Choice.

Harpoon3 Frequently Asked Questions
Herman is offline   Reply With Quote
Old 08-29-2019, 08:49 PM   #66
longface
Watch
 
Join Date: May 2017
Posts: 21
Downloads: 8
Uploads: 0
Default

Cold Waters also models tracers as green, and I remember reading somewhere that NATO generally fires red tracers to WP's green.
longface is offline   Reply With Quote
Old 09-03-2019, 09:24 PM   #67
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Herman View Post
How about a simple feature that allows a player to set the tracer colour for each side? It might not be perfectly realistic, but it would accommodate those who suffer from colour blindness and other oddities (such as old eyes.)
Would be kind of an odd feature, but a very easy one to implement, so that doesn't sound like too bad of an idea...
AzureSkies is offline   Reply With Quote
Old 09-03-2019, 09:46 PM   #68
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default WEEKLY UPDATE

Hello again, everyone!

More CIWS work since last update. Redid their trajectories to match the performance listed with real CIWS guns - the ballistic range of the AK630 is listed as 8km, with its effective range as ~4km. Also knowing muzzle velocity and gravity, this constrains the drag, and so I'm fairly confident the new ballistics are far more accurate to reality.

Also great news for sound delays...


[Music by Scott Buckley – www.scottbuckley.com.au, used under CC BY 4.0 ]

On shooting down a missile, there's only a certain chance you'll set off its warhead. The P-500 Bazalt carries a solid metric ton of high explosives, making an impressive explosion when it goes.

A Slava-class cruiser and a Spruance-class destroyer cooperate to test the Spruance's Phalanx guns.

CIWS effectiveness turned up to illustrate missile destruction effects.

I think in the finished product, the actual odds of a Spruance shooting down two incoming Bazalts with CIWS guns alone would be very low.

Of course a Slava would never be engaging a Spruance at such close range in this manner, certainly not without the two ships firing guns at each other. This was just a dev scene set up to test the CIWS code. Decided to record some and add some music.

The effectiveness of the Phalanx guns can be modified - the tracking system actually calculates the lead, and every tracer has real collision with the incoming missiles, for very surprisingly little performance cost. At 1:30 you can see this pay off with a very unlikely event - rounds meant for one missile happen to hit another and shoot it down. Perhaps there's a naval sim out there that does this kind of calculating-every-round on point defense guns, but I don't know of any.

I don't think real Phalanx guns use tracers except on the C-RAM/land variants (though perhaps they did in the early 80s), but this is a rare spot where I've taken artistic license, and it's also useful to see where the rounds are going for developing the targeting code.

Someone's already suggested customizable tracer colors - that should go nicely with being able to turn Phalanx tracers on/off.

At any rate, I'm surprised at how well I got the lead targeting script. If it's set to maximum effectiveness, it can reliably almost instantly shoot down missiles all the way at the edge of its range.

Last edited by AzureSkies; 09-03-2019 at 10:45 PM.
AzureSkies is offline   Reply With Quote
Old 09-04-2019, 06:06 AM   #69
Phaeton
Nub
 
Join Date: Apr 2018
Location: Russia, Samara
Posts: 3
Downloads: 0
Uploads: 0
Default

Nice missile exercises! Let me ask a couple of questions.
1) Which kind of operation theathre shall we expect? Will it be Mediterranea only, or northern seas too? Black sea, maybe?
2) Can we expect to see some BIG BOYS in final game? I mean, CVs for NATO forces and Kirov-class cruisers for Soviet side?
3) Will you implement interactions of submerged submarines? Will it be undersea point of view for them?
Thanks in advance.
Phaeton is offline   Reply With Quote
Old 09-04-2019, 09:20 AM   #70
longface
Watch
 
Join Date: May 2017
Posts: 21
Downloads: 8
Uploads: 0
Default

Are ship sinkings modeled yet? The Spruance ate a Bazalt, so I guess the rear of the ship should have just disintegrated. Also I'm guessing SAMs have not been modeled yet.

It looks lovely! The tracers spitting out and the rip of the Gatling gun just make for such a cool scene.
longface is offline   Reply With Quote
Old 09-10-2019, 06:11 PM   #71
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default No weekly update.

Sorry to say, nothing to show off this week. For the next bit much of the work will be with things that aren't quite as show-off-able, so it may be awhile before there's really show-off-able things again.

Mostly just UI code and camera behavior stuff this last week.

Quote:
Originally Posted by Phaeton View Post
Nice missile exercises! Let me ask a couple of questions.
1) Which kind of operation theathre shall we expect? Will it be Mediterranea only, or northern seas too? Black sea, maybe?
2) Can we expect to see some BIG BOYS in final game? I mean, CVs for NATO forces and Kirov-class cruisers for Soviet side?
3) Will you implement interactions of submerged submarines? Will it be undersea point of view for them?
Thanks in advance.
The focus will mostly be Europe (North Sea, Baltic, Mediterranean, Black Sea and the Baltic) and the North Atlantic, but Pacific action isn't off the table by any means.

And absolutely to all the rest - that's the plan, at any rate, funding from Early Access permitting.

Quote:
Originally Posted by longface View Post
Are ship sinkings modeled yet? The Spruance ate a Bazalt, so I guess the rear of the ship should have just disintegrated. Also I'm guessing SAMs have not been modeled yet.

It looks lovely! The tracers spitting out and the rip of the Gatling gun just make for such a cool scene.
Nope, still a bit too early in development for that. And thanks!
AzureSkies is offline   Reply With Quote
Old 09-17-2019, 06:58 PM   #72
AzureSkies
Blue Water Dev
 
AzureSkies's Avatar
 
Join Date: Feb 2019
Posts: 47
Downloads: 0
Uploads: 0
Default WEEKLY UPDATE

Hello, everyone!

Threw yet another little video together. Nothing too flashy, but wanted to show off some of the little details I've improved/added, and the UI interface for issuing attack orders. Custom pointer now shows up in the recordings, too.

There was nothing wrong, per sae, with how older naval strategy/sims handled issuing orders, but I decided I wanted the UI to feel a bit more engaging/immersive than right-clicking drop-down menus, so decided to make something loosely inspired by old control interfaces on systems like the NTDS or fire control computers from the 80s.

Harpoon is listed twice for RGM-84A and RGM-84C variants. Experimenting with different settings for showing weapon names - definitely room for a little improvement there, it's an easy fix.



Select target -> Engage -> All weapons that can engage that type of contact are listed, pick one -> either confirm, or go to Salvo fire and confirm after setting the salvo size.

Only the Metels on the Kara and Harpoons on the Spruance have been modeled so far. There's quite a bit more that's been done also, but none of it is quite ready to show off.

Please feel free to discuss and share thoughts on the system.

There's a lot more improvements in store that I'll keep adding as things move along (there's a few environmental ones I'm particularly looking forward to implementing...), but next week will be another vehicle highlight...

Music by Scott Buckley – www.scottbuckley.com.au, music used under CC BY 4.0 https://creativecommons.org/licenses/by/4.0/
AzureSkies is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:38 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim