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Old 02-03-18, 04:27 PM   #1
bracer
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Default Battleship Command - Demo!

Yes!!
I have compiled a super simple prototype version 'Battleship Command: Scharnhorst'.

Battleship Command is a project I'm building by myself, with the vision of creating a wwii surface ship simulator.
This demo showcases the battle module, which will be part of a bigger program that also contains a campaign/map module.
I am a hobby programer, so expect nothing fancy.

The big vision is:
A simulator where you have full control of a wwii battleship, both by commanding a crew of AI's and doing things hands on by yourself.
A dynamic campaign where your performance affects the outcome of bigger battles in the war.
Control over other units like uboats, airplanes and destroyers to help in combat and recon.

A more detailed vision of the battle module:
Full control of the battleships weapons, main, secondary, AA and torpedos.
A proper fire control computer for ballistic calculations.
AI which uses tactics to out manouvre you.
A complex damage system.
A complex steam and electricity system.
Nicer graphics and more optimized code!

About the demo:
I will have a download link up shortly!
The demo has not been tested on different systems, and on my quadcore 3.50GHz system, it laggs.

I take no responsibility for any damage caused to your system by this software!
Avoid enabling the Stereo RF if it runs slow in general...

The demo includes a little less than is shown in this video:


There is no real mission or ending, it's only cruise around until bored.
Again, I'm only a hobby programer, so do not expect a stimulating game or fancy eyecandy!
Only passion for the naval history!

Cheers!
Bracer

Last edited by bracer; 02-03-18 at 05:10 PM.
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Old 02-03-18, 05:25 PM   #2
bracer
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Make sure you read the above post before downloading and running this program.

Here is the link:
https://www.dropbox.com/s/jhl73z8g8s...t_v01.rar?dl=0

Unzip the file where you want the program and open StartBC.exe to run it.

Enjoy!
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Old 02-03-18, 05:30 PM   #3
bracer
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Instructions from inside the program:

Quote:
Welcome to BATTLESHIP COMMAND: SCHARNHORST !

This program is a simple prototype and conceptual demo for you to try.
It has not been properly tested on different systems, so I take no responsibility for any damage caused by this
software on your system.
The list of future feats is long: crew management, damage management, dynamic campaign, ship upgrades,
secondary guns, more interiors, detailed engine control, fire control computer, friendly AI, planes, subs and lots of
ships, land and bases...

Many parts have been omitted from this demo, like for example the boiler rooms, seperate turbine/shaft controls
and other parts of the ship.
Most of the objects are placeholders and textures are temporary.
Again, it's simply a sketch of a game/simulator!

Now to the fun stuff!

It's 1941, you are in charge of a Scharnhorst Class battleship!
On patrol somewhere in the North Sea you receive a contact report from U-81,
enemy ships sighted, unknown type and convoy size.
Your orders are to engage, as long as you out gun your opponent.
The mission doesn't end, you simply shut down the program.

Controls:
A,S,D,W to walk around, hold shift to run. Right mouse to look around.
Hold T for engine telegraph, use mouse to order a speed.
Hold C for compass. Point the arrow using the mouse to your wanted heading.
Press the red button in the middle to enable the AI-helmsman.

Press 1 for FPS-cam.
Press 5 for Firecontrol station.
Press 6 for Damage control.
Press R for Radar station.
Press F for Flakgun firedirector.

In the Firecontrol station, A, D sets the distance to fire.
Right mouse button to aim. Mousewheel to look closer.
Space button fires all ready guns (a little buggy).

In Radar station, A, D sets direction. Mousewheel zooms.

In Flakgun firedirector, A, D sets distance and Space fires the guns.

To contact me (Bracer), please visit Subsim.com or send an email to:
scharnhorst.game@gmail.com

Feel free to support me via PayPal if you want to leave a token of appreciation or want to support the project.

Kind Regards,
Daniel (Bracer)
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Old 02-04-18, 06:02 AM   #4
boac
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I've given it a try and...well, it works. In a i5 4670k it worked well, as I didn't experienced any noticiable lag.

As you say it's still very basic, but shows great promise, you already have most of the basic stuff in place and works. The only thing a little bit confusing that I found were the unlabeled buttons on the left side of the fire control station (yeah, they do...something with the turrets, but i cound't find out much more).


I'm surprised this development hasn't got more attention. Keep up with it, I have great hopes about this.
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Old 02-04-18, 06:31 AM   #5
bracer
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Great to hear boac!! Thanks!
Yes, and those switches are quite important... Clumsy of me.

In short, the smaller switch chooses which of the three fire directors to slave the gun to. So you could aim the guns at thrre different targets. BUT the fore and aft fire director is disabled in the demo anyway, so leave the switch in the middle position.
The bigger switch simply enables the gun, and updates the new data from the chosen firedirector.
The red button fires the gun.
Shining = ready
Pushed in = reloading
Out but unlit = loaded but not yet ready
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Old 02-04-18, 01:34 PM   #6
Laud
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Cool stuff!

Since years I wonder why there is no such kind of simulation. I really like being able to hand all the different stations of a warship. Be it a destroyer or a BB.

Keep going!

Maybe time will bring some fellow artists adding some more textures and stuff.
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Old 02-04-18, 04:38 PM   #7
bracer
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Thanks Laud!
Yes, the same wonder drove me to work on a simulator myself!

Has anyone managed to sink some ships yet?
I see I forgot to write down a few instructions, for example how the rangefinder for the AA works...
Also the damage system might need some explanation even though there is no repair crew yet.

Press 6 to enter the damage report screen. Here you can click and get info on the different systems.
It's fairly delicate, the rudder can get jammed or less functional. Take a hit to the main guns and you'll notice bad performance from them. If a shaft gets damaged, the vibration will cause damage to it's turbine while in use. Unfortunatly for you, I havn't included individual turbine control in the demo, so that you can save your turbine...
So one of your turbine randomly dies!? Probably the shaft/propeller took a hit in your last engagement.
Each individual boiler can break as well. But again the boilerroom is omitted since it's wip.

When setting target distance in AA or maingun fire director, you can hold shift to speed it up.

The AA director has a built in rangefinder. I might record a tutorial video later on. But in short, it's two balls and a ruler.
Aim at a target and you might get a distance update, which is the right ball. The left ball is your set fuse/distance. The target distance information gets cold after some time if you do not aim at your target.

There is a map in the captains cabin, it shows a red circle, which is the contact report from U-81. The blue square is where your resupply ship is waiting (actually ends the game) and the green ball is your ship (yes it does move! (Try your mousewheel )).

Let me know if there is any questions! And let me know how your engagement with the enemy went!
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Old 02-08-18, 04:08 PM   #8
jenrick
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Hmm trying to order a speed on the telegraph doesn't seem to work for me. It simply says "Engines on Alert Sir," am I missing something?

-Jenrick
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Old 02-08-18, 05:19 PM   #9
bracer
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Try to hold the mouse button and pull left or right.
Similar to FSX toggles and wheels.
Does that work?
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Old 02-09-18, 10:47 AM   #10
jenrick
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Alright, got that sorted out. I used the map and the radar to close at flank, until I located at least two ships steaming. As they shot back, escorts of some kind. I opened fire around 20,0000 (yards or meters? Not sure what the Kreigsmarine used). I tired to use the RF, but at that range the stereoscopic effect was too minor to be useful, instead I took my initial range cut from the radar. I laddered my ranges until I started getting brackets, not having a range clock, and range cuts, certainly makes that difficult. I some how got what I think was a hit at about 18,500 (extra bit of smoke, and missing a shell splash). I kept closing using just the fore turrets until around 14,250 I got another hit, again more smoke and a missing splash. I think I sunk the target actually as shortly after that I observed no more stack smoke, and the after a few minutes the ship was gone.

I hit escape to pause things, and when I hit return to game (I think, I may have hit the wrong option) it dumped me to the initial screen.

So far it's a neat project. I'm looking forward to where you can take it. There is a suprising bit of tension even in it's current state to get a visual sighting, and then to try and get hits. Personally I'd got after the range keeping, and bearing generation systems next, as they are the heart of the gunnery system.

-Jenrick
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Old 02-09-18, 12:51 PM   #11
bracer
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Thanks for the report Jenrick! I saw your answer in the other thread aswell, but I'll answer here.

Sounds like you had a nice and balanced battle! It's in meters, so well done getting a hit at 18,5km on first encounter.
It seems to fit well with the hit ratio % on those distances, depending on how many salvoes you fired before the first hit.
Did she manage to hit you?

It sounds like you faced the HMS Belfast, a cruiser, if she opened up at around 20km.

Pardon the bugg with the pause screen... Somehow the mouse position is screwed and it clicks both options at once.
You can use ESC-button again to return to game.

The rangekeeper or rather the whole Fire control computer(FCC) is work in progress.
It will indeed make things more interesting and workable!
As you notice right now, you have to lead your target and aim ahead of it, a la World of Warships
I will show off he FCC as soon as I decide for an initial interface for it!
PROBABLY I will start out with a simplified version baked into the fire director station.

Cheers!
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Old 02-09-18, 02:28 PM   #12
jenrick
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There were two targets steaming at me. I believe they opened fire around 16,000, but not totally sure. It took me a minute to realize that noise was shells splashes aimed at me.

If I had to take a guess I'd say I had probably about 6-10 salvos before the initial hit, which I'm again ascribing to pure luck lol.

Glad to hear things are apace, keep up the good work!

-Jenrick
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Old 02-11-18, 05:10 AM   #13
raymond6751
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Default Good work

Well done. Looking very nice.
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https://www.authorsden.com/mikeraymond
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Old 02-18-18, 01:31 AM   #14
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i will give it a try too! i love that you doing the Scharnhorst - if you want to add a battle then do teh Battle of North Cape - i am not sure if the Scharnhorst at all stood a chance though - i guess the challenge would be to see who can survive the longest or do the most damage to the british.
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Old 02-18-18, 05:57 PM   #15
bracer
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Thanks guys!

No, the battle of the North Cape was a tough one for the Scharnhorst.
It was a well planned trap by the brittish.
The Scharnhorst had a chance to escape after the first encounter with the brittish cruisers of Force I, but didn't take it as I recall. Then it was too late and Force II with the more heavily armed Duke of York caught her on radar at some 40km distance.
By this time the brittish radar was far more developed, and Scharnhorst lost her radar early in the battle.
So she got hammered to pieces by an enemy she couldn't see. They could only aim at flashes from the brittish guns.

The HMS Belfast which was part of Force I in the battle is allready in the demo.
There is no brittish battleship yet, but I do think it's time to model a KGV class and add it.

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