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Old 04-14-2020, 09:59 PM   #151
AzureSkies
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Hello again everyone,

Sorry to say there's nothing to show off for weekly updates this week, but thanks for dropping by if you're reading this. Development continues.

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Originally Posted by w33m4n View Post
Hey Subsim folks
and

thx for the words AzureSkies,


someone should reply them to Captain Brett Crozier


back to topic: this game looks awesome, sounds like you know alot about all this stuff and maybe served by yourself, discovered this highlite and now i had to register here


so time to wait until we can preorder or put it on our steam wishlist.
Thanks, I'm glad to hear. Can't say I served, only that 20th century maritime engineering, the Cold War and its associated strategy, tactics and engineering; and physics have all been long-time interests of mine, which makes developing this game a real treat.
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Old 05-05-2020, 08:30 PM   #152
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Default Weekly Update Tomorrow

Weekly update coming a day late tomorrow, but we got a shiny new thing I'm looking forward to showing off. See ya then!
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Old 05-06-2020, 02:58 AM   #153
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Keep up good work. im waiting on your game more than any other title.
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Old 05-07-2020, 12:11 AM   #154
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Default VEHICLE HIGHLIGHT

Hello again, everyone!

This week our newest addition is another USN vessel. The last ship that was added was the Sverdlov-class Soviet gun cruiser - and to break up the Soviet streak a little, we're now getting a USN Cruiser - the Belknap class.



It was a tough pick between the Belknap, Leahy, and Virginias. But ultimately, the Belknap won out, as it was slightly more numerous in the US Atlantic fleet than the Leahy, far more numerous than the Virgnias, and the single Mk.10 dual rail, as opposed to two dual rails, would make it a bit easier to balance in designing encounters.

While still limited by the curvature of the Earth due to being a Semi-Active Radar Homing (SARH) SAM system, it boasts a considerable improvement over the Oliver Hazard Perry class'es Mk.13 launcher due to its ability to launch not just RIM-66 SM-1 MRs, but RIM-67 SM-2 ER's.



Two AN/SPG-55 radar illuminators make it possible to guide two RIM-67 missiles simultaneously to separate targets. The internal magazine carried 40 missiles.



The Mk.10 Mod 7 launcher could also fire RUR-5 ASROC missiles, so the internal magazine carried 20. Given the number of nuclear-tipped ASROCs produced, I wouldn't be surprised if the typical number of these that were armed with a nuclear depth bomb instead of the conventional Mk.46 torpedo was around 2-4.





Further back on the ship, three different weapon systems occupied the same space as the superstructure. A Mk.32 three-tube torpedo launcher sits underneath a platform with Mk.36 SRBC chaff/IR decoy launchers. Note that here on the port side, the Harpoon launcher sits on its own platform significantly fore of the port Phalanx CIWS gun, while on the starboard side, the Phalanx is fore of the Harpoon launcher and they share the same area. It's an interesting detail of an asymmetric design.

Below, the harpoon launcher is shown with two of its canisters fired.



But, as always, while torpedoes are a good backup for how little deck space they take, and ASROCs are nice, the true best weapon for ASW operations is the aviation facility.

And finally on the stern end, a Mk.42 5" naval gun. Although a much older weapon than the Mk.45 gun, it boasts almost double the firing rate at 34 rounds per minute. It was designed for 40, but frequent failures during Vietnam led to modification of the design. A reliable 34 is better than a very unreliable 40.

It could fire a range of different ammo types from HC Mark 41 Mod 0 to SP Common Mark 42, each of which could be fitted with proximity, timed or point fuses - it could even use RAP (Rocket Assisted Projectile) Mark 58 rounds for a range up to 30 kyds.

The Belknap-class ships carried a magazine with up to 600 rounds.



That's all for now. Thanks for joining us.

Until next time, clear sailing.


Last edited by AzureSkies; 05-07-2020 at 12:19 AM.
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Old 07-19-2020, 11:01 AM   #155
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Looking forward to this title.

Last edited by Caseck; 07-19-2020 at 01:16 PM.
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Old 08-11-2020, 09:54 PM   #156
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Hello again, everyone!

I know it's been awhile. Definitely way too long. Just letting everyone know the project's still going strong, and the lack of updates does not reflect a lack of progress.

Most substantive updates first; the development is going to take a bit more of a sim-oriented direction, focusing on giving the player a deeper level of control over their own platform, though command over multiple platforms or definitely be retained, it will be secondary to the much deeper level of control over your own ship.

If you want an idea of the sort of experience I'm envisioning, Destroyer Command is probably a lot closer than Fleet Command or Battlestations: Midway, with stations and direct operation of weapons systems, in addition to being able to issue orders to a few other units who will operate largely autonomously. So the majority of gameplay should be between stations on your own vessel.

So, that's important to note.

Continuing about updates, while large parts of what's been done since last update aren't easily shown, like helicopter flight physics, other parts are, like the great progress in environmental visuals.

The modelling side has also seen a great new addition, and I definitely owe that modeler a highlight on his great work. So new vehicle highlight will be coming along next week.

And maybe something really nice that I'm looking forward to a week after that. It's a relatively small touch but one that goes a long way in the feeling of immersion.

But I'm long overdue to show some of the progress that's been going on, so without further adieu,



Maybe should've done more contrail work before releasing these two, but the environment was simply too gorgeous to keep hidden away.

One of the things I've always loved about flying is that up high enough - usually above about 10,000 feet or so - you get above the "pollution". Usually it's mostly water vapor from what I understand, but it looks like this thick fog with what seems like an almost solid surface, when you look at the top of it on the horizon. It gives you this feeling that the atmosphere is just this little pond the clouds float on top of. Above it it's clear and you can see hundreds of miles, out to the curve of the Earth, but below it visibility is severely reduced in the haze of the lower troposphere.





This might seem excessively high - but as mentioned earlier, low-passing spy satellites and ballistic missiles can fly up at these kinds of altitudes (hundreds of km to ~1,500 km - and of course spy satellites go much higher, but tend to pass much closer to make observations).

And while coding realistic flight physics, I'm finding mid/long range SAMs like the SA-N-6 Grumble/S-300 Fort tend to apogee around 20 km/60,000 feet to make it to (even low-flying) targets at the edge of their range. Not to mention high-flying spy planes. Though the view from 60,000 feet is very different than the one from here.



And finally, where most of the external camera's time will be spent - the surface. I'm always tweaking and (hopefully, for the most part) improving the water system.

Some days it feels like I've just made it worse, though, and that's always frustrating to have to go back and spend a lot of time fixing it then trying to improve it again. But I think the end results of all that hard work speak for themselves.

These ships are stationary - water interaction is in the middle of some work right now. For now, though, these are to show off the water itself.





That's all for now. Thanks for joining us.

Until next time, clear sailing.



Don't forget to join the Discord for more regular updates, conversation and feedback; https://discord.gg/9PAJPsC

Last edited by AzureSkies; 08-11-2020 at 10:14 PM.
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Old 08-14-2020, 10:49 AM   #157
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Nice screenshots, been following this thread by a long time.

I don't know on what level of development the game is, but I believe you should already plan how you gonna release it or obtain funding: I mean like setting up a Indiegogo or Patreon, besides a discord server. A clear example in my mind would be "Gunner, HEAT, PC" a indie tanksim that, in many aspects, is analogous to your project. They are releasing some alphas to the their patreon backers, and getting suggestion and bug reports in their Discord.

Also, you sure know of some Microprose Projects like "Task Force Admiral" and "Sea Power" (this last one also a Cold War naval/aerial combat sim, but not unit foscused like yours).

I'm quite happy to know the direction you are going, as I believe that - realistic - your game would not stand a chance (salewise speaking) against Sea Power (multiple devs backed by a publisher, and a more "mainstream" focus). I believe you're going for something unique, and thus won't directly compete against them, probably even benefit from more exposure due to newcomers to the genre.
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Old 08-18-2020, 05:45 PM   #158
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Quote:
Originally Posted by sacasoh View Post
Nice screenshots, been following this thread by a long time.

...
Thanks. I had a very similar train of thought that's behind the decision to go a more sim-ish route.

The plan is for a Steam, and maybe a GoG release, and an Early Access well before the finished game.



I should have today's update up within the next few hours.
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Old 08-18-2020, 09:03 PM   #159
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Default VEHICLE HIGHLIGHT

Hello again, everyone!

Today, we'll be taking a look at T-AKR-287, the USNS Algol.

One of, if not the primary objective of the US Navy in the event of WWIII, would be to escort transports carrying munitions and men to the war in Europe.



1983 was, with respect to transports, a very bad year for the US to be pulled into WWIII, as the transport fleet consisting largely of outdated ships of mostly WWII vintage, would, over the next few years, be replaced by very impressive new additions.

The USNS Algol was the first of these.



She was launched as a commercial ship in 1972 and delivered to Sea-Land Services, Inc. the next year. The idea was to use fast transports to make more trips in the same amount of time, allowing the company to do more jobs. However, this proved to not quite make up for the higher costs of running a faster and more modern ship, and ultimately, though the project succeeded at a technological level, it failed at a commercial level, and she was sold to the USN in October of 1981.

Then, from Oct. 13th 1982 to June 22nd, 1984, she underwent a series of modifications re-arranging the cargo decks into something more like a parking garage and adding cranes.

Given the outset of war, I imagine this might be done in a shorter time, but regardless, the Algol would not be ready immediately, but would likely take at least a few months before being deployed.



With up to 55,355 tons displacement laden and 29,692 tons at a light load, the ship can carry an amount of weight equal to the displacement of an Invincible-class aircraft carrier, and fully laden, has over 10,000 tons displacement over the displacement of a Kiev-class carrier.

She can carry over 700 vehicles and make way at 33 knots.

And at 946 feet (288 meters), she truly is a behemoth.





That's all for now. Thanks for joining us.

Until next time, clear sailing.
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Old 09-02-2020, 05:37 PM   #160
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Default WEEKLY UPDATE

Hello again everyone,

nothing quite ready to show off for... well, yesterday, hah. But I did want to drop by to mention work continues, and there's a little one-question survey up on the Discord server that you can see in the #game-dev-announcements channel. I'd like a few more responses before proceeding with some important work, so a little help there would be much appreciated.

Check us out at https://discord.gg/9PAJPsC
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Old 10-25-2020, 02:03 PM   #161
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I would like to know more about it
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