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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#616 |
Born to Run Silent
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I'm pressing for a "field day" activity in the game, so the boat can get cleaned up. One member of the crew lays in his bunk flicking buggers at the rest of the crew cleaning.
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SUBSIM - 26 Years on the Web |
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#617 | |
Helmsman
![]() Join Date: Feb 2001
Location: Pennsylvania-Endless Moutains
Posts: 106
Downloads: 72
Uploads: 0
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A Submarine Simulation should "simulate" Historical Reality as best as possible! No Excuse, because whatsoever your trying to simulate, is documented..somewhere! |
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#618 |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,638
Downloads: 1351
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werner mention they wasn't clean in iron coffins,Goebeler said the same thing in steel boat,book das boot said the same thing i work maintance at wal-mart for 4 years i seen people miss the john there and it wasn't even moving so what you think going happen trying to hit a pail and they wasn't the size of a 5 gal bucket going up and down and sideways food was moldy working on engines going to be greasy grease the eels you going be greasy eggs would get rotten
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I'll tell you what bravery really is. Bravery is just determination to do a job that you know has to be done. Audie Murphy |
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#619 |
Grey Wolf
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Certainly not clean by definition of standard living conditions, there’s no doubt about that. But I’m not lying to you when I say, cleaning happened aboard. When 7 AM hit for the daily Reinschiff, they weren’t just dicking around. All I am trying to say is, it wasn’t absolute squalor on board, and all of the stains etc. shouldn’t be there either. If something could be wiped off, it would be wiped off. Yes, **** buckets were around, and sure they did spill, but they just didn’t leave that laying around.
At this point, I don’t care if the hanging sausages are hanging turds 6 feet long, as long as it’s an update. ![]()
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#620 |
Seaman
![]() Join Date: Oct 2007
Location: UK
Posts: 40
Downloads: 42
Uploads: 0
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Yes, to be fair, it takes no imagination whatsoever to work out the level of effort required to clean a uboat. As the parent of only one 18 year old, I can confirm, men in confined spaces, generate stench and mess
![]() I suggest the crews did clean, furiously, and in the endless entropy, they fought a losing battle so concentrated on the things that really mattered, rather than superficial looks. I dont think they had enough time to go through basic grime, think of all those oily handmarks on walls. Oil doesnt shift easy. And cleaning comes second to battle, so you can fall behind. I shudder to think. |
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#621 |
Wolfpack Dev Team
![]() Join Date: Aug 2015
Posts: 325
Downloads: 3
Uploads: 0
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Hello everyone!
This week I have been working on integrating the water, and fixing bugs. I have added a torpedo mesh that is visible, and that will leave a trail in the water. I have also updated the lighting and buoyancy model. Einar is texturing the machine room, Axel is tinkering with the new network protocol, and Koji is continuing his work on the new merchant ships. ![]() |
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#622 | |
Swabbie
![]() Join Date: Mar 2021
Posts: 13
Downloads: 0
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#623 |
Watch
![]() Join Date: Jan 2021
Posts: 28
Downloads: 60
Uploads: 0
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Thanks for another update. I might grab a copy of the game for my friends as well!
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#624 |
Wolfpack Dev Team
![]() Join Date: Aug 2015
Posts: 325
Downloads: 3
Uploads: 0
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Hello everyone!
This week I've been working on texturing the new interior, mainly the engine room. Work in progress-video and screenshots posted below. Oscar has been reworking the character controller. The new turbulent water was shifting the sub at extreme angles, causing the character to get stuck, and to sometimes glitch through the walls and fall to their death. A number of other smaller character related issues have also been fixed. Axel is testing the new netcode and fixing bugs. Koji is working on the new merchant ships. ![]() ![]() ![]() |
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#625 |
Electrician's Mate
![]() Join Date: May 2004
Posts: 136
Downloads: 93
Uploads: 0
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Wow, that is some outstanding work
![]() Cheers, Lost |
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#626 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,883
Downloads: 299
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It looks awesome. But I fear my framerate will be dripping at the rate the bilge fills at.
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#627 |
Helmsman
![]() Join Date: Feb 2001
Location: Pennsylvania-Endless Moutains
Posts: 106
Downloads: 72
Uploads: 0
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Damn! This is awesome work!!
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__________________
A Submarine Simulation should "simulate" Historical Reality as best as possible! No Excuse, because whatsoever your trying to simulate, is documented..somewhere! |
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#628 |
Wolfpack Dev Team
![]() Join Date: Aug 2015
Posts: 325
Downloads: 3
Uploads: 0
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Hello everyone!
This week Oscar has been working on rendering optimization and refactoring the code. Axel is working on netcode bugs and edge cases, as well as laying the groundwork for chat and voice functionality. Koji is modeling new merchant ships. I'm working on textures for the new compartments. |
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#629 |
Wolfpack Dev Team
![]() Join Date: Aug 2015
Posts: 325
Downloads: 3
Uploads: 0
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Hello everyone!
This week I've been working on the new interior. The aft torpedo room is now modeled and basic texturing is finished. I have also made minor adjustments to the other new compartments. Work in progress-video posted below. Koji is working on the new merchant ships as well as detail work on the corvette. Oscar has added curvature to the water and object placement in the world, so that far away objects disappear behind the horizon. Axel finished the developer console, integrated it with the netcode (for stuff such as remote server administration) and is preparing to wrap up initial netcode and to start writing user tests in the coming weeks. |
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#630 |
Electrician's Mate
![]() Join Date: May 2004
Posts: 136
Downloads: 93
Uploads: 0
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Looks fantastic once again !
Can't wait to be standing right next to those roaring diesels and humming (?) electrics ![]() Cheers, Lost |
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Tags |
hms marulken, subsim, u-boat, usurpator, wolfpack |
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