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06-24-20, 05:41 PM | #1 |
Sub Test Pilot
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Certainly has my full attention looks good but as you can appreciate no one has developed a DW level modern subsim since 2005 so the community is a little skeptical.
However it would most certainly be very welcome should it come to fruition.
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06-26-20, 04:44 AM | #2 | ||
MNW Dev
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Honestly, that "since 2005" is the tinder of our current call. Quote:
That's what we like to hear!
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06-26-20, 08:40 AM | #3 |
Stowaway
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I love the idea of different watches having different efficiency based on who’s on watch.
Looking good so far! |
07-01-20, 09:53 PM | #4 | |
MNW Dev
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Thanks! Crew management was a feature that on every modern submarine title that we got our hands on, was missing. It is the spice in a good submarine gameplay experience.
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07-02-20, 10:55 AM | #5 |
Born to Run Silent
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I like the concept, I would really like an graphically updated realistic Sub Command clone, something that focuses on the submarines. A game with SH5/Wolfpack type interaction with the control room of a Virginia class attack sub would be ideal.
Financial: If you need funding, I would do it in stages: Release a demo for early supporters at $10; follow with an alpha at $10 additional, beta at another $10, then finished version at full price. Add in some full value DLC and you should be set. Keep up the good work. Neal Last edited by Onkel Neal; 07-02-20 at 07:04 PM. |
07-02-20, 12:04 PM | #6 | |
Fastest Gun Around
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Quote:
I would like something like that as well. Sounds good!
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07-02-20, 01:55 PM | #7 |
Seasoned Skipper
Join Date: Nov 2006
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1. Planned playable platforms (Virginia Class, Astute Class Type 214 or 212) suggest modern setting. Is it also implement modern ASW methods like multistatic sonar systems?
2. Will you implement different acoustic envronment for blue and shallow waters? What about regions with deep + shallow waters (shelf)? 3. Will you emulate different acoustic propagation near different kind of shorelines (fjords, flat sand beaches etc.) ? |
07-02-20, 02:08 PM | #8 |
Soaring
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Honestly said, my perception of all this gives a weired impression. Some of the answers you give, maslas, imo are evasive, and pointing at something vague. Lets put it this way: I seem to have picked up something on my sonar, but I cannot tell whether it is a whale, a boat, a ship, ours or theirs - or just a phantom echo of nothing from nowhere. Its just too little info in too weak a signal.
I do not want to discourage you, in case you mean serious business, but I would recommend to not step forward before you have something more substantial to show. This generally has only advantages, and no disadvantages. For example to not raise early expectations for which there is no substantial basis, just speculation and - well, people's individual expectations: will not backfire well! Spoiling tzo early a jump start can ruin a projects reputation forever, or at least years to come, even after it got better (Raceroom is a good example). Better advance the project silently, and "strike" not before it is advanced enough to indeed "kill". Once that happens for real, I may become an interested observer and if the content is right and the pace of work is promising and constant: maybe even an early supporter; but right now - sorry, but for me this thread is a bit too thin to base any further expectations on. Prove my scepticism wrong in the future, and I happily will change my attitude. Lets meet again in 9-12 months or so, and then we see. Nichts für ungut.
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07-03-20, 04:38 AM | #9 |
Ocean Warrior
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I like what I see as an introduction. If you do get this to market with the goals you have set, you can absolutely count me as a customer. I will buy this product for sure.
- What timetable do you envision for the development of this project? Estimated of course. - Are you considering distributing on Steam as a means to grow your customer base? |
07-03-20, 06:46 AM | #10 | ||||||||
MNW Dev
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We have spent a great amount of our time on the research of all the Virginia stations. Will do our best. *No cheat mode with magical underwater windows Cheat mode? No no no we are making a simulator here. *challenging, realistic enemies The two most challenging and time consuming development parts of this project. AI and a realistic sound propagation model. The idea is that the difficulty will be dependent on AI capabilities and actual mission design and not on magic sonars, invincible hulls and supersonic torpedoes. *current world situation missions: Drug interdiction, Chinese, zee Russians, North Korea, convoy protection/attack, under ice cap missions where you have to find a suitable place to break through... As an initial war theater we are bending towards the South China Sea. For every new theater that we will introduce new mission features will also be introduced too. *Financial: If you need funding, I would do it in stages: Release a demo for early supporters at $10; follow with an alpha at $10 additional, beta at another $10, then finished version at full price. Add in some full value DLC and you should be set. Will keep your proposition in mind although we are targeting for a direct and complete release. DLCs will of course come later and bundles too. Quote:
Part of our research is modern naval ASW tactics in order to achieve a realistic AI responsiveness. Multistatic sonar systems should be included (e.g. Pairs of frigates with extended LFTAS on the hunt). Quote:
We are aiming to give selective territories with as accurate as possible underwater details (elevation, salinity, temperature etc.). As I stated before, the sound propagation model on this project is one of the most challenging tasks. Quote:
One of the challenging tasks. Will do our best! Quote:
But I can assure you that it is a submarine simulator that we are talking about here. Quote:
Ουδένα πρόβλημα. Quote:
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That is also the publishers call but I am pretty sure we are!
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SV1QZN - 73 Last edited by maslas; 07-03-20 at 07:10 AM. |
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12-08-20, 02:10 AM | #11 |
Machinist's Mate
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i've been waiting 2 decades for a true modern sub sim in the vein of silent hunter and i think this is it. my suggestion is to focus on core mechanics first. i see people talking about animated crew walking around and such, but even the silent hunter games did not have this feature, don't sweat it. those things can be added later. you guys truly came out of nowhere to build a dream game for a lot of people. where'd you guys come from and how did you make such a handsome prototype so soon?
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12-08-20, 07:02 PM | #12 |
Sailor man
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I agree, I just hope they expand the subs interior enough to be able to “walk around” to a few compartments, even something as simple as a free camera inside and outside the sub, different ports to dock at, and a free roam mode where you can go explore the polar ice caps if you want, or run from the pacific down around and out into the Atlantic. I just want the basic free roam ability’s to command a modern nuclear submarine to start with. That’s what Iove about UBOAT, instead of always being forced to engage in battles like an arcade game, you can just sail around and explore if you wish and focus on crew and sub management. If this turns out to allow you to do that it will be quite literally a dream come true for me!!
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12-24-20, 02:47 PM | #13 | |
Machinist's Mate
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03-14-21, 10:37 AM | #14 |
Loader
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Hmmm...their website is down...
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03-14-21, 03:29 PM | #15 |
MNW Dev
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Something went wrong with our hosting provider and some of our pages are down... we are investigating the problem with them. I am sorry for the inconvenience and thanks for mentioning
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dangerous waters, modern naval, modern sub |
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