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Old 06-24-20, 05:41 PM   #1
Kapitan
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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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Old 06-26-20, 04:44 AM   #2
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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.
...


Honestly, that "since 2005" is the tinder of our current call.



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... However it would most certainly be very welcome should it come to fruition.

That's what we like to hear!
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Old 06-26-20, 08:40 AM   #3
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I love the idea of different watches having different efficiency based on who’s on watch.

Looking good so far!
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Old 07-01-20, 09:53 PM   #4
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I love the idea of different watches having different efficiency based on who’s on watch.

Looking good so far!

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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Old 07-02-20, 10:55 AM   #5
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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.
  • Realistic TMA and Sonar stations
  • Sonar analysis that is user friendly
  • No cheat mode with magical underwater windows
  • challenging, realistic enemies
  • 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...

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.
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Old 07-02-20, 12:04 PM   #6
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Quote:
Originally Posted by Onkel Neal View Post
I like the concept, I would really like an graphically updated realistic Sub Command clone, but 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.
  • Realistic TMA and Sonar stations
  • Sonar analysis that is user friendly
  • No cheat mode without magical underwater windows
  • challenging, realistic enemies
  • 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...

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

I would like something like that as well.

Sounds good!
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Old 07-02-20, 01:55 PM   #7
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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.) ?
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Old 07-02-20, 02:08 PM   #8
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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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Old 07-03-20, 04:38 AM   #9
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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?
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Old 07-03-20, 06:46 AM   #10
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Quote:
Originally Posted by Onkel Neal View Post
I like the concept, I would really like an graphically updated...

...Keep up the good work.
Neal
Thanks Neal,[*]Realistic TMA and Sonar stations, sonar analysis that is user friendly

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:
Originally Posted by p7p8 View Post
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?...

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:
Originally Posted by p7p8 View Post
2. Will you implement different acoustic envronment for blue and shallow waters? What about regions with deep + shallow waters (shelf)?...

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:
Originally Posted by p7p8 View Post
3. Will you emulate different acoustic propagation near different kind of shorelines (fjords, flat sand beaches etc.) ?

One of the challenging tasks. Will do our best!



Quote:
Originally Posted by Skybird View Post
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...
It might be the teaser trailer that mixed your sensors and gave you that vague illusion. You see, it contains whales, a boat, a ship and the music theme gives this phantom echo of nothing from nowhere exactly as you describe!

But I can assure you that it is a submarine simulator that we are talking about here.

Quote:
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...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...

...Lets meet again in 9-12 months or so, and then we see.

Nichts für ungut.
You don't and all the thoughts are accepted. That is all about this thread for. We are asking your opinions about the feasibility of a project like this! 90% of the answers are on target no matter if they are discouraging or not.

Ουδένα πρόβλημα.

Quote:
Originally Posted by Sea Demon View Post
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...
Thanks a lot

Quote:
Originally Posted by Sea Demon View Post
- What timetable do you envision for the development of this project? Estimated of course...
There is a time table already set on the table which is within realistic limits for a simulator of that magnitude but I will not say anything because it is too soon and it is a publishers call too on this matter. I am sorry!

Quote:
Originally Posted by Sea Demon View Post
- Are you considering distributing on Steam as a means to grow your customer base?
That is also the publishers call but I am pretty sure we are!
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Last edited by maslas; 07-03-20 at 07:10 AM.
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Old 12-08-20, 02:10 AM   #11
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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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Old 12-08-20, 07:02 PM   #12
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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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Old 12-24-20, 02:47 PM   #13
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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!!
yeah that's what i liked about silent hunter 3, especially its weather systems and the wave simulations. it was pretty ahead of its time how immersive and realistic they were able to make it. i hope we are able to just sail and navigate. hopefully there is a conning tower view like in silent hunter 3 for when you want to experience rough seas i heard there is an external view it just won't be helpful for gameplay, which is understandable, but i really do enjoy the detail they put on the models. especially from the trailer where the akula had all these plating, nubs, and 3 dimensional details on the hull. in cold waters they had normal mapping for these features, but it's not the same when it's flat, you can tell the difference. i always thought cold waters could have used more detail and rounded out the subs a lot more. i think modern pcs could get away with it. i much prefer some of the larger details be rendered 3 dimensionally with the smaller details being normal mapped. with modern cpu and gpu technology, i doubt it's much of a big problem. in fact i think we should push for even greater fidelity as most mid range pcs should have no difficulty
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Old 03-14-21, 10:37 AM   #14
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Hmmm...their website is down...
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Old 03-14-21, 03:29 PM   #15
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Hmmm...their website is down...

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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