SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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06-20-20, 04:24 AM | #1 |
Lieutenant
Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
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Humm, this could be a true replacement for the Sonalysts sims Dangerous Waters, Sub Command and 688I!
It looks to be in very very early development stages, so right now, it's mostly promises... But, you got my attention.
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06-21-20, 02:23 AM | #2 | ||||
MNW Dev
Join Date: May 2020
Location: Athens, Greece
Posts: 50
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Quote:
Thanks for the detailed thought. You are right. Financial success is a matter of perspective here. If in a parallel universe, I was EA with 9000 employees to feed anything that will cost me millions and doesn't return billions (I exaggerate to give emphasis) will be considered a failure. Our perspective differs. Quote:
The reason that you don't find spoken-out too openly what you've described it's because this is not a fact but a an opinion. Our research so far is bringing different results and is based to the fact that simulators are not games but hobbies. However, your opinion is, as always, well respected Quote:
Well that's the plan! Quote:
Can't blame you on that. Only future will tell then! Thanks both of you!
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06-24-20, 01:30 PM | #3 |
Loader
Join Date: Sep 2003
Posts: 84
Downloads: 22
Uploads: 0
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My take as a player (and ex USN submarine officer if that matters)
1. I think the market is only saturated in WW2 subsims. I think that a spiritual to Dangerous Waters is long overdue. I'm loving Cold Waters but a real modern sub SIM would be wonderful. 2. If you agree with #1 then make it moddable. Greatly extends life. 3. Read or ask real submariners in your nation state(s) of residence about modern submarine operations...most modern subsims/games really miss out cool stuff that matters and is "fun" for a certain kind of player. Best recent example I can think of are both in Cold Waters. Game doesn't model diesel electric propulsion because it doesn't matter in combat. True. But it really matters on the campaign layer and I WISH they modelled it because it makes their 1968 campaign way less historically interesting than it should be. 4. See if there's a way to actually do raytracing in your sonar modelling. I don't think that any modern subsim has ever done this and it really matters. I think they just use standard formulae from Ulrich et al. 5. FOR THE LOVE OF PETE WHEN YOU MAKE YOUR SCENARIOS PUT IN A REALISTIC NUMBER OF BIOLOGICS AND MERCHANTS! I should be contact saturated in any littoral area in the world...even in 1968. 5. Don't expect to make a ton of money v/r feld |
06-24-20, 02:07 PM | #4 | |
MNW Dev
Join Date: May 2020
Location: Athens, Greece
Posts: 50
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Quote:
Hi Feld, I don't know if you had the chance to take a look on our feature list ... Somehow you must have hacked our GDD (Game Development Document). In simple words. 1. Thanks and it matters that you are ex submarine officer 2. Agreed and featured 3. Agreed and can't tell more 4. Agreed and we are designing a special engine only for the purpose of sound propagation. 5. Agreed and featured 5(6). Agreed and we don't care to make a ton of money but get the amount that is needed to make this project feasible. Thanks for the sincere comments
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SV1QZN - 73 |
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06-24-20, 02:09 PM | #5 |
Loader
Join Date: Sep 2003
Posts: 84
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Missed your feature list!
Mark me down as "tracking"! Also joined your Discord. Is there a place I can wishlist this? |
06-24-20, 05:41 PM | #6 |
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 | #7 | ||
MNW Dev
Join Date: May 2020
Location: Athens, Greece
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Quote:
Honestly, that "since 2005" is the tinder of our current call. Quote:
That's what we like to hear!
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12-08-20, 02:10 AM | #8 |
Machinist's Mate
Join Date: Jul 2011
Posts: 129
Downloads: 2
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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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Tags |
dangerous waters, modern naval, modern sub |
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