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Old 06-11-19, 02:54 AM   #166
bracer
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Hi!

It is a new executable, so you just put it in your old folder and launch the game using the new exe.
Cheers!
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Old 06-11-19, 03:46 AM   #167
agathosdaimon
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okay cool, i figured it out just before - i forgot that teh exe in the folder is like 60meg and so mistook it for a game installer and was trying to launch it from my downloads folder and which then avast antivirus was blocking me


anyhow, i have played the game again and the updates are great, i used radar - my improvement was this time 3% instead of 2 and a few less shells fired.


i must note however that the fore gun director does not seem to be functioning right, - the turrets do not move with the target right - and they were not elevating to fire at teh designated range, so i was spendig a while firing away from the fore director and seeing no splashes despite having the approximate range entered - only when i turned zoom off, i saw that the guns were firing only a few hundred meters ahead of the ship


from the top director there are no issues, guns move and elevate correctly


also def need just a singular all fire button - like space bar perhaps
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Old 06-11-19, 03:50 AM   #168
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also if you can have a key for just automatically going to the gun director sight like you have for radar would be good - maybe T key (t for turrets!) because whilst it is good i can hit r to go and get a new range approximation, then i have to manually walk back to the gun director and reset it to the top director etc and so lose time doing that
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Old 06-11-19, 09:21 AM   #169
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Great to hear!

Yes, I will enable spacebar to fire all guns. Maybe all guns connected to current fire director.

Teleport to station is also a good idea.



Regarding the forward/aft firedirector.

At default, all guns are connected to the top firedirector station, which has the widest rangefinder base and the best viewpoint. To make the guns follow the data from fore or aft firedirector you have to change the switches in the foreward fire station. There are three panels in the room, one for each turret. Forward is turret A, middle is turret B, rear one is turret C. Here you choose which director the gun should receive target data from. This way you can have one target computer/director per gun and shoot at three different targets at the same time.

So if you want to use the fore firedirector, set all switches to fore, and the guns should obey your orders.
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Old 06-11-19, 09:30 AM   #170
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okay i understand - though perhaps when one goes to the gunnery screen the default director should be the top one, as that really is the first and best one that one will go to in any case
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Old 06-11-19, 09:48 AM   #171
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Quote:
Originally Posted by agathosdaimon View Post
okay i understand - though perhaps when one goes to the gunnery screen the default director should be the top one, as that really is the first and best one that one will go to in any case

Yes, I had that thought aswell, or the last used firedirector. Then you can leave the director, flip switches on the panels and easily return to your lastly used director.

The reason it is the way it is now, is because it actually is the fore firedirector you are clicking and I am planning to model the top/aft stations aswell. Then it would be confusing to click the fore but end up with the top.

Not totally sure how to make it user friendly yet.
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Old 06-11-19, 09:51 AM   #172
agathosdaimon
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well i guess you can just keep it as is and just have the quick jump to location key and that can default as the top director
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Old 06-11-19, 10:00 AM   #173
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There is few upcoming features that will affect the system that needs to be taken into consideration. Firedirectors and rangefinders will be able to break from direct enemy fire or splinters. There will also be electrical malfunctions or simply lack of watt produced from the generators, and I am currently researching which systems used electricity. Stabilizer, magnification, rangefinder? Radar of course used power.



On the panels in the room will be more settings for the guns/directors, not sure which will end up on the director HUD or which will be fysically on the panels.

Settings like rangeing salvoes, AP, HP or standard projectiles, single or full turret salvoes, there maybe switches to close the vents/flood the storages aswell.
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Old 06-11-19, 10:03 AM   #174
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all sounds good - i hope that you can get those in then have the ship go up against a larger foe
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Old 08-31-19, 05:57 PM   #175
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any news on this project?
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Old 09-01-19, 04:13 PM   #176
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I have been struggling alot with the lightning/shadows and shaders. Sadly without any satisfying results to show...


I will update you soon on what is new!
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Old 09-01-19, 04:31 PM   #177
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thats disappointing, though i was quite happy with how it was looking before, shadows and shaders can come at the end cant they?
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Old 09-01-19, 04:43 PM   #178
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Yes, it's absolutly no priority.
But now and then I get into the mood of learning and improving the graphics.
Some shadows on the ship and some lightning inside the helm would be sweet!
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Old 10-20-19, 03:39 PM   #179
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A few new graphical improvements to be seen in these photos!
  • Finally proper UV-mapping of the model = improved textures!
  • Bump/normal-mapping.
  • Improved lightning.
  • Wavey water is back!

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Old 10-20-19, 05:22 PM   #180
agathosdaimon
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very nice!
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