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Old 07-12-14, 07:13 PM   #1
v-i-c-
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Thanks.

The new math behind the boat itself should be pretty accurate now, simulation of the ballast tanks & blowing system is based on the math of real world computer controlled ballast tanks. And the boat's behavior on the surface almost (90%) matches what's known about the real thing from german and british documents. (slightly different tactical diameters and times to turn at different velocities)

For the historical technology of the boat I have great help from the former (1950s) chief engineer of a Type VII and some others who are amazingly deep into this stuff.

My goal was to create a simulation based on the different ways used by ship designers to estimate vessels - and that works now by just feeding it with the correct data of the boat and estimations where no exact data is known.
I've started with the simulation of the diesel engine itself, shaft & propellers, the different drags, the rudder, a new buoyancy system, the ballast tanks, vents and compressed air installation and finally I'm busy with the pumps right now.

But all this stuff doesn't make the game itself complicated for the player if he doesn't want it - the only difference to the usual faked or over simplified approach is that a serious calculation of the physics behind the boat and its systems lets it act more like the real thing automatically. …and I can give the player control to some details if he wants that, like control of the ballast tanks and the flooding & drainage installation - if the player doesn't wants to touch that then that's no problem at all because the "crew" will do it for him anyway.

From the boat's simulation itself I'm at a point where I think that only tiny details could be improved in future desktop versions but I also think that most of that will be unfortunately out of my scope and I would really need to hire someone for this task who is a professional in hydrodynamics, someone who is doing real world ship calculations all day. (I doubt I will ever be able to afford such a person).
Anyway, developing this part of the simulation was boring and often extremely frustrating, can't count how often I felt like a prehistoric man who is trying to understand the drawings of a fusion reactor - but in fact I was someone from Utopia trying to understand the stuff of people 60-250 years ago… damned nerds.
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Old 07-15-14, 02:47 PM   #2
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Test of the AI controlling the MG 34 mounted on the conning tower. Test set up! Graphics are worse than in game. Aircraft models and the impact explosions of the MG 34 ammunition for testing purposes only. Aim & hit test, no damage simulation:

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Old 07-16-14, 01:35 PM   #3
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Quote:
Originally Posted by v-i-c- View Post
Thanks.

The new math behind the boat itself should be pretty accurate now, simulation of the ballast tanks & blowing system is based on the math of real world computer controlled ballast tanks. And the boat's behavior on the surface almost (90%) matches what's known about the real thing from german and british documents. (slightly different tactical diameters and times to turn at different velocities)

For the historical technology of the boat I have great help from the former (1950s) chief engineer of a Type VII and some others who are amazingly deep into this stuff.

My goal was to create a simulation based on the different ways used by ship designers to estimate vessels - and that works now by just feeding it with the correct data of the boat and estimations where no exact data is known.
I've started with the simulation of the diesel engine itself, shaft & propellers, the different drags, the rudder, a new buoyancy system, the ballast tanks, vents and compressed air installation and finally I'm busy with the pumps right now.

But all this stuff doesn't make the game itself complicated for the player if he doesn't want it - the only difference to the usual faked or over simplified approach is that a serious calculation of the physics behind the boat and its systems lets it act more like the real thing automatically. …and I can give the player control to some details if he wants that, like control of the ballast tanks and the flooding & drainage installation - if the player doesn't wants to touch that then that's no problem at all because the "crew" will do it for him anyway.

From the boat's simulation itself I'm at a point where I think that only tiny details could be improved in future desktop versions but I also think that most of that will be unfortunately out of my scope and I would really need to hire someone for this task who is a professional in hydrodynamics, someone who is doing real world ship calculations all day. (I doubt I will ever be able to afford such a person).
Anyway, developing this part of the simulation was boring and often extremely frustrating, can't count how often I felt like a prehistoric man who is trying to understand the drawings of a fusion reactor - but in fact I was someone from Utopia trying to understand the stuff of people 60-250 years ago… damned nerds.
Quote:
Originally Posted by v-i-c- View Post
Test of the AI controlling the MG 34 mounted on the conning tower. Test set up! Graphics are worse than in game. Aircraft models and the impact explosions of the MG 34 ammunition for testing purposes only. Aim & hit test, no damage simulation:
Bravo BRAVO BRAVO V-I-C !!!!!!

i can't express myself better but i believe that you are creating the sim that i always had (-wanted) in my mind and hoping some day to show up !

all the best to your really worthy effort !
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Old 09-20-14, 04:57 AM   #4
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This video shows the water surface refraction and real time global illumination in WOTA. It does not show any game play (but a weird rotating boat ;-) ). In the 2nd half the time of day is accelerated to show the effect of the global illumination: basically everything always automatically visually fits together - at any time of day or any weather. Unfortunately my touch solution isn't really smoothed yet which causes the camera movements sometimes to stutter, but the device can handle it at constant 60 frames per second.



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Old 09-21-14, 10:05 AM   #5
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Outstanding VIC.
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Old 09-22-14, 02:03 PM   #6
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this water.....IS WATER ! bravo V-I-C
Much better(and i mean it) water than many serious AAA companies have shown

have you prepared the look of water at heavy seas ? can you show us a video of the most heavy state of it?
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Old 09-24-14, 04:42 PM   #7
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Quote:
Originally Posted by makman94 View Post
have you prepared the look of water at heavy seas ? can you show us a video of the most heavy state of it?
Basically it is still the same ocean as before.
Heavier sea states will have more foam. This is an older picture before I've improved the light. I currently haven't finished tweaking higher state settings, I'll post something on another day.

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Old 10-10-14, 01:36 PM   #8
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Quote:
Originally Posted by makman94 View Post
have you prepared the look of water at heavy seas ? can you show us a video of the most heavy state of it?
This is the new lighting and new clouds in a light rough sea.

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