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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Fri Jan 02, 2004 10:49 pm Post subject: Imperial U-Flotilla Update |
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First happy holidays and a happy new year for the whole axis of chrismas
I hoped to finish the update right to the newyear celebration but than it took longer than i thought.
Ok,it was quiet around my Project the whole last year and some of you who maybe anticipate it would like to know whats about it.So here it goes;the last year gone for resurch at the bigest part and to a big part for the design document,so at this areas i had made big advances,that means i had done only little on modeling/programming of the Sim so fare.The resurch material i have gathered looks good so fare so the most part of this year i will spend on modeling/programming and further designing.This sim will be developed with C++ and it will definately be a multyplatform sim,that means Windows/Linux and Mac.
I think it's time to give you a first taste of what i have done so fare and like what it should looks like and can be seen on the link below.Hope you like it.WARNING!!! lots of big pics.If you are on 56k then you better get a cup of coffe while it loads
This two subs will be the driveables so i model them in ditail:
www.nord-com.net/heinrich.lang/U1-U31Pics.htm
I intend to do a hardcore sim with various options for beginners.It will also go in a little bit other direction then other sims and i want to break with the linearity in the historical sub sim area that i believe to see throughout the last years.
Here's a part of a list with features i aim for:
- Full interactive 3D Interior for maximum immersion.You can walk in FPS style through the entire
Boat and interact with all devices control panels and gauges.
- Realistic Physics.
- Highest possible technical,tactical,nautical and historical accuracy.
- Versatile and more human like AI behaviar
- Earth curvation.No artificial restriction of the field of view.So if weather conditions permits you will be able to observe masts and smoke sticking out behinde the horizont before see the actual ships.
- Dynamic weather.
- All weather effects and phenomena known to me and that i can resurch.
- Tides and currents
- Realistic sensor modeling.
- Ditailed damage modeling.
- Realistic navigation:
- Terrestrical navigation
- Astronomical navigation
- Militäry navigation
- Radio navigation
- GPS like auto maps,huds and stuff that can be found in most sub sims will be let only as an
option for less experianced players
- Proper rules of the road with trafic signs,lights,positioning lights,light towers and stuff.
- Port ingress and egress
- Realistic communication:
- Radio
- Flags
- Sirenes
- Morse spotlights and stuff
- Sea replanishment from U-Boat tenders
- RSR inspired campaign system.Possible no historical campaign in the first release.
- A broad variaty of mission areas:
- Sea denial
- Reccon
- Insertion and extraction of spies and sabotage troops
- Resuplying sabotage troops in denied sea areas.
- Rescue/evac operations
- Fairing VIP's and stuff like that
- Stoping merchants and search up the ship for contraband
- Capturing other vessels and bring them back to own base
- Coastile raids with deckguns in hit and run style
- Minelaying
- Possible tactical restricions by war laws e.g. "Priesenordnung"
- Fleetprotection
- Fleet operations
- Supporting amphibical operations
- Coastile protection
- ASW
- and more...
- Minefields and different tactics to pass them
- ASW:
- Nets with and without mines
- Nets with light buoy and stuff
- Beam barriers
- Q-ships
- Spotlights on ships and coasts
- Seafloar and ship mounted hydrophones
- Zeppelines/Towing Ballons
- Airplanes
- Hunter groups
- Devil mashines
- and more...
- A veeery comprehensive training campaign
- A veeery comprehensive Manual
- Tactics will get a very special attention in my sim
- more to come...
Any questions ?
Else till the next chrismas
Deamon
Last edited by Deamon on Sun Nov 14, 2004 8:29 am; edited 3 times in total |
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Seeadler
Joined: 14 Mar 2001 Posts: 1992 Location: Germany
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Posted: Fri Jan 02, 2004 11:23 pm Post subject: |
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Great renderings, how much is the polycount of the subs?
BTW:
the link is broken :wink: |
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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Sat Jan 03, 2004 2:01 pm Post subject: |
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Oh oh oh,damn it.Thanks to point me at it,works now.
U1 47000 Polys(Not optimized)
U31 6629 Polys
Deamon |
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AdamWarren
Joined: 30 Apr 2002 Posts: 3013 Location: The same as the last 23 hours... staring at the monitor TN, USA
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Posted: Sat Jan 03, 2004 10:44 pm Post subject: |
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*sitting at his PC in wonder* |
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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Mon Jan 05, 2004 10:49 am Post subject: |
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AdamWarren wrote: | *sitting at his PC in wonder* |
Hey this sounds poetical
Deamon |
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Drebbel
Joined: 10 Jan 2002 Posts: 6153 Location: Almost at periscope death !
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Posted: Mon Jan 05, 2004 6:25 pm Post subject: |
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Great list Deamon and beautiful images.
But with a feature list like that will you sim ever be completed ? :wink:
Also found the image below on your site. What is it about ?
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Seeadler
Joined: 14 Mar 2001 Posts: 1992 Location: Germany
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Posted: Mon Jan 05, 2004 7:05 pm Post subject: |
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Drebbel wrote: |
Also found the image below on your site. What is it about ?
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Looks like a diagram of the sonar sound channel :wink: |
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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Mon Jan 05, 2004 7:21 pm Post subject: |
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Drebbel wrote: | But with a feature list like that will you sim ever be completed ? :wink: |
Well that's why the first release will propably not be a historical campaign.That gives me the design freedome to adjust the work amount
according to my resources.But i work almost fulltime now and looks like an old budy will join soon so more resources can be puted in to this project.The work amount is surly big.The challange here is to balance the effort with the feature ammount and make mutch with little and that's what i think is the essence of being an indie developer.But i'm sure it will be fun as hell,couse i will change all thous things that did anoied me about other subsims and very ditailed driveables with 3D interiour is i think a big leap in immersion,as big as the leap from 2D games to 3D games.
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Also found the image below on your site. What is it about ?
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This picture shows the propagation of a soundwave in the water.It's part of my resurch material i gathered for my sonarengine.A realistic hydroacoustic model is one of the main focuses for me.At all a fidel simulation of the ellement you operate in,with all thouse subtle aspects of it is essencial for a sim.
Deamon |
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Canarb
Joined: 14 Sep 2002 Posts: 241 Location: Italy
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Posted: Sat Jan 10, 2004 7:00 pm Post subject: |
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excellenrt |
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U-421
Joined: 14 Sep 2002 Posts: 139
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Posted: Tue Jan 13, 2004 12:43 pm Post subject: |
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Very nice Deamon! Lookin good |
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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Thu Jan 15, 2004 4:51 am Post subject: |
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Thanks for the feedback guys,glad you like it after lots of work flown in it I'm sure you will be even more pleased when you see the interiour pics.
@canarb
I'f tryed to brows your site:
digilander.libero.it/canarb
But if i click on the english version then i get an site not found error,any idea ?
Deamon |
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Canarb
Joined: 14 Sep 2002 Posts: 241 Location: Italy
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Posted: Sat Jan 17, 2004 9:22 pm Post subject: |
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sorry, eng version is outline |
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Nico71
Joined: 21 Sep 2001 Posts: 679 Location: Germany
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Posted: Wed Jan 21, 2004 10:49 am Post subject: |
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Hey Deamon!
Ich habe Langeweile und 3DS Max 5.1 SP1! Hast du irgendwas für mich zu tun? Übe zwar noch, aber es kann nur besser werden! |
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Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
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Posted: Thu Jan 22, 2004 2:56 pm Post subject: |
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@Nico71
Check your PM :wink:
Deamon |
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Andy
Joined: 21 Sep 2001 Posts: 334
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Posted: Tue Feb 03, 2004 2:27 am Post subject: |
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SSSSHHHWWEEETTT! Nicely done is an understatement. I have read "Raiders of the Deep" more times than I can count. Somehair raising moments that it would be great to see reproduced. And from the looks of things, you are well on the way. |
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