SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-20-19, 04:21 PM | #16 |
Mate
Join Date: Dec 2010
Location: Moscow
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I am honoured to introduce our one and only virtual humpback whale Ahmed. He likes to sing. Please be gentle with him.
Other than the animal-related code, I was working on the color scheme, some TMA bugs and mouse aiming of torpedoes. Now the firing parameters are much faster to come up with. This concludes the updates of v0.0.2 release: https://github.com/Boris-Barboris/ds...ses/tag/v0.0.2 |
11-24-19, 04:10 PM | #17 |
Mate
Join Date: Dec 2010
Location: Moscow
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Working on AI
https://github.com/Boris-Barboris/ds...ses/tag/v0.0.3
Dedicated about 4 weekends to enemy AI. Managed to produce something resembling an easy combat bot, that only attacks what it hears, and a medium bot, that can use decoys, active sonar and tries to dodge the torps. A little sandbox trace: Modified the scenario, so that after killing a civilian passive bot an easy bot spawns, and medium bot spawns for each killed easy bot. All combat bots use the same Stork sub that the player has. Torpedo range is better estimated on the client with respect to it's fuel consumption factors on different speeds. Solution real-time phantom is drawn in TMA mode to make the process more obvious. I'll try to work on variability for now, want to get to at least 3 submarines and 4-5 torpedoes. Hull hydrophones maybe. |
11-30-19, 06:40 AM | #18 |
Mate
Join Date: Dec 2010
Location: Moscow
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Tested loadout screen on multiple available subs, added Alfa-wannabe fast boat Lima:
Multi-antennae hydrophones appear to be working, so I gave the Lima hull-mounted linear arrays that cover it's broadsides. Bots need a lot of tweaking, but I only had time to make them dodge not only enemy torpedoes but friendly as well. Experimental Linux build is up, but I expect some shared library version conflicts in the wild, so anyone willing to test the build is welcome. https://github.com/Boris-Barboris/ds...ses/tag/v0.0.4 |
11-30-19, 07:48 AM | #19 |
Electrician's Mate
Join Date: Sep 2002
Posts: 139
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Neat job Boris! This game doesn't have half the attention it deserves.
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01-22-20, 06:21 PM | #20 |
Mate
Join Date: Dec 2010
Location: Moscow
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I'm currently rounding up the work, dedicated to multi-hydrophone submarines and towed arrays. Towed array wire tension and drag seems to be properly working, slowing down the sub on full extension. Self-noise is working all-right, image/sound signal mirroring works as expected. I do not plan to simulate focus distortion due to bending, sounds unreasonably hard and there are rumors that modern towed arrays have solved this problem by accounting for their shape during processing. Wire damage due to speed will have to wait until the proper damage system is ready. TMA UI however needs some work. I have managed to synchronize the trackers of the merged contact so that they generate data samples simultaneously in order to help with triangulation - the thing that I always wanted in DW. But the overall picture is still too noisy: purple error legs need now to point to ray intersections instead of ray normals. I'll have to tune the visuals/colors to make the picture clearer. Nevertheless, spherical array + towed array triangulation is already giving good solutions: |
02-02-20, 03:16 PM | #21 |
Mate
Join Date: Dec 2010
Location: Moscow
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v0.0.8
https://github.com/Boris-Barboris/ds...ses/tag/v0.0.8
Implemented passive mode for torps, Minoga got a toggle for it in the "Aiming" UI. Keep her active phase speed low, on 29m/s it's legally deaf. Here's a dump from torp's sensor during Stork (going flank) intercept. Thank you, mr(s) Spencer, your tests have induced a couple of crashes and bugs in the acoustics system, that I have fixed. Don't be shy to give feedback here or in PM. |
02-09-20, 09:46 AM | #22 |
Mate
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https://github.com/Boris-Barboris/ds...ses/tag/v0.0.9
Got contact description field/label and word wrap working, made some threading-related improvements on the server side. I will now start working on the scenario and instance system. It occured to me that this monstrosity needs a good tutorial and some interesting campaign that can make use of the acoustics and player's ears. Tutorial requires rich interactive guides on the client, and campaign requires instancing (personal game world for the player), more database entities (animals, weapons, neutrals, subs), map scenario elements and goal/message system. This boring stuff will eat about a year of my time, I believe, but that will probably be enough to actually publish the turd. |
02-22-20, 01:50 AM | #23 |
Mate
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Thanks cane, AndiK, BamboozledSandwich, ildifa, sour_candy, maxadmiral, Pigeon and krome.
Fixed the server crashes you have encountered. |
02-26-20, 01:04 PM | #24 |
Mate
Join Date: Dec 2010
Location: Moscow
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Got some very rough replay working, was too curious of what is happening. https://github.com/Boris-Barboris/ds...es/tag/v0.0.10
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02-27-20, 03:33 AM | #25 |
Swabbie
Join Date: Feb 2020
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Hi Boris,
you might have noticed that I've been enjoying DSubs quite a lot, actually, so here's a great big THANK YOU from me. Like yourself, I find doing the TMA the most enjoyable part of a subsim, so DSubs is bang on the money (towed arrays ftw!). I've given the replay function a quick try last night - thanks! However, is there a chance that the replay coordinate system is out of alignment from the main game? When watching myself, I could tell which bit I was looking at, but it somehow seemed the wrong way around. Cheers! Very much looking forward to seeing it grow in the future. :-) Andi |
02-27-20, 03:40 AM | #26 | |
Mate
Join Date: Dec 2010
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Quote:
Glad to hear that. You are correct, player coordinate system is randomly shifted and rotated for each spawn. I did that because I wanted to make life a bit harder for players that decide to team up against other solo players and would try to verbally communicate using absolute values. This feature should go when/if I come to missions that are designed for actual coop or team fights, but for a free-for-all quick battle scenario like the one that is running I think it is a good feature. |
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02-28-20, 03:41 AM | #27 |
Nub
Join Date: Jun 2006
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You Sir are my hero! This is the game of my (admittedly sad) dreams.
Keep up the great work! |
03-02-20, 02:33 AM | #28 |
Planesman
Join Date: Aug 2005
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I tried installing it, but my anti virus detected something and sent the file automatically for interrogation.
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03-02-20, 03:07 AM | #29 |
Mate
Join Date: Dec 2010
Location: Moscow
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03-05-20, 03:44 AM | #30 |
Bilge Rat
Join Date: Dec 2013
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Hi!
I am a longtime fan of your "AtmosphereAutopilot" mod for Kerbal Space Program, so when I first saw that this little submarine game was made by you, I was sure it was gonna be great I think you had a great idea making DSubs more fast-paced than the usual sim, every round I played was always exciting! My congratulations (and hopes to see it grow) to you To show my appreciation, I made an icon for DSubs in the same minimalist art style, hope you like it: P.S.: Is it possible to sometime hear music on the hydrophone, or am I hallucinating things? |
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