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Old 11-28-22, 06:43 PM   #1
bracer
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Default Development updates - Unity version

Hey everyone!
I have taken a quite drastic turn and decided to port the project over to Unity!
My own engine sadly couldn't keep up with my needs.
It has taken some time, but as you'll see, it's been well worth the time investment!



Battleship Command is a naval war simulator set in the second world war. It's simulating the technologies of the era including the naval vessels, aircraft and the development of radio and radar. The player focus will be on controlling a single battleship hands on and to some extent manage the strategy of other units both naval and air.
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Old 11-29-22, 01:20 PM   #2
Sonarman
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Looks superb Bracer, you seem to have become comfortable with Unity very quickly will be great so see how the sim evolves going forward.
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Old 11-30-22, 04:40 AM   #3
bracer
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Looks superb Bracer, you seem to have become comfortable with Unity very quickly will be great so see how the sim evolves going forward.

Thanks Sonarman!
Yes, after working with my own engine for a few years, Unity is a breeze :-)
One of the biggest advantages is that you can use C# in Unity, which I prefer.

My own engine was written in Pascal , an old language. Don't ask why, haha!
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Old 11-30-22, 07:23 AM   #4
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If anyone likes Discord, you can find my channel here: https://discord.gg/DtHGqb7Ucx
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Old 12-07-22, 05:40 PM   #5
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Here's a few new screens to enjoy!
Currently I am working hard on AI management, specially your control over AI in your fleet.
Like setting their rules of engagement and which targets to attack.
If you don't set a target, they will do the prioritizing themselfs.

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Old 12-25-22, 03:54 PM   #6
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Happy holidays! I've been spending some time on the radar and finally added a feature I've been wanting for a while, that the radar detects land masses!


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Old 12-29-22, 03:47 PM   #7
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I've been working on the onboard crew to help with spotting and gunnery. The three fire director stations all work independently, and any of them can be AI controlled. The three main guns can be connected to any fire director, so in the extreme case each gun can have a director each and fire at three different targets. Or you could control the top fire director, directing gun Anton and Bruno, shooting at targets ahead, while the AI is controlling the aft fire director, aiming gun Ceasar at targets behind you.
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Old 12-31-22, 08:13 PM   #8
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Happy New Year!
Today I had the Scharnhorst and a whole bunch of Hippers out training turns in formation.



In most cases it works fine!



But in some cases it lead to a month or two in drydock reparing a bow or so...



Back to the shed and code some collision avoidance!
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Old 01-04-23, 11:21 AM   #9
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I'm watching this one with great interest. Thanks for the updates!

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Old 01-13-23, 06:56 PM   #10
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Quote:
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I'm watching this one with great interest. Thanks for the updates!

Thanks! I am glad the project interests you!


During this week I have made the smaller AA guns functional
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Last edited by bracer; 01-13-23 at 07:20 PM.
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Old 01-17-23, 08:26 PM   #11
TheGreatElector
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Quote:
Originally Posted by bracer View Post
Thanks! I am glad the project interests you!


During this week I have made the smaller AA guns functional
This looks amazing, been watching your development and i just subscribed to your channel. Can't wait to see how this goes! Thank you for sharing!
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Old 01-20-23, 04:34 PM   #12
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Thanks mate!
It makes me very happy to hear that others are interested in this project!


I've been working on the airplane AI and doing torpedo attacks. This is after all one of the real battleship killers of the wwii. But the AI ships can also fight back now!
Here you can follow a few Swordfish planes doing their thing, and doing it well.
As you can see the Swordfish/torpedo models are still unfinished or placeholders...
Cheers!


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Old 01-26-23, 06:34 PM   #13
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Hey!

I've taken a break from coding AI and instead been giving the terrain generator some love.
First I've switched to a mercator projection, which do make the sizes of the contries in the north bigger than those near the equator.
But the landmasses look less stretched than in my previous terrain data setup. After some tuning of the heights I think the scale looks fairly good.
The resolution of the land can be increase further with my interpolation system, but that will wait until I'll start modifying points of interest by hand and adding structures.
Roughly the playable terrain covers from Svalbard in the north to the canaries in the south. From Greenland to Murmansk, west to east.


Teneriffa



Kaafjord whit Tirpitz in the photo.



Gibraltal, looking south.



A certain volcano in Italy.




Nida, Lithuania.
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