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Old 02-25-21, 01:53 PM   #16
Topo65
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EXCELENTE!!!
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Old 07-28-22, 05:42 PM   #17
LoneWolf_gabo
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Hello! Been long time since i been around the project, but still going.
Pretty much all the clicking parts of the sim is done and i'm focusing on adding and stablishing graphical content. I will be starting by publishing a free campaign where you will command the HMS Eagle in the Indean Ocean hunting German merchant riders while defending frendly merchant ships and keeping an eye on Italian early submarines.
So since the project idea is to make all by myself i've started improving my 3d art skills. Starting with the non-playable units, my first attempt at generating content is shown here in the "units viewer" demo build for PC:
https://drive.google.com/file/d/15jP...ew?usp=sharing

or if you don't want to download the build here's a picture




I have migrated the project to a universal rendering pipeline due to very poor performance on different platforms i was having and the idea is for the sim to run on low end PCs/devices. The downside is that the sim is back to flat ocean for now until i find a proper 3rd party solution for that.

I'll be adding UI controls to the units viewer and some test actions such as damage testing (aka destroying it!), navigating the different units and some AI functions.
I have more features coded than i can actually show on the current state of the sim. So until the free campaing contents are ready i'll be updating this units viewer with feature test buttons.

DISCLAIMER: The ship you see is the "Komet" merchant rider however i have mistaken the ship and it should have been the "Atlantis" wich is actually a bigger ship. But for now this will act as "random merchant rider" until i make the more historical accurate units.
The ship is not yet fully equiped, it has 15cm SKL/45 deck guns for now and a deployable recon aircraft He 114. Wich ofcourse actually fly from and to the AI ship and it's deployed and hoisted acordingly by the AI. (will add buttons for that in the units viewer).


Hope you like it.
Cheers!

Last edited by LoneWolf_gabo; 07-29-22 at 07:57 AM.
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Old 07-29-22, 08:07 PM   #18
LoneWolf_gabo
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Hello again, here's some video of the damage system. Shows how compartments integrity can be quickly destroyed or damaged and eventually sinking due to flooding.



Particles are not deffinitive, and there will be more steam
same with secondary damages/explotions.

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Old 08-07-22, 09:53 AM   #19
LoneWolf_gabo
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Hello!

A quick video of current gameplay. Just remember the art is placeholder
More info on the description of the video.



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Old 08-07-22, 05:56 PM   #20
dsawan
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Looks good;can you tell us what the pc specs are for this? i take it windows 10 64 bitos?
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Old 08-08-22, 08:28 PM   #21
LoneWolf_gabo
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Hi, It's aimed for low end PCs. The PC I develop in is an I3 with just 8GB ram and an old Raedon vid card. I also test it in an even older PC with a 1.8hz amd cpu and an even crappy Nvida vid card.. and it runs smoothly over 30 to 40 fps. But any more "modern" PC will make it fly. It's super optimized and lowpoly modeled. The good thing is that it runs up to date graphics in terms of lighting and rendering.
Leaving computing room for a good dynamic ocean. Still looking for the most suitable solution.
I think graphically speaking it will look and run as if you run Silent Hunter 3.

As for target platform i can build for windows. 32bit, 64bit and MAC. Don't think it runs windows 7, but i will try and let you know.

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Old 08-13-22, 01:32 PM   #22
LoneWolf_gabo
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Salute virtual sailors and naval pilots!

So finally new ocean and things back on track after the migration.
Here are some pictures...





And also a new version of the Units Viewer where you can shoot some torpedos and lauch the recon aircraft.
Some advice:
The AI aircraft may experience some trouble leading with the waves. And in case of sinking it will glitch because it's still missing the damage system.
You can press F11 to alternate 16:9 resolutions for best suitable FPS.
To quit the game alt+F4
Haven't add proper respawn function to the units viewer so if you want to try again you will have to re-load the game.

Units Viewer 1.1a PC Build x64.
https://drive.google.com/file/d/15jP...ew?usp=sharing


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Old 08-22-22, 11:41 AM   #23
LoneWolf_gabo
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Hello!

So, made a new 3d model for a non-playable unit. In this case the RMS Strathnaver wich will act as troop transport class for the allied side.

Here are some pictures of it in Carrier Ops, with the civilian painting.
Now need to add some details and paint it in war colours.







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Old 08-24-22, 02:42 PM   #24
LoneWolf_gabo
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The new ocean and the troop ship featured in this video, along with the other AI units including an Italian submarine.



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Old 08-26-22, 02:30 PM   #25
bracer
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Looks sweet! I like the ship motion in the water.

What engine and water did you go for? Unity with Crest?
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Old 08-29-22, 03:30 PM   #26
LoneWolf_gabo
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Thanks! Your work is great too!
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Old 09-05-22, 03:46 PM   #27
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Looks like you have put in a lot of good work on this.


Best of luck to you
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Old 09-05-22, 04:58 PM   #28
LoneWolf_gabo
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Thanks a lot! Yep, lot's of years have gone into all the systems involved in the simulator and haven't got divorced yet! that gotta be a win
Hope to publish a stable version of the sim by end of year. Probably will share a preview version here on the forums for testing before doing a "formal" publication.

And some pics: a game over situation for sure. And a simple port scenery wich represents Colombus port in Sir Lanka.




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Old 09-05-22, 05:06 PM   #29
LoneWolf_gabo
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Quote:
Originally Posted by bracer View Post
Looks sweet! I like the ship motion in the water.

What engine and water did you go for? Unity with Crest?
Sorry bracer, i mised that second line on the text.

I'm using Unity URP in Deferred lighting. And currently using an ocean simulation from JumpTrajectory on github. Also using Enviro but just for the day night cycles as i have my own local weather system.

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Old 09-11-22, 07:25 PM   #30
LoneWolf_gabo
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Hello!

A quick video here. This time a bit on the side tracks.
Carrier Ops it's actually a simulation sandbox and it's capabilities go beyond ww2 era. Here's helicopters simulation in the naval enviroment.




And the reason why i was testing helicopters in Carrier Ops is because the series will have a parallel co-production with a fellow Argentinian 3d designer to bring 1982 Malvinas (falkland) war to the series.
So Carrier Ops will start with both 1940 and 1982 series!
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