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OneShot
01-02-2008, 03:36 PM
Started by Dr. Sid

If you are wondering if something is happening .. yes, it is. I'm doing some analysis, mostly for object model and graphic interface. First source code would be laid on water this weekend I guess.

---
Fatty

Sounds great Sid :)

---
Dr.Sid

Ok .. so just you know ..

I have some basic GUI and I have obtained some first models from XabbaRus to test them, so I work on 3D a bit too.

My next micro-goals are to add bitmaps to GUI (it's only frames now), and create 3D viewport, so you can view 3D scene together with the GUI elements. With that I'm trying to load and display Xabba's models with all
details (currently working on textures). I do this in standalone project (for now) and this builds on some of my older testing code.

I guess I'll be able to post some first screens soon showing those models, they look great.


I've just posted 3d viewer with Xabba's Foxtrot into files section. It is actual code of the simulator, showing some basic GUI elements and 3d viewport with the first Xabba's model. Note that all is pretty incomplete. We don't need you to tell us what more we have to do. But we need you to tell us if this does not work at all for you or if you experience some crashes.

Installation is simple .. extract this somewhere, go to bin and run sim.exe.


Just so you know ..

I'm doing some quite minor tweaks in the gui. The problem is: shaders. I have found some texts about shaders in OpenGL and finally I understand why everybody likes them so much. So I too could not help myself and I'm playing with them a little.

Anyway I hope I had enough and that I'll make some more significant stuff this week.

Btw. don't worry, the game will work without shaders and I don't want to put it early versions at all. But it makes many things so easy and good water is practically impossible without them.

---
Zachstar

I just wanted to make a note on this topic.

Shaders are a MUST if you want this game to be used longer than the time it took to develop.

We are just about to get into 2008. Anyone who doesn't have atleast a basic OpenGL shader card has got more problems on his hands than a crappy computer.

Shaders remove so much of the crap involved with coding these games and add so much realism and beauty that it is almost stupid to toss them to the side on even the alpha versions.

Please, Plan to use shaders! It will work fine in the end and make things alot smoother to run.

If you ask me... If you are early enough in development that perhaps your time is better spent basing it off an existing game engine such as OGRE http://www.ogre3d.org/ it is free, Open Source, and can be run on DirectX or OpenGL with shader support, It comes with its own shaders such as HDR Lighting and other effects that are really needed for this subsim.

---
Dr.Sid


Shaders are a MUST if you want this game to be used longer than the time it took to develop. We are just about to get into 2008. Anyone who doesn't have atleast a basic OpenGL shader card has got more problems on his hands than a crappy computer.
Like what ? Shader-less opengl will not be supported anymore or what ?


Shaders remove so much of the crap involved with coding these games and add so much realism and beauty that it is almost stupid to toss them to the side on even the alpha versions.
Flashy graphics simply are not priority of the game. Of ANY game. Game is about gaming. It more important to have multiplayer instead of shaders. That's what I mean by adding shaders later.


If you ask me... If you are early enough in development that perhaps your time is better spent basing it off an existing game engine such as OGRE http://www.ogre3d.org/ it is free, Open Source, and can be run on DirectX or OpenGL with shader support, It comes with its own shaders such as HDR Lighting and other effects that are really needed for this subsim.
Well I'm absolutely not interested in such engines. I'm not doing it so it's done fast or easy or anything, but because it's fun for me to do it.

BTW. HDR needed for subsim ? Where are you from ? nVidia corp ? :-D

---
Zachstar


Like what ? Shader-less opengl will not be supported anymore or what
I do not know. It will be quite bad compared to just about any other 3D game and take longer to develop however.


Flashy graphics simply are not priority of the game. Of ANY game. Game is about gaming. It more important to have multiplayer instead of shaders. That's what I mean by adding shaders later.
Add them in now and save yourself the coding headache. You may be noticing a problem with shadows so far no? Something about them sucking far too much FPS? Shadows work best with a simple shader. Less fuss less work.


Well I'm absolutely not interested in such engines. I'm not doing it so it's done fast or easy or anything, but because it's fun for me to do it.
I understand such. Too bad about the choice tho as it can save you alot of headache. Ill put that aside tho.

While you are making this as a hobby project I do hope you keep in mind how others want to help and not be TOO steadfast about things if that MAY help things along a bit. Keep in mind how many projects fail sadly. Dr. Martin of ORBITER is allowing parts of his hobby project to be worked on by others in the OVP project.


BTW. HDR needed for subsim ? Where are you from ? nVidia corp ? :-D
Not much work (A simple shader really) and it gives a good effect? I don't have to be from a graphics corp to say that it is worth it.

The whole point about these shaders is that they are simple and save alot of headaches when you have to do it manually. I suggest you download OGRE and look at the shader folder to see how simple these shaders are. It is more than worth it to require a card from what? 2004? You can pick up a 2006 card for less than 20 bucks these days.

Oh and no I do not work for a graphics corp.

---
Dr.Sid


Add them in now and save yourself the coding headache. You may be noticing a problem with shadows so far no? Something about them sucking far too much FPS? Shadows work best with a simple shader. Less fuss less work.
I see. Sure .. WHEN I'm doing shadows, I'll seriously consider shaders. Or HDR, or that funky reflective water everybody is so mad about these days. But that is not alpha stage. These are nice things, but less important then most of the other things which means will be implemented later.


The whole point about these shaders is that they are simple and save alot of headaches when you have to do it manually. I suggest you download OGRE and look at the shader folder to see how simple these shaders are. It is more than worth it to require a card from what? 2004? You can pick up a 2006 card for less than 20 bucks these days.
At the stage the graphic engine is now (1 simple texture per object) there is no room for shaders, really. Anyway let's discuss what do think shaders make easier. I'm not aware much about such things. I know shaders allows some things which are not possible otherwise (or would be too slow).

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Zachstar

They make life easier by not making you write a super optimized shadow and light system as well as others because the basic shadowing on another model (water built for waves) costs you 50-75 percent of your performance.

With those out of the way you spend your time on other things such as more advanced physics and realistic weapon actions. Instead of beating your head on the wall trying to figure out how to gain an extra 2 FPS while keeping the shadows not looking like total crap.

Did I mention light without shaders? Nightmare.

GLSL is not a totally new system. My 2004 video card supports it...

All in All requiring GLSL on the client's system is the best way to improve performance, coding effort, bug potential, etc...

I understand you are at pre-alpha. Just please don't get too far before you consider implementing some very basic shaders. Play around and have some fun with it!

---
MaHuJa


I understand you are at pre-alpha. Just please don't get too far before you consider implementing some very basic shaders. Play around and have some fun with it!
I think I'd say it like this:

Learn what they are and how they work, so that
1 - you can make sure adding them in the future won't be a headache
2 - you don't spend a lot of time doing what shaders could do easily.

Some part of the discussion, at least on one side, was about how requiring shaders won't make the game unusable. I have one thing to add about that: Some of the integrated intel graphics cards, like the one on my laptop, really doesn't like some shaders. In one case it was called the "discoball effect". I don't know what shaders in particular it disliked, or if it's shaders in general. At least it runs, and shaders could be 'turned down' so the shaders causing problems wasn't run. (The game was Sword Of The Stars)

I think what the /fuss/ is all about, is that somebody here is hoping that this project will one day succeed to the point of becoming a rival to DW, the clue being: with the quality of graphics required to appeal to the more casual gamer. Because frankly, DW's graphics are easily a turnoff if you're not already looking for its strong points.

---
Zachstar

GLSL is a standard. If an OpenGL game is overwhelming your card when
other games work then more than likely it is bad drivers or the game
is using more shaders than your card supports. (Cityscapes,
fantasyland, etc...)

A game at sea dosent have to use as many shaders as say. Silent Hunter
4 some basic well written ones will save time on development AND
easily beat out Dangerous Waters in graphical performance.

Therefore if the Intel graphics aren't working right then you ought to
dig deeper and see if there any updates/fixes. Or if it is pre-GLSL
then that is sadly a problem that has to be fixed on the hardware
side. Assuming Dr. Sid goes the path of shaders which I recommend fully.

Also may I ask what the real use of a laptop is in this case? I could
hardly imagine effectively using Dangerous Waters on the road! :)

---
Dr.Sid

> A game at sea dosent have to use as many shaders as say. Silent Hunter
> 4 some basic well written ones will save time on development AND
> easily beat out Dangerous Waters in graphical performance.

Well for me subsim is not about graphics. No shadows, no reflections ?
Fine with me as long as it has good sonar, or as I find good partners
to play with. To beat DW in graphic performance is not a priority. It
is matter of my profesional honor, sure :-) But not priority.


> I think I'd say it like this:
>
> Learn what they are and how they work, so that
> 1 - you can make sure adding them in the future won't be a headache
> 2 - you don't spend a lot of time doing what shaders could do easily.
I hope I'm doing exactly that.

> Some part of the discussion, at least on one side, was about how
requiring shaders won't make the game unusable. I have one thing to
add about that: Some of the integrated intel graphics cards, like the
one on my laptop, really doesn't like some shaders. In one case it was
called the "discoball effect". I don't know what shaders in particular
it disliked, or if it's shaders in general. At least it runs, and
shaders could be 'turned down' so the shaders causing problems wasn't
run. (The game was Sword Of The Stars)

There should be 'low fi' mode sure. But that can be simple. No shades,
no reflections. So no extra coding is needed.

> Because frankly, DW's graphics are easily a turnoff if you're not
already looking for its strong points.

Didn't get the last sentence much .. :-/

---
MaHuJa

>> Because frankly, DW's graphics are easily a turnoff if you're not
>> already looking for its strong points.
>
> Didn't get the last sentence much .. :-/

You said it yourself, pretty much...

> Well for me subsim is not about graphics. No shadows, no reflections ?
> Fine with me as long as it has good sonar, or as I find good partners
> to play with.

The same applies to me. But that's what I mean by "looking for its strong
points". I want a good sonar model, and therefore that matters.

However, for someone new to the genre, the accuracy of the sonar model is
something he can't even begin to recognize. To him, an accurate sonar model
actually just makes things complicated. There, the quality of the graphics start
to matter a lot more.

---
Zachstar

> The same applies to me. But that's what I mean by "looking for its
strong points". I want a good sonar model, and therefore that matters.
>
> However, for someone new to the genre, the accuracy of the sonar
model is something he can't even begin to recognize. To him, an
accurate sonar model actually just makes things complicated. There,
the quality of the graphics start to matter a lot more.
>
> M
>


Agreed. Multiplayer opportunities could be harmed if people arent very
interested to continue learning about the advanced operations under
the waves.

However what about that Client/Server model I mentioned earlier. If
sid were to be able to work on the basics of the code and others work
on the graphics it may give very beneficial aspects to the development
and reduce time before alpha/beta.

Just a thought.

---
Dr.Sid

AS I sad .. at the moment there is no special effects and there is no
need for that for a long time. Shadows is special effects. That can be
(and will be) added later.
I played with the shaders (GLSL) a lot. I'm looking forward the moment
there will be time to use them. But it is simple question of
priorities and special effects thus shaders have very very low priority.
Btw. did you played dangerous waters ? I aim to match it in the first
place, then extend it. For the first phase I don't need the shaders.
Now my engine is models with one texture, 1 light, simple fog. The
most advanced technique I plan to use now is extension for better
specular.
I mean I don't do anything which would be implemented better with
shaders at the moment.
Anyway it would be good to have someone who knows GLSL well right
here. What is your experience ?

---
Zachstar

Sadly not enough to assist you well. Most of my knowledge comes from a
research sprint I did when an OVP project in development was having
performance issues with shadows. I quickly discovered why and dug
deeper. It was to my amazement when someone pointed out how an HDR
shader only took less than 50 lines of code. I think it was more like 20.

Now that I think about it... What you want to do perhaps is get a
"Client/Server model". Make the sim 100 percent command line and
implement graphics as a plugin like Dr. Martin is doing for ORBITER.
This could aid you greatly in saving time by letting others work on
the graphical engine.

---
MaHuJa

> Now that I think about it... What you want to do perhaps is get a
> "Client/Server model". Make the sim 100 percent command line and
> implement graphics as a plugin like Dr. Martin is doing for ORBITER.
> This could aid you greatly in saving time by letting others work on
> the graphical engine.

The interfaces in DW are basically plugins. I suspect they all relied on a 3d
renderer in the 'main game' though.

> However what about that Client/Server model I mentioned earlier. If
> sid were to be able to work on the basics of the code and others work
> on the graphics it may give very beneficial aspects to the development
> and reduce time before alpha/beta.


The biggest issue with plugins, the way I know it, is a matter of interface. How
will the plugins interface with the 'core' engine to get what it needs?
How will the graphics plugin interface with the game engine itself be?
What responsibilities are placed where?


Just thinking out loud here:
Modules

'landscape db'
'platform db' - defines (non-graphics) characteristics of each type of ship etc.
(For the record, mimicing DW here is IMO a mistake.)
'core' - keeps track of all ships/subs/etc, provides all the sonar
*calculations* etc.
'graphics db' - stores models, textures, etc. There may be little or no
executable code here, though I guess there should be some that could abstract
archiving the stuff.
'graphics' - code that renders 3d views
'user interface common stuff' - as in stuff that will be common to several
interfaces - such as the sonar waterfall displays.
'user interface for platform x' - which essentially takes the role that
interfaces had for DW.

And then I haven't even begun thinking about sound.

Creating separate modules is the easy part though - the hard part is making data
flow between them, without making them dependent on each others internals, or
create cyclic dependencies, etc. And graphics being a plugin means it can be
replaced - but each must provide the same interface to the user interface
modules, such that each platform UI doesn't require some specific graphics
module. (Imagine OpenGL required for one platform, DX9 for another, and DX10 for
yet another platform...)

---
Zachstar

You have a multitude of languages (Lua, Python, etc... that easily
provide communication)

Also most modern programming languages are able to communicate with
each other just fine. Orbiter OVP still uses C++ for core and plugins.

Sound is handled through OpenAL that alone is a module.

The goal is allowing the core to function as a full simulation all on
its own. This allows for good multiplayer abilities where the clients
send info to the server and the server decides what to do and sends
the resulting info back to the clients for rendering. Puts a big block
on cheating.

Dr.Sid
01-03-2008, 08:42 AM
Wow .. someone saved me some work ! Thanx :biggrin:

OneShot
01-07-2008, 03:24 PM
While talking about saving work ... there is at least one other open source subsim out there - Danger from the Deep (http://dangerdeep.sourceforge.net/). Might be worth chatting with them.

Zachstar
01-07-2008, 04:26 PM
I agree. If an agreement can be made then you could likely get some great tips and perhaps code to increase the realism.

Even better they may convince you to go completely open source!

Hey I can dream cant I?

Dr.Sid
01-16-2008, 07:40 PM
I will go open one day. But simply now I want to have this one man job, and opening sources would just make you talk more about how I should do it.

Anyway .. after meeting critical deadline at my work, I have some free time again and I'm back in business.

- I made some changes in my 3D math module I wanted to do long time ago, invisible and unimportant to you.

- I made first version for my own 3d mesh format, which needs almost no processing (in 3DS i have to solve normals) and so it is much faster to load. At the moment this mostly helps me, as the project load faster when I'm debugging this. Anyway I will keep the 3DS support, maybe I will convert the objects on first use or when 3DS is newer.

- I completed and tested precision upgrade, so now I can simulate (and render) boats on globe of correct size with reasonably accuracy. OpenGL uses 4 byte floats, and my early simulation used them too. It's not much different now. I use doubles for positions, floats for everything else (speeds, rotations) and I do the translation for rendering manually. Work good.

- I'm getting close to final version of terrain modeling. Side project for transformations of height maps does all I need. I can generate and render actual plate of the terrain. All coordinate calculations are done. Now I work on generating, rendering and caching neighbor plates, which will require tree lookup, but it seems to quite easy. Expect new version with some small part of the world soon.

Zachstar
01-16-2008, 10:04 PM
I will go open one day. But simply now I want to have this one man job, and opening sources would just make you talk more about how I should do it.

Awesome! I look very forward to that day.

Don't you mean what that day comes I would talk more about how yall should do it? :soapbox: :rolleyes: :biggrin:


Anyway .. after meeting critical deadline at my work, I have some free time again and I'm back in business.

Congrats on meeting the deadline! Glad to see you have more free time!


- I made some changes in my 3D math module I wanted to do long time ago, invisible and unimportant to you.

Yet important for morale! Keep up the great work!


- I made first version for my own 3d mesh format, which needs almost no processing (in 3DS i have to solve normals) and so it is much faster to load. At the moment this mostly helps me, as the project load faster when I'm debugging this. Anyway I will keep the 3DS support, maybe I will convert the objects on first use or when 3DS is newer.

This is a bit worrysome. The .MSH format that Martin uses in Orbiter has to be compiled with 3rd party sources and it not very good at all when it comes to big models.

Not trying to cause a mess.. However, Have you evaluated the use of .x files? It is a bit more of a standard... Also OBJ is pretty old and may be simple as well...

Just asking..


- I completed and tested precision upgrade, so now I can simulate (and render) boats on globe of correct size with reasonably accuracy. OpenGL uses 4 byte floats, and my early simulation used them too. It's not much different now. I use doubles for positions, floats for everything else (speeds, rotations) and I do the translation for rendering manually. Work good.

That is very good to hear!


- I'm getting close to final version of terrain modeling. Side project for transformations of height maps does all I need. I can generate and render actual plate of the terrain. All coordinate calculations are done. Now I work on generating, rendering and caching neighbor plates, which will require tree lookup, but it seems to quite easy. Expect new version with some small part of the world soon.

Now this is just the landmass layer right? Or have you also added 2D data?

Dr.Sid
01-17-2008, 10:06 AM
As for the terrain, yes, heightmap alone now. There is still lot to do, but the terrain is needed for collisions and almost every sensor. It could not wait.

As for the models, as I said, I can support all those favorite formats, I worked with LWO and OBJ before, and .x seems to be simple.
There is just no point in using them now. If any conversion would be usefull, it will be absolutely transparent and invisible to the user, except for small delay.
I could also optimize the normal generation by using some spatial index. I think I will do some spatial index anyway for accurate collisions, so I can use it then. But for now the conversion is more convenient for me and it took me like 1 hour.

Dr.Sid
02-03-2008, 02:17 PM
So .. the new version is here:

http://roger.questions.cz/other/sim6.zip

New features:

- Terrain. It's very early version, the color is just height dependent, there are no detail textures or whatever. It's based on Etopo data set, which has 2 minutes resolution. I have even better data, but the are harder to work with (larger files, wont fit in memory at once), I'll work on that later.
I've included 4 tiles from Mediterian sea, part of Spaniard and Africa, starting position is near Mallorca island, because that's where I was during my holiday last year and it's only patch of sea I know :biggrin: You can check the terrain by peeping into models/world directory and displaying the BMPs there.
Terrain with this quality has 800 megs for whole globe, I'm still working on lowering it (especially by splitting dry land and sea-water into 2 layers, they both have different resolution, DW seems to do it too).
Btw. If you leave the area of these 4 tiles, the rest of the world will have 1000m depth. Static depth at about 3000ft means you are outside the tiles.
Btw2: The visibility range is about 100km now.

- Another sub. With TAB you can switch between LA and Akula-I. Physics model is exactly same at the moment, but Akula has more animated parts (front and rear planes, rudder, screw). There is no collision simulated between those two !

- Precision. While it's not visible, enlarging the globe to real size brought some precision troubles, which had to be solved. Anyway now we have globe which can be traversed freely with no limits, all is simulated in full 3D coordinates based in center of the globe.

Known problems:
- collision with bottom is VERY simple now. Also screw and control surfaces still work out of the water, so you can ride on the dry land if you try.
- while the terrain is loaded by parts and tiles (even smaller tiles then those BMPs), it is not released from memory at the moment, so the subsim process will 'grow' in time, based on new areas visited. It's not big problem at the moment anyway.
- there are some glitches in color where tiles meet, it's problem in normal computing, it's being worked on.
- many other, don't bother to report unless you are really curious or you think I could really miss it.

Near future plans:
- physical simulation based on parts, this should also allow parts operation dependent on how much the part is submerged.
- better collision system.
- some other tests in terrain rendering.
- edit: .. and filling up the wiki, damn me.

sonar732
02-03-2008, 04:09 PM
Looks Good! If you need help with someone filling the Wiki...let me know as I'm a stay at home dad with plenty of time on my hands.

OneShot
02-03-2008, 05:54 PM
@Sonar732 : If you have something for the DW Wiki, that would be greatly appreciated .... :)

I'll check out the new build and maybe take some more screenshots.

EDIT : Took the subs out for a spin. One thing I'm missing is the ability to stop the flooding or venting of the ballast tanks. Would it be possible to introduce a key command for that in the next release ?

Dr.Sid
02-03-2008, 06:10 PM
Yes .. better tanks simulation and control will be part of the new physics model.

There will be keys for start/stop flooding, start/stop low pressure blow (only possible from shallow depth), and start/stop emergency blow (using HP air). Also actual state of the main ballast tanks (in %) will be shown on the main panel (visible from everywhere).

There will be trim tanks too, several, depending on submarine, which could be controlled from special screen, with autopilot to 'keep it balanced'.

sonar732
02-03-2008, 07:07 PM
@Sonar732 : If you have something for the DW Wiki, that would be greatly appreciated .... :)


OneShot...I appreciate the offer. It's been along time since I've done anything with DW, so it might be quite a while before I contribute anything as I know 90% of the players could run circles around me. :slap::frown:

Shadows_Fall
02-04-2008, 03:35 AM
Hello,

I've been wondering, are you planning to port Community SubSim to Linux?
If so, when will this be started?

Also, what changes will the next version have? Will you be refining the dive/surface modeling? I've noticed a major refinement to the general movement, such as the AI seems to handle the sub more realistically than before. I remember diving from the surface to 150 feet, and the sub diving at seven to nine degree angles. However, now they seem to know they're driving submarines, and not fighter jets!

Now, I know there'll be no weapons modeled for a good while, as it's important to get a good, solid foundation under the house, before decorating the kitchen, but do you think we might have weapons by version 12 or 15?

And now I have three questions for your modeler;

1. Is the tower correct on the ( Beautiful! ) Akula? I've noticed it doesn't set centered between the two lines on the hull. Is the the way they really are? Or was the strip painter drunk on the job? (Joke =D)

2. What type of Akula is it? The towed array housing seems too small to be an Akula U, but too big to be an Akula A. This is based on my experience with the Akulas' in dangerous waters.

3. Why does your Akula only have eight tubes?

I'm beginning to think this is an Akula I.

Dr.Sid
02-04-2008, 05:30 AM
Hello,
I've been wondering, are you planning to port Community SubSim to Linux?
If so, when will this be started?

I plan to port this to linux. However my experience with linux is quite small. I will need somebody to do that. It should not be hard. Anyway I'd like to wait till all system interfaces are complete and fixed, so the migration can be only done once.



Also, what changes will the next version have? Will you be refining the dive/surface modeling? I've noticed a major refinement to the general movement, such as the AI seems to handle the sub more realistically than before. I remember diving from the surface to 150 feet, and the sub diving at seven to nine degree angles. However, now they seem to know they're driving submarines, and not fighter jets!

Yes, the depth autopilot is redone. Now it uses front planes for depth changes and it 'slaves' planes autopilot to keep zero angle. I plan even one change in all autopilot, which will be more adaptive and which will take actual response into account, so it will better handle the situations when subs dos not what it suppose to do. For example now the course autopilot does not work good at flank speed.
As for exact content of next version, I honestly don't know. I do what I like at the moment. When I think it somehow works together, I make a release.



Now, I know there'll be no weapons modeled for a good while, as it's important to get a good, solid foundation under the house, before decorating the kitchen, but do you think we might have weapons by version 12 or 15?

I want to have some simple torpedo as soon as possible. I hope it will be about version 10. Next big step will be the new physics simulation, hopefully with some basic collisions. Then I want to create basic implementation for sensors, sonar especially. And then I can add simple torpedo.

Shadows_Fall
02-04-2008, 05:44 AM
I plan to port this to linux. However my experience with linux is quite small. I will need somebody to do that. It should not be hard. Anyway I'd like to wait till all system interfaces are complete and fixed, so the migration can be only done once.


Excellent!



Yes, the depth autopilot is redone. Now it uses front planes for depth changes and it 'slaves' planes autopilot to keep zero angle. I plan even one change in all autopilot, which will be more adaptive and which will take actual response into account, so it will better handle the situations when subs dos not what it suppose to do. For example now the course autopilot does not work good at flank speed.
As for exact content of next version, I honestly don't know. I do what I like at the moment. When I think it somehow works together, I make a release.


Sounds good, might I suggest a road map tho?



I want to have some simple torpedo as soon as possible. I hope it will be about version 10. Next big step will be the new physics simulation, hopefully with some basic collisions. Then I want to create basic implementation for sensors, sonar especially. And then I can add simple torpedo.

Good to hear. At your current pace, we should have sonar, and torpedoes in no time.

Dr.Sid
02-05-2008, 05:24 PM
For your info, I released new version which mostly tries to improve performance.
FPS reports ! - Commanders Academy & Dive Center - Forum (http://www.commanders-academy.com/forum/showthread.php?p=21256#post21256)

Shadows_Fall
02-06-2008, 03:01 AM
Well, as soon as I can bring myself to boot back into windows, I'll give you my FPS report.

I thought you'd like to know how CSS does under Linux, well, wine* to be specific.
I only get one (!) error while trying to start:

Failed to open DIB file ...\models\system\font.bmp

I know you want to wait to port to Linux, but if this is something easily resolved, provided no other errors pop up, fixing this would make CSS wine compatable!

One tip for your Linux port; try to keep file names lowercase. In windows I can type**, cd\ C:\windows or cd\ C:\Windows, and it'll make no difference, but in Linux case matters. Typing cd /home/shadows/desktop will give me an error, but cd /home/shadows/Desktop will take me to my desktop.

*If you don't know what wine is, it's basically a windows emulator for Linux.
** I've not used CMD in years, so I could be off, but you get the point.

Dr.Sid
02-06-2008, 05:24 AM
Well, as soon as I can bring myself to boot back into windows, I'll give you my FPS report.

I thought you'd like to know how CSS does under Linux, well, wine* to be specific.
I only get one (!) error while trying to start:

Failed to open DIB file ...\models\system\font.bmp

I know you want to wait to port to Linux, but if this is something easily resolved, provided no other errors pop up, fixing this would make CSS wine compatable!

One tip for your Linux port; try to keep file names lowercase. In windows I can type**, cd\ C:\windows or cd\ C:\Windows, and it'll make no difference, but in Linux case matters. Typing cd /home/shadows/desktop will give me an error, but cd /home/shadows/Desktop will take me to my desktop.

*If you don't know what wine is, it's basically a windows emulator for Linux.
** I've not used CMD in years, so I could be off, but you get the point.

Good point with the letter case ! It even can be the reason for the error. I'll fix that.

Shadows_Fall
02-06-2008, 06:04 AM
Hmm... Yes, the problem very well could be a simple matter of capitalization.

I play another game called, YS Flight, and it's cross platform, but modders make everything for windows, so I have to go in and correct paths, and make the capitalization consistent, else I get a bunch of errors.

sonar732
04-02-2008, 09:43 AM
Hey gang! What's the latest?

Dr.Sid
04-02-2008, 02:08 PM
Latest binaries are here (and always will be): Main Page - Community Submarine Simulation (http://www.commanders-academy.com/comsubsim)

As for the news .. I'm quite busy again at my job. Anyway I made something:

- frustum culling for terrain .. scary name for drawing only what can be seen. Gives more FPS. Not so important now, but as there will be more objects and effects, techniques like this are must-have.
- better autopilot. Can handle the sub at max speed, much better at holding depth. Now if you are at 32 kts and you steadily manually set rudder to max, it will hold the depth all the time. It compensate for unknown effects, based on sub reaction. If sub does not turn as expected it applies more rudder and so on.
- new simulation based on parts almost done.
- also working on map a first person view (for scope for example).
- also fixing glitches all the time.
- yeah .. and I added random texture on the sea-bottom. It looks much better now, see the screenshots on the wiki.

Dr.Sid
04-02-2008, 04:55 PM
I worked on first person view mode tonight ..and it's practically done, so look forward scope view !

sonar732
04-02-2008, 08:25 PM
Sweet! Thanks for the update!

Shadows_Fall
04-03-2008, 10:22 AM
Keep up the great work doc!

Dr.Sid
04-03-2008, 10:48 AM
I understand your impatience, but please don't overdo it with those thanks. Threads should contain informations, this one doubly so. If you really must, use the Thank system (the small button under the post). Thanks for cooperation :-D

XabbaRus
04-03-2008, 06:13 PM
Haven't been around for a long time, just getting the motivation back to model some more stuff. I just hate mapping, skinning, and painting models, prefer to build them.

XabbaRus
04-03-2008, 06:23 PM
Oh one thing I noticed is that when the sub is on the surface and makes a hard turn it heels into the turn but on the surface it should heel to the outside of the turn. I'll take it that is something to be done later on and not on the high priority list.

Dr.Sid
04-03-2008, 06:54 PM
Oh one thing I noticed is that when the sub is on the surface and makes a hard turn it heels into the turn but on the surface it should heel to the outside of the turn. I'll take it that is something to be done later on and not on the high priority list.

Yes .. known problem. Will be done when sim-per-partes is done.

Meanwhile I added screenshot of the scope-view.

Early Development Stage - Community Submarine Simulation (http://www.commanders-academy.com/comsubsim/index.php?title=Early_Development_Stage)

Dr.Sid
04-08-2008, 06:02 PM
Map is practically working, zoom from whole globe to your sub. Bit jerky, since I don't use other thread for disk operations (at the time), but it works.
I have to play a bit with the color palette for the map, as well as map controls, displaying units and so on, but all the basics are working :biggrin:

I've put a new screenshot to the gallery anyway.

OneShot
04-09-2008, 01:06 AM
Looks nice ... btw. don't you think it would be time to change the URL you have in the lower left message window from the yahoo groups to the CADC Forum ?

Dr.Sid
04-09-2008, 05:04 AM
Looks nice ... btw. don't you think it would be time to change the URL you have in the lower left message window from the yahoo groups to the CADC Forum ?

:eek:sure ! One shot, one kill !

Zachstar
04-23-2008, 10:10 PM
So progress?

Dr.Sid
04-24-2008, 04:40 AM
I'd like to make release after this weekend.

Dr.Sid
04-25-2008, 08:27 AM
I added two new screens (new map & daytime change demo) to the screenshots.
Early Development Stage - Community Submarine Simulation (http://www.commanders-academy.com/comsubsim/index.php?title=Early_Development_Stage)

Zachstar
04-26-2008, 01:38 PM
Oh wow! Looks like you got the terrain looking great!

SRTM with a landsat overlay no?

Now if you could just get JBSim working in it so you can have aircraft flying around.

Dr.Sid
04-27-2008, 11:31 AM
It's just one quite small tile .. and new sky colors. Looks better then intended :-D

Zachstar
04-27-2008, 11:40 AM
It does! And Once you put shader work in it will look even better!

goldorak
04-28-2008, 09:19 AM
Where is the drool image when you need it ? :biggrin:
Oh well this will do : :you_rock: :arms: :massa: :you_rock: :arms: :massa:

Dr.Sid
05-01-2008, 12:09 PM
Here is the new version (Sim8). Please report any troubles with it in the related thread.

Sim8 feedback - Commanders Academy & Dive Center - Forum (http://www.commanders-academy.com/forum/showthread.php?p=24585)

Dr.Sid
05-30-2008, 07:17 PM
I played with the graphics again tonight and here is the result:
Early Development Stage - Community Submarine Simulation (http://www.commanders-academy.com/comsubsim/index.php?title=Early_Development_Stage#Interface)

Dr.Sid
06-07-2008, 05:33 PM
Yosh ! I got approval for all ever made terrain tiles for 'Wings over Europe' from brain32.
That covers mainly Europe land-type .. and I have to generate the tile-layout somehow (from 'blue marble' and 'earth at night' maps) but expect quite good textures in one of the next releases (let's hope with some preview in the next).

XabbaRus
06-08-2008, 09:46 AM
Good news I assume the tiles are the textures or are they elevation data too?

Dr.Sid
06-08-2008, 04:47 PM
No, these are color only, I already have all elevation data I need.
It is a system where tiles can be used rotated and flipped and they still match together. Like that you can have really just a few tiles per terrain type and cover whole continents in believable way, with rivers and roads, also 3d objects like trees cane be matched to the underlying tiles easily.

I've put a screen from random tile setup to the wiki:
Early Development Stage - Community Submarine Simulation (http://www.commanders-academy.com/comsubsim/index.php?title=Early_Development_Stage#Enviroment )

Molon Labe
06-08-2008, 05:53 PM
Looks like F4AF

XabbaRus
06-08-2008, 06:08 PM
Very cool, given they repeat how obvious is it, though I guess with a sub sim it doesn't matter too much.

Dr.Sid
06-08-2008, 06:45 PM
Yeah I only noticed later that exactly this shot shows the 'seam' quite obviously. It's hard to find it otherwise.
As of F4AF, AFAIK it uses the same method.

Molon Labe
06-08-2008, 08:36 PM
Yeah I only noticed later that exactly this shot shows the 'seam' quite obviously. It's hard to find it otherwise.
As of F4AF, AFAIK it uses the same method.

This could help you compare: YouTube - Overhead Break (http://www.youtube.com/watch?v=aaJGN6iB08M)
YouTube - Extreme Lofting (by Trav) (http://www.youtube.com/watch?v=P_-bVAHi0fI&feature=related)

goldorak
06-10-2008, 07:42 AM
Very cool, given they repeat how obvious is it, though I guess with a sub sim it doesn't matter too much.

I care :biggrin: it makes the whole much more believable.
And as it stands its already leagues beyond what we have in DW.

XabbaRus
06-19-2008, 02:00 PM
So Sid how are we getting on?

Dr.Sid
06-19-2008, 05:51 PM
Nothing much .. too busy. But still alive !

XabbaRus
07-20-2008, 07:22 PM
Sid I saw your torpedo question over at subsim. Does that mean you are trying out the ADCAP? Can't wait to see that.

Dr.Sid
08-04-2008, 04:31 PM
I'm not dead, still working, but somewhat slowly, as I'm still busy and also there is this summer you know.

Anyway I came over cool picture on wikipedia:

http://en.wikipedia.org/wiki/Image:Periscope_Depth.jpg

I guess I have to think about transparent water :rolleyes:

goldorak
08-04-2008, 07:46 PM
I guess I have to think about transparent water :rolleyes:

Absolutely, no more invisible subs slightly under the surface. :biggrin:
And while we are tackling this issue how about : making masts (radar, esm, periscope) visible to radar ? And making the wakes also visible ? :tongue:

Dr.Sid
08-05-2008, 08:22 AM
Well those of course are not problem for implementation, but may be problem for game-balance. Masts will be visible, it would seem nonsense to make them invisible, when we will have all logic and 3d models behind them (unlike in DW). Radar visibility can be solved by wise balancing and it could option of multiplayer game. Same for wake.

Molon Labe
08-05-2008, 04:16 PM
Well those of course are not problem for implementation, but may be problem for game-balance. Masts will be visible, it would seem nonsense to make them invisible, when we will have all logic and 3d models behind them (unlike in DW). Radar visibility can be solved by wise balancing and it could option of multiplayer game. Same for wake.

You're not going to have a balance problem unless you take shortcuts when you start making a radar model. If you abstract to the level SCS did, then there will be a problem, but I'm sure you can think up ways to compensate for that or create a more realistic radar model where it isn't a problem to begin with.

Visible masts, wakes, etc. aren't a balance problem at all (unless you leave them out).

Dr.Sid
08-05-2008, 05:52 PM
I just mean there is no problem on my side.

To be
08-08-2008, 03:23 PM
I'm not dead, still working, but somewhat slowly, as I'm still busy and also there is this summer you know.

Anyway I came over cool picture on wikipedia:

http://en.wikipedia.org/wiki/Image:Periscope_Depth.jpg

I guess I have to think about transparent water :rolleyes:

You might be interested in this one as well
http://upload.wikimedia.org/wikipedia/commons/5/59/USS_Chicago_(SSN_721)_at_periscope_depth_off_Malay sia.jpg
or this one http://www.news.navy.mil/view_single.asp?id=15890

XabbaRus
09-17-2008, 06:08 AM
So Sid, has anything much happened on the programing front?

Dr.Sid
09-17-2008, 09:15 AM
I'm still playing with the physics overhaul. Anyway I'm still too busy to speak promise some release. Now I'm working on it like 5 hours a week, nothing much. I'd like to finish this and add the torpedo you have sent me and then make release. I'm quite sure it wont be during September.

XabbaRus
09-17-2008, 10:38 AM
That's OK just curious.

Dr.Sid
10-01-2008, 03:22 PM
I managed to get back into business a bit. New physics works, and I also had to improve autopilot but the newone is really good and can adapt to any boat, since it uses actual physics simulation to predict effect of controls input.
I guess I could make release in week or two.

XabbaRus
10-04-2008, 07:15 AM
Sounds good...look forward to seeing the ADCAP launch.

Dr.Sid
10-04-2008, 09:28 AM
Well don't expect much since I don't have sounds or particle effects yet ..

Dr.Sid
10-04-2008, 11:35 AM
So .. the first MK48 was shot today from 688 class nuclear submarine. The test took place on testing ground (eh .. waters ?) near Africa at lat/long zero zero. Our secret source says that there were some problems but officials denies that and they also said those are to be expected anyway, and that the torpedo performs to their expectations.

Zachstar
10-05-2008, 11:37 PM
So .. the first MK48 was shot today from 688 class nuclear submarine. The test took place on testing ground (eh .. waters ?) near Africa at lat/long zero zero. Our secret source says that there were some problems but officials denies that and they also said those are to be expected anyway, and that the torpedo performs to their expectations.

Pics or it diddn't happen! :biggrin:

Dr.Sid
10-06-2008, 05:19 AM
Ok .. here is one I quickly photoshoped. :biggrin:

http://www.commanders-academy.com/comsubsim/images/thumb/8/81/Torpedo.jpg/400px-Torpedo.jpg

http://www.commanders-academy.com/comsubsim/index.php?title=Image:Torpedo.jpg

XabbaRus
10-06-2008, 06:25 PM
So don't leave us in suspense, what happened or didn't?

Dr.Sid
10-06-2008, 07:06 PM
Don't worry .. torpedoes just works fine, that's what I meant.
I'm making some other refinements and I'll probably make some basic settings dialog, or at least settings file, because I found that my EEE does not like some techniques I use in rendering (especially vertex buffer objects) so I want you to be able to switch them off. Damned Intel GFX really sux at holding to the standards.

XabbaRus
10-07-2008, 03:37 AM
What is EEE?

Dr.Sid
10-07-2008, 04:23 AM
Asus EEE, google it. Small notebook, my girlfriend got it and it's good for testing, these intel GFX are quite popular these days and some people had problems with previous versions.

Dr.Sid
10-08-2008, 04:32 PM
Ok .. so I've put sim9 up, checkout the wiki:

http://www.commanders-academy.com/comsubsim

I'm starting new thread for feedback, so please go there.

Zachstar
10-09-2008, 12:00 AM
Seems like things are slightly heating up again!

Dr.Sid
10-09-2008, 07:54 PM
I tested some surface ships which XabbaRus sent me. While the models are a bit unfinished, and while my physics sucks no the surface at the moment, the boats actually floats well. So expect some targets in alpha 10 :biggrin:

XabbaRus
10-10-2008, 05:24 AM
Some of the models are unfinished. The Grisha, Type 23, Tug, SURTASS models and container ships are finished. Some of the others weren't painted. I do intend to redo Albion as when I built that there were no pics of it completed with its masts et al.

How do you mean the physics suck? Could you eloborate? Also I know this is early days with regards to damage, but I assume you will want ships that break up. So I'll need to break models into sections. I'll also have to add some basic internal decks too....aww shit might as well start some models from scratch....

Dr.Sid
10-10-2008, 08:27 AM
Currently I don't compute angular moments for single part. All rotation comes from the fact there is more parts now and that planes are away from the center.
For submerged sub it is little problem, since hull is more or less neutral in this aspect.
For ship on the surface, most stability comes from shifts in center of hydrostatic and hydrodynamic lift. Ship can even have center of gravity above the waterline, if the bottom is wide enough .. it the sits on the water like a pyramid on ground. These effect also makes ship bank out of the turn.
In my model at the moment the stability on the surface can only be achieved by lowering center of gravity really low.
Anyway I'm working right on this these days.

Dr.Sid
10-14-2008, 03:56 PM
Since I have some problems with my site, I'm uploading sim9 here. It's the same version.

XabbaRus
10-14-2008, 04:37 PM
One thing I noticed today when playing around at work was that when I was on the surface and moving and set a depth the sub didn't submerge, I had to flood tanks first. I thought the sim would automatically do that when you set a depth whilst on the surface.

Dr.Sid
10-14-2008, 05:44 PM
At the moment sim does not do that, but it might be easy. Will do.
There is even other problem with Los Angeles. Depth autopilot also keeps angle at zero. I plan to do it smarter in the future or at least to allow more specific command (make my depth 500 feet, 20 degree down bubble). But now it just hold zero bubble.
If you take LA on the surface with zero bubble, the dive planes stays above the water and the sub wont dive much even with tanks flooded.
It's good idea to order dive and angle -5 degrees .. and then, when you are fully submerged, order depth.
Akula has no problem with this since it has dive planes submerged all the time.

XabbaRus
10-31-2008, 06:26 PM
I want to play with the tug boat.....

Dr.Sid
10-31-2008, 09:50 PM
Oh .. Monday .. for sure. Was busy but I'm going back to mom for weekend so I will have some time to tune things up.

XabbaRus
11-02-2008, 05:23 PM
Cool. I'll hopefully have an Oscar II to you before Christmas. It might not be mapped but it should work.

Dr.Sid
11-03-2008, 03:41 PM
Ok .. so I've put sim9b up, checkout the wiki:

http://www.commanders-academy.com/comsubsim

I'm starting new thread for feedback, so please go there.

Red Ocktober
11-04-2008, 05:08 AM
cannot find web page notification(5 in the morning Nov4) when trying to dl sim9b.zip...


--Mike

Dr.Sid
11-04-2008, 05:28 AM
Darned hosting .. failed me again .. uploading here.

OneShot
11-04-2008, 10:01 AM
Still missing the "Stop the flood/blow the main ballast tanks" button. And I dunno but the torpedo "feels" slow even at max speed. I tried with the Akula at 18kts and the torp moved rather slowly out and away from it.

Dr.Sid
11-04-2008, 10:29 AM
I was consulting flooding with one of our expert yesterday, I guess I will work on it tonight.

XabbaRus
11-21-2008, 11:30 AM
So any progress? What is the next stage after this? It seems the physics is almost there so will it be interfaces or AI?

Dr.Sid
11-21-2008, 05:02 PM
Next stage is sonar basics. Which will need some interfaces improvement. There is plenty time for AI. I will add waypoint autopilot and with that we can enjoy shooting quite a bit. Anyway without sonar and TMA we can't really shoot.
Again I was bit busy at my job, but it should settle down again and also the will be Christmas, so I hope I'll push this a bit again.

toni
11-23-2008, 03:27 PM
You are doing a good job guys!! Do you have in mind to implement surface units at the first stages of the release or you are going to make further addons and expansions? Would be interesting to have a wide range of controllable vessels to command from several Navys,SSN,SSBN,FFG,DG,CG,LPH,LPD,and Aircraft Carriers aswell why not.
Another question is concerning the sceneries.Is the game going to be GLOBAL? and will be the major ports and Naval stations present?

Thankyou very much and best regards from Spain.

Dr.Sid
11-24-2008, 08:01 AM
At the moment only major problem with surface vessels is the 3d models. So I think we will have some surfaces in 1.0. For now let's say no helos and no aircraft, since it needs a bit better physics, but who knows. Anyway at the moment everything surface ship related must be done for subs too, so if we get some nice 3D models, there is no problem.

toni
11-24-2008, 09:41 AM
Well Dr Sid,we have like a chance this great page for models in 3D, http://www.turbosquid.com/Search/3D-Models/Watercraft
Here we can find really detailed vessels.If you all the team agree with it,I can purchase some ships so you can work with them in order to implement them into the sim. What do you think about ?

XabbaRus
11-24-2008, 10:39 AM
Sid you have some nice 3d ship models. What about the Type 23 and Albion?

XabbaRus
11-24-2008, 10:40 AM
Also don't want to put a damper on turbosquid but having been to a few 3d sites I have heard people complaining that there are stolen models on there.

Dr.Sid
11-24-2008, 11:05 AM
Yes yes .. I didn't mean 3d models are any big problem .. it's only problem. Not big at all.

Zachstar
11-30-2008, 07:34 PM
Also don't want to put a damper on turbosquid but having been to a few 3d sites I have heard people complaining that there are stolen models on there.


That and the fact is that many models up there are for sale and are modeled for movie clips and not games.

XabbaRus
12-01-2008, 07:28 AM
Sid can the SIM handle a 40,000 odd poly oil tanker?

Dr.Sid
12-01-2008, 07:52 AM
Well .. sim easily. But it's problem of your hardware. I want this to run on notebooks too. Effects and shaders can be turned down, but polygon rich models are quite a problem. More so if it is mere target.

XabbaRus
12-01-2008, 08:22 AM
I'll send it a long and you can tell me what you think.

I might be able to do something with it to reduce the polycount.

Dr.Sid
12-02-2008, 04:24 PM
I still haven't received anything. Btw. I made that 3ds viewer mode for the sim .. will be included in next release, or sooner if you want.

XabbaRus
12-03-2008, 06:08 AM
That's cos I haven't sent it yet :)

I'll try and do it before the weekend. Also the Oscar is on hold because of the smoothing issue. Think I'll go and spruce up the 688 a bit.

XabbaRus
12-27-2008, 04:56 PM
How's it going sid?

Dr.Sid
12-27-2008, 07:06 PM
Not much well .. I mean no time. I'd like to make release with basic sonar in early January though.

XabbaRus
12-30-2008, 01:09 PM
No worries. I have been playing with a new satellite system over the holidays so no model work has been done at all.

I'm thinking until the interfaces have progressed I can hold off with models for a bit. If I understand right then they are going to be semi generic depending on the vessel being used.

XabbaRus
01-07-2009, 08:30 AM
Any news sid?

goldorak
01-07-2009, 12:57 PM
No news is good news. :tongue:

Dr.Sid
01-21-2009, 09:39 AM
Not really .. no news means I'm still too busy. Will inform you when it will change.

Zachstar
01-31-2009, 02:51 AM
Still looking forward to this! However, DW is really getting long in the tooth and it would be nice to see this happen this year maybe.

Maybe you cant work on it but to keep things kinda sorta active can you discuss the list of things you hope to implement next?

XabbaRus
01-31-2009, 08:59 AM
Well there are the two mods for DW but I have issues with both of them and it involves something called trust..

Zachstar
02-03-2009, 09:53 PM
You mean RA and that alfa tau or whatever it is called?

Zachstar
02-04-2009, 04:54 PM
You know now that I think about it. I guess this really is going to be it.

The economy is in the toilet. Game companies are using every excuse they can to cut workforce. And it really looks like the sim genre is perishing.

There is a tiny tiny chance that SH5 will be a Modern Subsim. But there is a much greater chance that it will be post WW2 with Guppys and early Soviet Subs than 688s.

And the chances of SH5 are dropping fast. SH4 sold but I suspect not enough to warrant the team to do a huge undertaking. They may even do another U-boat rehash to hold things over.

It really looks like US modern subsimmers are on our own until the costs of making games drops ALOT (Possible only with hugely expensive developments in easier to use modeling tools)

This economic crap hit at just the right time to finish this type of sim off. We did have a good run considering the amount of sims we did get. And those can still be modded. But mods are showing the limits of that.

Sid Considering the circumstances, I really look forward to continued developments. You may be what keeps us simmers going till 2015 or so when the boneheads in these companies realize that a good sim will sell well if it is maintained over time.

goldorak
02-04-2009, 06:51 PM
Dr Sid is doing a comendable effort, but until we have not necessarily a full sim, but a skeleton with at least, periscope, tma, sonar and weapons stations (and an sdk infrastructure upon which the community can create addons) the only alternative we have is DW.
And now more than ever the RA mod is really a gigantic step forward, you have to try it just to see how awesome it is. And I'm not only talking about the 3d models.
Dw+RA is DW2, they are two completely different gaming experiences.

If this sim (and orbiter) worked under linux I would have already severed all the ties with windows. Dw under wine works but there is no sound, pretty inconvinient when you have to rely on sonar and sound in general. :tongue:
And for orbiter lets say that there are still problems. :frown:

XabbaRus
02-04-2009, 06:55 PM
True but I haven't got either mods. See my previous post as to why.

Zachstar
02-04-2009, 07:07 PM
gold sound in linux is iffy and you really have to play around with it to make it work.

Are you using a dedicated sound card (Or ATI Video card with HDMI sound) or are you using an onboard realtek?

I tried the RA mod. Its buggy as heck and that is acceptable because apparently they did not want us testing this early.

goldorak
02-04-2009, 09:09 PM
gold sound in linux is iffy and you really have to play around with it to make it work.

Are you using a dedicated sound card (Or ATI Video card with HDMI sound) or are you using an onboard realtek?


No, I was using a dedicated x-fi extreme music pci card and I have an nvidia graphics card for the moment (geforce 7900gs).



I tried the RA mod. Its buggy as heck and that is acceptable because apparently they did not want us testing this early.

Sure its buggy since its still in beta. Not everything is polished or even finished, but using the capabilities that are already there and testing the different doctrines you come to realise just how advanced it is with respect to the other mods. For pete's sake you can program the Mh-60R or the russian equivalent with different asw modes. Right now with AT or LWAMI we are limited to using the dipping sonar always in active. With RA you can decide to search for the sub using passive dipping + mad, a mixture of active and passive etc...For instance the uuv even has a tv mode :biggrin: Subs are much more aggressive, and from time to time even come up to shoot asw helos or p-3 flying overhead. :cool:
This adds dramatically the realism factor of DW.
Even if you don't like the mod, it still brings a lot of "meat" to the table.

Zachstar
02-04-2009, 09:28 PM
I will wait for it to get the bugs out over the next few months.

Dr.Sid
02-05-2009, 08:59 AM
Please keep on topic at least on this thread.

Btw. I find some time and I moved a bit toward the release, anyway I'd rather won't promise anything.

Zachstar
02-05-2009, 03:03 PM
Please keep on topic at least on this thread.

Btw. I find some time and I moved a bit toward the release, anyway I'd rather won't promise anything.

Any progress is better than none! Thank you!

Dr.Sid
03-16-2009, 06:16 AM
Sorry for the wait .. but as you might know, we have a new modeler (SpookyMuFu), and he's very productive. So I got distracted a bit .. but I guess you wont mind:

http://subsim.questions.cz/pictures/dsrv.jpg

I could make it working even with side thrusters with no changes to physics engine. You can move sideways, change depth, and turn at zero speed.

I've also placed 'scope' to where bottom front camera of DSRV is.
No collision or docking is done at the moment, but it's great fun to hover over bottomed sub.

I'm trying to use the new Los Angeles too, but that will take some more time.

pingjockey
03-19-2009, 05:21 PM
Looking forward to more collaberation and being a lot more available to help with this project. So far it looks great!

Dr.Sid
04-12-2009, 07:11 PM
Alpha10 will come out any day now, stay tuned. :rolleyes:

Theta Sigma
04-12-2009, 09:20 PM
Yay. :)
..

Dr.Sid
04-14-2009, 06:51 PM
Sim10 is out.

Send feedback to this new thread:
Sim10 feedback - Commanders Academy & Dive Center - Forum (http://www.commanders-academy.com/forum/showthread.php?p=36306)

Dr.Sid
05-26-2009, 07:46 PM
Just to post some feedback ..

I'm actually working on the sim all the time. I'm working mostly on map, but I also did some research about:
- Propeller simulation, but it seems all too complicated with little actual effect.
- Better propagators (for smoother simulation, especially needed for airplane and missiles physics). I tested few better propagators (now sim uses basis Euler method) but they all are slower then better and making the integration step smaller proportionally smaller seems to give better results. So again, in the end no actual code to the sim at the moment.
Also I've came up with faster method for simulating fast moving objects, where I can ignore rotational momentum. That could remove the least stable element (angle of attack based on rear planes) from the simulation.
So generally missiles and maybe torpedoes could use this faster simulation. There can be a lot of missiles in the air in naval sim.

To be
05-26-2009, 09:58 PM
good work, thanks for the update

Dr.Sid
07-02-2009, 09:56 AM
I'm moving toward new release. New features would be:

- vector map (see older screen in map thread).
- platform icons in map, with dotted history
- possibility to set course in the map, and to plot waypoints, plus new waypoint autopilot
- possibility to 'mark' contacts with scope, and the LOBs are displayed in map.

I'm trying to add at least some basic track management, and ability to mark contacts on sonar screen.

Bartolomeus
07-02-2009, 11:37 AM
Sounds great Dr. Sid. Cant wait for the next release.

goldorak
07-02-2009, 12:59 PM
I can't wait to try it out. :arms::you_rock::massa:
Dr Sid have you read the news that the new DEM data * from NASA/Japanese Space Agency are freeware/public domain ?
Maybe you could use that data as the basis for the simulations maps.


* Source : ASTER Global Digital Elevation Map (http://asterweb.jpl.nasa.gov/gdem.asp)

Dr.Sid
07-02-2009, 03:07 PM
I can't wait to try it out. :arms::you_rock::massa:
Dr Sid have you read the news that the new DEM data * from NASA/Japanese Space Agency are freeware/public domain ?
Maybe you could use that data as the basis for the simulations maps.


* Source : ASTER Global Digital Elevation Map (http://asterweb.jpl.nasa.gov/gdem.asp)

That sounds really good. It's Google Earth grade terrain.
Only problem is it's huge. No way it could be distributed with the game. And I have to process the files to use them. So for the moment I say let's use the data we have, and let's keep this for the future.
We could make some subsystem which would download and process the data for designed area for use in the sim. And then, you can download area you want. In MP games this would have to be agreed on and maps in mission area would have to be of same quality (some mission area could be defined for the match, as is usual in war game exercises, no there really is no area limits in the game so far).

I thought about stealing elevation data from google, but sure, this is way better.

goldorak
07-02-2009, 03:12 PM
- possibility to 'mark' contacts with scope, and the LOBs are displayed in map.


I've been spoiled by RA, but would it be possibile that the length of the LOB of contacts marked through the periscope correspond to the distance of the contact to the sub ?
I mean all modern periscopes have something like this, that makes the old manual stadimeter station obsolete.
Of course for old subs we could keep the manual stadimeter station.
What do you think Dr Sid ? :tongue:

Dr.Sid
07-27-2009, 05:22 AM
As for the scope, sure, that is nice thing. I want to make subs reasonably different and this could be interesting option.

Unfortunately I wont be able to make the release before my vacation, which starts this week and I'll be offline for two weeks. I will release soon after that I hope.

Dr.Sid
10-01-2009, 07:52 AM
Sorry for no progress.

I'm not dead yet. Might be dead soon, because of all that work.
Anyway if I somehow survive, I will let you know.

The works on the sim are now about 1 hour per week, and that is terribly little.

XabbaRus
10-27-2009, 05:44 PM
Hi Sid, glad to see you are still around. I was having a think about this the other day. I was thinking of ideas for gameplay. Seems TLAM has been doing a good job with the models.

I'm going to make a real Kilo soon (plastic kit that is). Maybe I will have the motivation to go back to modelling shis and subs. I deleted all my stuff. Regretting that now.

XabbaRus
11-19-2009, 06:29 PM
Sid, any progress? I guess RL must be busy me too.

hehechang
11-22-2009, 09:29 PM
just fresh register this forum.....
I am wandering the progress of development,too. :smile:

Dr.Sid
12-15-2009, 12:33 PM
Christmas time ! For me it means time .. for you, the release .. I hope !

Dr.Sid
01-21-2010, 06:11 AM
I've made new release. Discuss it here:

Sim 11 feedback - Commanders Academy & Dive Center - Forum (http://www.commanders-academy.com/forum/showthread.php?t=38083)

(yeah, I moved all the posts).

Dr.Sid
07-27-2011, 09:41 AM
New release is up. Discuss it here:

http://www.commanders-academy.com/forum/showthread.php?43586-Sim-12-feedback