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Battleship Command: Scharnhorst

Posted: Wed Mar 13, 2019 11:31 pm
by bracer
Good day gentlemen!

I am working on a simulation of a (fictional) Scharnhorst class ship.
I'm doing as much research as I can on the class, and with my limited skills in 3d-programming trying to simulate it.

Have a look at this video, and feel free to suggest features that I could add which would make it interesting to play!


Kind regards,
Bracer

Re: Battleship Command: Scharnhorst

Posted: Wed Mar 20, 2019 9:46 pm
by Alberto Virtuani
Hi Bracer,
very interesting and realistic! Keep on developing it.


Bye, Alberto

Re: Battleship Command: Scharnhorst

Posted: Thu Mar 21, 2019 10:33 pm
by bracer
Thank you for the kind words, Alberto!
Yes, I will for sure keep working on it!
It's a very interesting topic for me.

Re: Battleship Command: Scharnhorst

Posted: Mon Dec 28, 2020 9:01 pm
by bracer
Hi gents!

Work progesses nicely!
I still have a hard time finding interior photos from any Kriegsmarine ships...

Anyway, here is a new video:


Cheers!

Re: Battleship Command: Scharnhorst

Posted: Sun Jan 17, 2021 1:04 am
by bracer
Hi everyone!

It is time for a new little demo to show you the progress of Battleship Command!
In this demo you can test your skills in handling a battleship in 5 different scenarios and get a feel for what I am working on.
It is still rather (mildly speaking) unpolished and will require some time to get used to for the user.
So do not expect a finished game, but rather a sneak peek into the hobby project of an amatuer programmer/battleship enthusiast

Be sure to check the manual on how to fire the guns at your target correctly!
Press F1 key for help while ingame.
There is no mission endings, simply press ESC when you are finished playing.
The M-key and the map is curretly disabled...

You can download it here:
Mirror: https://www.dropbox.com/s/qasd3k1aqn5if ... t.zip?dl=0



Next I am going to work on adding:
-Friendly AI, for bigger battles and more strategy
-Mission editor
-Airplanes
-Damage management
-AI crew, helping you with guns/navigation/damage reports
-Terrain and a map view
-User interface


Cheers!

Re: Battleship Command: Scharnhorst

Posted: Mon Feb 22, 2021 10:15 pm
by bracer
Hey!

Here's a quick and temporary fix for those who gets an error message about the OceanShader on mission load. It removes the 3d waves, because the shader code was not accepted on Radeon cards. Atleast that's what I think is the problem.
Download the zip and extract the exe into the Battleship Command folder, and then launch the sim from the new exe.

This is for the public version:
https://www.dropbox.com/s/bnn2j0ly1vi6w ... x.zip?dl=0

Supporter version:
https://www.patreon.com/battleshipcommand

Let me know if it works! And I'll get to work on adding back the waves for Radeon cards.
Sorry about the inconvenience.

Re: Battleship Command: Scharnhorst

Posted: Wed Feb 24, 2021 4:29 pm
by OpanaPointer
I hope you don't mind that I copied the video to ww2f.com.

Re: Battleship Command: Scharnhorst

Posted: Wed Feb 24, 2021 9:05 pm
by bracer
Not at all! Thank you! I appreciate all the help I can get to find people interested in the project.

Re: Battleship Command: Scharnhorst

Posted: Thu Mar 04, 2021 12:02 am
by bracer
The ingame map is in sync with the terrain and I started to create a mission with randomly spawned ships randomly chosing between hundreds of routes.
Time to switch on the radars and hunt tonage until the fuel bunkers are dry...



Image

Re: Battleship Command: Scharnhorst

Posted: Sun Mar 14, 2021 12:03 am
by bracer
Time compression has taken some time to implement since there is so many things affected by it.
All the AI's movements needs to be compressed, all the Scharnhorst boiler and turbine actions as well as the steering and calculations of headings towards waypoints.
A big problem was that when compressing time, the ship was steering too hard and the violent rudder action prevented the ships to gain a straight and steady course.
But it looks like I've solved those issues now!
The terrain generation is not very pretty at the moment.


Re: Battleship Command: Scharnhorst

Posted: Thu Mar 31, 2022 9:45 pm
by bracer
Long time since I posted a new video!

Re: Battleship Command: Scharnhorst

Posted: Tue Nov 29, 2022 12:46 am
by bracer
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!



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.

Re: Battleship Command: Scharnhorst

Posted: Sat Mar 18, 2023 10:30 pm
by bracer
Hey!

I recorded some gameplay photage. Still very much wip, but it still shows where I am heading in terms of play.

Re: Battleship Command: Scharnhorst

Posted: Fri May 12, 2023 6:36 pm
by Byron Angel
Bracer,
I like the representation of the movement of the ocean, the motion of the ship in the sea and the uncertain atmospheric visibility.
The challenge, I think, is to come to grips with the role of the player within the sim. I think it is impossible to take responsibility for every single task (a BB probably = all the functions of a small town in complexity).

B

Re: Battleship Command: Scharnhorst

Posted: Wed Jul 05, 2023 3:39 pm
by bracer
Hi Byron!
Sorry for the late response!
Yes, I share your concern about the challene in the complexity.
It will be a balance act to make it enjoyable while maintaining a high level of complexity.
So far I have made so that everything can be AI controlled, so that you can choose to just set waypoints on the map and point and click on the enemy you want to engage.
That gives you the possibility to take control over the various stations little by little as you get familiar with the sim.
My headache now is how to have a good situational awarness while for example controlling a firedirector... :think: