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Sokol1

"Task Force Admiral" - WW II carriers RTS.

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Looks like another "one man job" WiP.

Is not the "eye candy" that actual players expect, but overall looks good, a la Il-2:46, and more important, give "The Pacific". :good:

 

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Topic about: https://simhq.com/forum/ubbthreads.php/topics/4488410/1

 

 

 



https://youtu.be/2YdtUFkXLNA

https://youtu.be/3Z1-n1Irwc0

https://youtu.be/1JoS0JKjVi8

https://youtu.be/jOvfbNeg-24

https://youtu.be/xaWSGimbIz4

https://youtu.be/Tj9mt2GZNO0

https://youtu.be/sHjHwR2F0O

Edited by Sokol1
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Not eye candy? O_o it's beautiful! Dynamic weather! Clouds moving, they change from clear sky to heavy clouds. Map changing into real world is amazing. These details on a ship with all kinds of different armor values. It can have really great damage model for ships.

 

This is just beautiful, looking forward to it.

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That recreation of the G4M's flying low on the torpedo run made my jaw drop.  

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Hey all!

 

10 hours ago, Sokol1 said:

Looks like another "one man job" WiP.


I wish it was a one-man job !

That would mean I can program and model/paint for sh*t. 😥
Unfortunately I can't, so I had to gather a talented team for my evil plans instead. That's life 😁

This also means that we're putting real money, time and collective effort behind it. Hopefully it will give our little indie project more chances to see the light some day before my retirement... Or I will have to retire pretty much penniless and exhausted!

 

Anyway thank you for the praise, gentlemen of taste.

It is to be a wargame (hence the zoom experience from the map to the 3D world), not an actual first-person flight sim though I am afraid, although we will give the air component the same kind of attention we gave to the naval side. When it comes to planes, you're still gonna have to wait for Jason and the team to find a solution regarding PTO. Anything we will do in the future will hardly be much more hardcore than 1942: Pacific Air War was at any rate, so don't expect any sort of competition for Il2 BoX coming from us (otherwise I would hardly dare posting anything in here anyway, wouldn't be very classy). Besides, we had to keep the level of details to a manageable level, as we might need to display several dozens of planes on screen at the same time (especially when strikes are spotted on decks) but fear not, although planes are only a few thousand pixels more details than an average 1946 model, we use the latest tech hacks in order to keep 'em pretty nevertheless.

 

Here's a very early prototype of our air combat AI doing things. I know that isn't the sort of ammo expenditure you'd expect from Butch O'Hare, but we're still in the experimental phase. Not long ago, the AI used to pretty much Taran everything it made a boom & zoom against, so there's some progress there already 🧐
Damage model obviously is experimental too, not sure a Betty would still be flying after that amount of lead, but it's all just WiP of course, so don't be too mad 🤗
 

As a sidenote, we all come from a flightsim background anyway, so we made sure to implement a few interesting techs. Among others, here's a dynamic aircraft markings system (one squadron = one skin + one set of decals, one plane = individual numbers or one special skin)

 

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And in regard of the skins proper, technical perks will include all what you could expect from a flightsim in 2019 with different materials, dynamic lighting, normal maps & the lot in order to give our planes some flavor - and give artists a playground if they feel like doing a paintjob. The same properties will apply to ships too, of course.

 

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Here's the level of detail you might expect from a skinjob - with all the dirt you might see from a plane which stayed on a forlorn SOPAC airstrip a little too long for its own good 🤓

 

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All of this, again, is very WiP (the Devastator model and its skin are 3 months old now, we just gave it an update yesterday actually) but as a start, especially for a game where you don't fly the planes yourself, it's still better than nothing...

 

Anyway, if some of you flyboys are still interested, I will make sure to keep you updated (if it's alright with the team managing the forum, of course :))

We will go *actually* public soon with a website, it should answer some of your questions.

 

In the meantime, S! and have a safe flight!

 

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Edited by Amiral_Crapaud
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Looking great! It reminds me of a better version of Battlestations Pacific, a game I really enjoyed.

 

Ships and planes looking great, I really wish you and the rest of the team the best of luck and please keep us posted!

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I’m very interested too.   I’ve been on a bit of a naval thing of late.   I happen to be reading Shattered Sword at the moment as well, so your timing is great.  :)

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Looks awesome!

I would buy given the antialiasing is improved because the shimmering hurts my eyes :dash:

Edited by =FEW=Hauggy

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Sorry for nitpickin' but at the start of the Map Zoom video there is a spelling error.

It should be United Kingdom. ;)

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1 hour ago, Uufflakke said:

Sorry for nitpickin' but at the start of the Map Zoom video there is a spelling error.

It should be United Kingdom. ;)

Yes we saw that too - no worries ^^ These are test labels, of different sizes, but completely temporary.
In the final game we do not intend on having "Iron bottom sound" above the Savo straits either, that would sound a tad bit anachronistic right ;)

The editor will allow you to mark pre-defined labels which might be used for briefing and intel purpose, and likewise the player will be provided a few map tools to customize his experience in-game and make his plans in a more intuitive way.

 

2 hours ago, =FEW=Hauggy said:

Looks awesome!

I would buy given the antialiasing is improved because the shimmering hurts my eyes :dash:

Ah. Well, in all honesty that's also due to the compression, it doesn't look like that in-game. I hope that your appreciation will improve with the following builds, but in all honesty, the PTO is a very sunny place and that has an effect on the lighting.

Besides, no offense, but I am not quite convinced that anti-aliasing, be it good or bad, shouldn't trump gameplay to the point of making it a sale or a dud... But to each his own, and I might have stayed too long in the 1990s to be of good advice on that matter :) I just hope that we will not disappoint on the other core aspects of the question.

Still, if it is a matter of health (which I could understand, being very sensible myself after Laser) we plan on having a colour-blind friendly version, if that can help on the long run! Switching off selected graphic settings might also reduce the effect. These will be fully customizable like in any good sim.

 

7 hours ago, Feathered_IV said:

I’m very interested too.   I’ve been on a bit of a naval thing of late.   I happen to be reading Shattered Sword at the moment as well, so your timing is great.  :)

Enjoy the reading. Shattered Sword is a classic, we love it too ;)
The kind of action depicted in there was actually one of the reasons why I got interested in making my own game, after all!

 

47797702892_d3159d60fb_o.jpg

 

Edited by Amiral_Crapaud
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2 hours ago, Amiral_Crapaud said:

Yes we saw that too - no worries ^^ These are test labels, of different sizes, but completely temporary.
In the final game we do not intend on having "Iron bottom sound" above the Savo straits either, that would sound a tad bit anachronistic right ;)

The editor will allow you to mark pre-defined labels which might be used for briefing and intel purpose, and likewise the player will be provided a few map tools to customize his experience in-game and make his plans in a more intuitive way.

 

Ah. Well, in all honesty that's also due to the compression, it doesn't look like that in-game. I hope that your appreciation will improve with the following builds, but in all honesty, the PTO is a very sunny place and that has an effect on the lighting.

Besides, no offense, but I am not quite convinced that anti-aliasing, be it good or bad, shouldn't trump gameplay to the point of making it a sale or a dud... But to each his own, and I might have stayed too long in the 1990s to be of good advice on that matter :) I just hope that we will not disappoint on the other core aspects of the question.

Still, if it is a matter of health (which I could understand, being very sensible myself after Laser) we plan on having a colour-blind friendly version, if that can help on the long run! Switching off selected graphic settings might also reduce the effect. These will be fully customizable like in any good sim.

 

Enjoy the reading. Shattered Sword is a classic, we love it too ;)
The kind of action depicted in there was actually one of the reasons why I got interested in making my own game, after all!

 

47797702892_d3159d60fb_o.jpg

 

Thank you very much for the reply!

I don't have any physical condition but if you tell me this is because of the compression I believe you.

It's just a matter of aesthetics because I like my games to look good, no matter what I always find a way to improve things with some nvidia settings tweaking or using reshade.

I have no doubt whatsoever that this will please me on a visual level given the extreme accuracy of your models and textures, even the planes and their flight patterns look natural as hell, the ships look great aswel.

I just cannot wait to see actual gameplay, figure out how it plays and get my hands on some early access version :help:

I'm one of these RTS players that like to stare at individual units on a gigantic battlefield so this already seems very pleasing to me.

I hope it's real time and not turn based tho (or will there be a campaign map with turn based unit movement and another real time dimention to the game?), I admit I was too lazy to read what you wrote earlier this year on other forums.

Edited by =FEW=Hauggy

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This needs to get round the whole GB site... there are a shed load of Pacific lovers about in the forums!

 

I like what I'm seeing so far, and that's coming from someone who doesn't really do the Pacific theatre!

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3 hours ago, Trooper117 said:

This needs to get round the whole GB site...

Agreed!

Im already hyped and keep talking about it to my STR enthousiast friends xD

Edited by =FEW=Hauggy

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Thank you Gents :)

I would refrain from making too much publicity just now in these lands - I mean, forum rules are pretty clear, and although the only thing we have in common with Il2 is that it is a game with planes set in 1942, it doesn't feel too right to tap into their audience uninvited. Of course, it doesn't apply to you really, but I can't say that I don't know about it, being right here with you 😂
 

We didn't go public just yet and we don't have a name nor a website (well, we do, but they are still under review), but these will be made known the moment they go live.

 

But regarding the PTO, yeah, I think there's a community out there in dire need of some new stuff in the naval department. I mean, the last serious tactical 3D game about the matter must have been Silent Hunter 4 - and it's been already 12 years since its release. The closest game is John Tiller's Midway, but obviously it uses John Tiller's engine and as such is a pure 2D wargame.
Of course, in the meantime we can thank World of Warships and War Thunder to a lesser extent to have kept the fire burning, in a way. If it wasn't for them (and games like Battlestations or Pacific Storm), I am convinced PTO awareness and popularity would be much more confidential than it is already. But it also means that there is a big community out there who might be ready for something a bit more authentic in the history and realism departments, and we are very much willing to offer an alternative in that regard.

 

16 hours ago, =FEW=Hauggy said:

I hope it's real time and not turn based tho (or will there be a campaign map with turn based unit movement and another real time dimention to the game?),

It is real-time tactical action, yes like most games on the topic available out there are in a form or another (Task Force 1942, Carriers at War, Fighting Steel, John Tiller's Naval Campaigns, or even Harpoon or Command Air/Naval Ops...). Unfortunately there will be no campaign layer for now, gotta put some limits to our development workload if we want something to be done at all :)

 

Edited by Amiral_Crapaud
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This looks very interesting. I don't have much experience with naval games, so I wonder how the control system for the player's forces will work and how complex it will be. For example, how would a player coordinate an air attack on the enemy fleet?

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Ah thank goodness.  Turn based games aren’t for me.  :)

 

Looking at the images at SimHQ, I was really impressed by the renders of the command bridge and the idea of being able to conduct the battle from there.  

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1 hour ago, Juri_JS said:

This looks very interesting. I don't have much experience with naval games, so I wonder how the control system for the player's forces will work and how complex it will be. For example, how would a player coordinate an air attack on the enemy fleet?

 

 

It is both complicated and easy to explain.
Complicated because it never was done like that before ; easy because once explained, you understand that it's pretty normal.

 

More than ever in 1942, there is hardly any direct communication with your airgroup once it flies over the horizon. Communication between planes in the air and their homeplate is limited to the bare minimum, which is the equivalent of what we know today as EMCON.

 

We're not in the ETO here - even if the Germans were to intercept and triangulate a communication between the ground and a flight, it's not like people were not sure of the location of Britain, were they? As such, communications protocols were comparatively pretty casual.

 

At sea, the question of Radio-direction finding (RDF) takes a completely different dimension. In that regard, you are certainly pretty familiar with the obvious risk a U-boot would run into by sending any sort of report over the waves, whether it's coded or not. It was not a good idea, and was done only when absolutely necessary, but even then you'd just endanger your boat when you're doing so. For a US or Japanese Carrier Task Force, the problem is much more critical, for several reasons:

- As the centerpiece of a larger force, when you are found you are endangering everybody and the whole operation, not just a mere submarine ;
- Your planes cause an added security risk to the equation

 

In real life, when possible, a still undetected carrier force would never take the risk of sending a message in the air. During the strike against the Shoho, this was one of the reasons why Fletcher lost his temper: the staff discovered that the strike had been sent against a group that had been misidentified (because of a coding mistake), and now the question was, should the planes be recalled (and the Task Force take the risk to reveal its position) or should the mission be allowed to proceed as planned, even if there's no enemy carrier to be found? Although they had been shadowed early on by Japanese scouts, the Americans didn't know that and still believed themselves to be undiscovered. Fletcher decided against recalling the strike planes, even though he was unsure they would find anything of value at all. Luckily, the undetected CVL Shoho's covering force happened to blunder into the path of the strike group, and the rest is history.

 

During the full duration of this action (or even the full duration of the morning), TF-17 never sent a message, and even though it got found it didn't get attacked because of a couple SNAFUs on the Japanese side, that led CarDiv5 to annihilate Neosho and Sims instead. Rabaul didn't get the memo either and ended up attacking Admiral Crace's surface Task Force 44. On the US side, inter-service communication was so bad that Admiral Crace had to dodge an attack from Army B-17s later that day. All this time, TF-17 was hiding in its little spot, listening to the waves, but in the end exercising minimal control over its forces in the air. They never responded to the SOS sent by the Neosho force, and dispatched a destroyer to inquire instead.

 

Why do I say that it's never been done like that before? Well, you know that in most games out there, including CMANO, you can always update your forces situational awareness and micromanage them, sometimes to the full extent of what they should shoot at the enemy on a moment notice. Even JTS' Midway allows you to redirect your planes in mid-flight with no penalty, or re-assign search quadrants.

But in real life, all of this was highly dependent on pre-flight instructions and doctrine, and we want to recreate that accordingly. This means that you will be given a lot of options when setting up your flights, but that you'll have to let the magic happens afterwards if you are playing on the highest level of realism and difficulty - except if you like to live dangerously, that is.

 

You will have to make sure that your strikes will adopt the right departure mode (deferred departure, running rendez-vous, emergency departure) for the right mix of planes, the right loadouts, the right escort, the right cruise speed, a realistic point option (that is, the place where your the strike is expecting to find your ship on its way home), specific instructions (target priority, behavior if the target isn't found). Add to this everything that cannot be planned for (coming across the enemy's raid, a location mistake in the original contact report, the target changing its heading, or even disobediance to orders by excess of zeal, etc...) and you end up with a recipe for disaster that was apparent in pretty much every Carrier combat action the Americans attempted during the first year of the war.

 

The player will be faced with such command conundrums all the time. Say, the target location has been updated - will you transfer the new coordinates to your strike group and risk being detected, or will you decide that the security of the fleet comes before the attack proper (Cf what we just talked about at Coral Sea)? Or, on their way back, your planes don't find you where you should have been (happened to TF16 at Midway), what will you do then? Bet that their Zed Baker receiver (which is a basic form of radio navigation beacon linked to your ship) will work and will be enough, or do you want to make sure to recover them and compensate for your own navigation mistake? Same story if the planes are coming back at night - at Midway, Spruance decided to lit up the carriers despite the risks posed by Japanese submarines in the area, but are you ready to do the same?

 

In the end (tl;dr) I'd say you can only TRY to coordinate an air attack, but you can't know for sure what happens (except that something WILL go wrong along the way ^^).

 

BUT.

 

We are not fanatics either. The game will be built along the cardinal rules of simulators since pretty much Red Baron - everything will be customizable in the settings. That means, if you actually want to be able to remotely control all your forces without any fear for counter-detection, it will be possible to switch off the corresponding realism settings. Same thing with everything else (FoW, damage, weather, other comms, external views, etc...). The game can pretty much play like Battlestations or Pacific Storm (in their tactical mode) if it is what you're after. But I'd say it's a bit of a waste considering the new gameplay possibilities offered by a realistic approach.

 

Hope it makes sense!

Edited by Amiral_Crapaud
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So wait...does that level of realism implies that the behaviour of the crews and aircrews will be changing depending on their training and experience?

Also how will the spotting of enemy ships by the AI will work, I expect no such thing as a fog of war but will you manage to have a system that allow the clouds to block the view of the aircrews and simulate their actual field of view restricted by the cockpit also will they move around on their own to have better awareness  (I'm assuming we'll have spotter planes which would only make sense)?

 

Merci d'avance! :dance:

 

Thanks for all the details it was very interesting to read and allows us to have a better and clearer idea of what that GEM might be!

Edited by =FEW=Hauggy

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It is not as of yet certain yet if experience will be taken into account individually to begin with, at least in Volume 1. It is a close call honestly, considering airmen on both sides all showed complete dedication and outstanding valor throughout 1942, and were highly trained by the standards of the day. Making it a Force-based setting might be closer to the mark (like an average level for the squadron) but we would still need to be sure that people like John Thach, Butch O'Hare or Dick Best get to shine if need be (not to mention Tomonaga & the rest). The way we will model this eventually is still in the works, but we do have a roster station and I wish to be able to give a XP value on a pilot-basis when designing a scenario, especially for combat-related performance. Regarding spotting mistakes, navigation errors and other blunders though, it's more of a base chance event than anything, these things could happen to the best.

 

Yes, LoS will be simulated too, it is perfectly possible to miss a force because of the cloud cover, and the enemy and friendly surface AI will actively seek cloud cover when under attack. Besides, there's always the risk to see things that are not there (for instance, mistake reefs for an actual enemy force) or just not see them at all (like what happened at Midway with the scout which should have come across TF-16, and completely missed the Americans).

 

26 minutes ago, =FEW=Hauggy said:

Last thing is I'm just a bit worried that after finishing the deployment phase and so -that is on the maximum level of realism-  we'll be left with nothing to do but watch, what about having some option that allow you to break radio silence while making some of the nearby enemy forces aware or not (depending on their own skills) of your own presence?

 

Well yeah, you'll probably have less to do once your planes empty your deck, but:

- Usually that's the moment you realize the enemy has eyes on you too (and it's time to direct your CAP for interception and prepare for air attack) ;

- Time can be accelerated in periods of calmness, and stopped/back to x1 the moment your receive an important notice. This is a luxury actual commanders didn't have (and then Arleigh Burke would go on chatting with Pete Mitscher about fishing stories while waiting for feedback...) ;

- It's not because you're mute that your planes are mute too. They will report on the action - "Scratch one flattop" was an actual communication! You will be allowed to follow it on the waves, or in external view if you didn't deactivate them ;

- In the end, if you like your action with more control, then again the realism settings are all yours!

 

Besides, apparently I wasn't clear enough, but breaking radio silence or not is your choice entirely. You are perfectly allowed to scrap EMCON whenever you want. You will not be barred from talking to your planes, but you will have to assume the consequences.

Edited by Amiral_Crapaud
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32 minutes ago, Amiral_Crapaud said:

It is not as of yet certain yet if experience will be taken into account individually to begin with, at least in Volume 1. It is a close call honestly, considering airmen on both sides all showed complete dedication and outstanding valor throughout 1942, and were highly trained by the standards of the day. Making it a Force-based setting might be closer to the mark (like an average level for the squadron) but we would still need to be sure that people like John Thach, Butch O'Hare or Dick Best get to shine if need be (not to mention Tomonaga & the rest). The way we will model this eventually is still in the works, but we do have a roster station and I wish to be able to give a XP value on a pilot-basis when designing a scenario, especially for combat-related performance. Regarding spotting mistakes, navigation errors and other blunders though, it's more of a base chance event than anything, these things could happen to the best.

 

Yes, LoS will be simulated too, it is perfectly possible to miss a force because of the cloud cover, and the enemy and friendly surface AI will actively seek cloud cover when under attack. Besides, there's always the risk to see things that are not there (for instance, mistake reefs for an actual enemy force) or just not see them at all (like what happened at Midway with the scout which should have come across TF-16, and completely missed the Americans).

 

 

Well yeah, you'll probably have less to do once your planes empty your deck, but:

- Usually that's the moment you realize the enemy has eyes on you too (and it's time to direct your CAP for interception and prepare for air attack) ;

- Time can be accelerated in periods of calmness, and stopped/back to x1 the moment your receive an important notice. This is a luxury actual commanders didn't have (and then Arleigh Burke would go on chatting with Pete Mitscher about fishing stories while waiting for feedback...) ;

- It's not because you're mute that your planes are mute too. They will report on the action - "Scratch one flattop" was an actual communication! You will be allowed to follow it on the waves, or in external view if you didn't deactivate them ;

- In the end, if you like your action with more control, then again the realism settings are all yours!

 

Besides, apparently I wasn't clear enough, but breaking radio silence or not is your choice entirely. You are perfectly allowed to scrap EMCON whenever you want. You will not be barred from talking to your planes, but you will have to assume the consequences.

Thank you for the extra details!

You were clear enough I just wrote that a bit fast and ended up deleting that last part after reading the last paragraph. :)

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Will there be infantry? :P

 

Also can you play as Japanese?

 

 

 

Edited by InProgress

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Now I'm curious if we'll get to command other ships or task forces like surface groups, my guess is we will.

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18 hours ago, InProgress said:

Will there be infantry? :P

Also can you play as Japanese?

 

 

- No infantry, we're making a tactical naval wargame. Someday we *might* have a few pixel deck-hands running around the decks but don't expect more than that. Chain of Command would allow control of ground troops only at the theater level (that is SOPAC for instance) which will have to wait for a operational/strategic layer in a later volume ;
- No, you can't just yet. Japanese forces are planned for volume 2. We will put so much flavor and work on the USN side that we cannot realistically expect to deliver the same experience for the Japanese side with our timetable. Hopefully volume 2 will not only contain a playable IJN side, but also an extended coverage (extension to 1943, Oahu, Java, Indian Ocean, Aleutians), probably a strategic/operational layer, some sort of campaign mode & multiplayer.
Making the IJN like we're making the USN would require comparable amount of work for doctrine, procedures, voices & radio chatter, portraits, narrative, etc... that it wouldn't be realistic if we plan on delivering the first game before I retire ^^

 

18 hours ago, =FEW=Hauggy said:

Now I'm curious if we'll get to command other ships or task forces like surface groups, my guess is we will.

Yes of course you will be allowed to command surface TFs to a certain extent, but you can't raise your flag on a surface combatant just yet. We're not remaking Task Force 1942 just yet. Surface combat will be simulated to a certain point (at least up to the Fighting Steel level) but it is not the core gameplay of this volume.

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On 9/5/2019 at 12:29 AM, Sokol1 said:

 

Hello everybody :)

We're getting close to the official announcement, going over the contents of the website to check for spelling and grammar. In the meantime we had a small update over there at SimHQ (I am still a bit reluctant to post anything in our lovely nest here myself, wouldn't feel very polite) but feel free to comment of course!

 

The main thing is that we just left the world of silence, and that makes a big difference to them ears and the overall mood when watching a video. Hope you'll like what you see - and what you hear! 👂

Edited by Amiral_Crapaud
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Now this is interesting, would like this feature in BOX,  have the weather change while in the mission. 😍

 

 

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Thank you gents!

 

7 hours ago, bzc3lk said:

Now this is interesting, would like this feature in BOX,  have the weather change while in the mission. 😍

 

 

Aye, this is a great function indeed, and I look forward to seeing it fully mature.

But in all fairness it is easier for us to implement at this scale than it is at the flight simulator-level (especially in a multiplayer-enabled game). Our players are not expecting to see each and every drop of rain splash on their windshield while enjoying a super-realistic FM and physic-induced ballistics. At the same time, if we want the AI to be able to dynamically interact with the weather (hiding the task force in a rain squall, hiding a snooper in a cloud or looking for clear weather to enable carrier air ops) we need to have some sort of dynamic weather system, to begin with. So... that's pretty much apples & oranges, but thank you for the kind words 😁

 

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I am eagerly awaiting the release of this superb looking game. On graphics quality alone, it looks like a paradigm shift for strategy sims and for me personally you couldn't have chosen a more interesting theatre and campaign group.

 

Please keep up the good work. 

 

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Wish you the best of luck, Amiral_Crapaud!!!

 

Keep us informed about your beautiful project, mate. This game will certainly go to my Steam collection (Please, launch it on Steam)! :salute:

 

 

Edited by danperin

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Aye, thank you mates!

 

But again I am a bit uncomfortable being too loud in there, I am only a user and nothing more. I don't want Jason and the team to have a bad image of us. We, truly, admire their work and I don't want to give them the idea we're poaching their troops. Fortunately, we're making a very different game, but it's a matter of principle - as long as they don't tell me it is ok to say more.

Better head over to Grogheads for the latest news, as a more neutral ground - I will reciprocate it on SimHQ at a certain point but Grogheads will be kept updated regularly. Besides, our website has gone online and the content is not half-bad ^^
http://grogheads.com/forums/index.php?topic=23950.0

Don't hesitate to follow us on diverse social network platforms (we have a Facebook and a Twitter account both) if you wanna have the "smaller news" too - that is screenshots Saturday & the likes. By early next week we will also announce that we are to partner with a well known figure of the community for some of our assets needs, stay tuned :)

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Highly impressive! As an Battlestations Midway/Pacific fan, this will be an insta buy for me.

 

Keep up the good work.

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This is what I want.

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Hello ladies & gents!

We had a small devblog update. Nothing much, a lot of talking (especially regarding what the game is and what it isn't, and our future plans). But we did insert a few screens here and there to make the wall-of-text pill easier to swallow, so don't hesitate to come have a look ^^

 

https://drydockdreams.games/2019/10/26/making-waves/

 

Clearly it is also used as a reminder that it ain't PTO Il-2, or Battlestations, or anything like that. We committed to the wargaming genre, at least for volume 1, so don't get too excited - but at least, we will be a pretty wargame 😁

 

And you might like our clouds, too.

On 10/20/2019 at 12:22 AM, RavN_Sone said:

I believe this topic needs a new title. Welcome "Task Force Admiral" ;)

 

https://drydockdreams.games/about-the-game/

There's a lot of eye-candy in sub-categories on the bottom of this page.

 

 

S! Thank you for the update Sone! 💗

Edited by Amiral_Crapaud
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I thought you gents might enjoy a little bit of TBD action - feel welcome to dip that Mk13 in your Sunday morning coffee :)

Here's a small update about our torpedo shenanigans. Soon enough in motion thanks to Magz.

 

Too bad the whole weapon system (that is TBD + early Mk13) looked much, much better and fearsome in photo than in operations... Oh well, the mk13's reliability was fearsome indeed, from a certain point of view.

Cheers!

 

Quote

These TBDs in their Midway-era livery are actually able now to
- take off ;
- orbit & form up as a squadron ;
- form up with other squadrons within a common package ;
- assume different formations depending on the nature of their navigation leg (echelon, vic, line astern, attack formation, etc...) ;
- pick a target as a unit ;
- split for a pincer attack ;
- drop a torpedo within launch parameters (and right now they run flawlessly - until we make them flawed, of course)
- regroup and head home ;
- enter the landing pattern and land aboard one by one.

Looks way better in motion, but expect to see this soon enough (screens are taken from the video file, sorry for the quality!)

 

74803107_146387893381952_529740732853701

73107752_146387933381948_732106262839715

76931647_146387963381945_176012022974618

75242255_146387993381942_625959110934999

75580211_146389270048481_883397092290697

75233363_146388056715269_390940564659162

76702366_146388090048599_239528818564399

74851116_146388183381923_766256601795185

76261253_146388276715247_776149053509677

77148651_146388333381908_101469009960396

74696601_146388393381902_665747947381168

76705063_146388416715233_634798799163752

 

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On 11/10/2019 at 2:08 PM, Amiral_Crapaud said:

I thought you gents might enjoy a little bit of TBD action - feel welcome to dip that Mk13 in your Sunday morning coffee :)

Here's a small update about our torpedo shenanigans. Soon enough in motion thanks to Magz.

 

Too bad the whole weapon system (that is TBD + early Mk13) looked much, much better and fearsome in photo than in operations... Oh well, the mk13's reliability was fearsome indeed, from a certain point of view.

Cheers!

 

 

 

Will there be a Mk13 reliability slider in Settings? :) 

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