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#4557294 - 02/22/21 09:11 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
Joined: Jan 2018
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Bracer Offline
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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/bnn2j0ly1vi6wc4/BattleshipCommand_LightHotFix.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.

Last edited by Bracer; 02/22/21 09:13 PM.

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#4558506 - 03/03/21 10:56 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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The ingame map is finally 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...



[Linked Image]



Last edited by Bracer; 03/03/21 10:56 PM.

Support Battleship Command: https://www.patreon.com/battleshipcommand
#4559837 - 03/13/21 10:57 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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Bracer Offline
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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.
But what a joy to be able to take a trip through the channel!



Support Battleship Command: https://www.patreon.com/battleshipcommand
#4595678 - 03/30/22 09:05 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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Time for a new video of the current progress!
A new demo is in the final stages.



Cheers!


Support Battleship Command: https://www.patreon.com/battleshipcommand
#4595946 - 04/02/22 06:51 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
Joined: Oct 2007
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Sevenoaks, England.
Looking good Bracer, how in depth is the damage model, will I damage important parts of the ships with good hits?


That Farrow bloke you executed today, are you sure he's dead?
Well I chopped his head off, that usually does the trick.
Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake.
No, the thing I chopped off had a nose.
#4596203 - 04/05/22 08:34 PM Re: Battleship Command: Scharnhorst [Re: Friday]  
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Bracer Offline
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Thanks Friday!
The damage model is not yet where I want it. But for now it is fairly advanced for the player ship, but not for the AI ships.
A simple explanation is that the AI takes random damage, and the hits does not affect their systems. Yet.
But the player ship can have alot of systems affected depending on where you get hit.
The guns start to move slower, and reload slower when they take damage.
Flooding happens in the compartment that got hit if armour is penetrated or broken.
Boilers, turbines and shafts can get hit, which affect speed.
Travel with a damaged shaft and your turbine will start to take damage.
Rudder can get damaged and can get locked or have reduced turnangle.

This system still needs some work and later be extended to the AI ships.


Support Battleship Command: https://www.patreon.com/battleshipcommand
#4596294 - 04/06/22 04:39 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
Joined: Oct 2007
Posts: 990
Friday Offline
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Joined: Oct 2007
Posts: 990
Sevenoaks, England.
Thanks for the update Bracer, I hope the project goes well for you, I've been wanting something like this since playing Destroyer command all those years ago.


That Farrow bloke you executed today, are you sure he's dead?
Well I chopped his head off, that usually does the trick.
Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake.
No, the thing I chopped off had a nose.
#4615076 - 11/28/22 11:37 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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Bracer Offline
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Posts: 34
Hey!
It's been quite a procedure to port the project to Unity, but well worth the time invested. Here's a trailer showing off the new graphical features of Battleship Command!

Last edited by Bracer; 11/28/22 11:37 PM.

Support Battleship Command: https://www.patreon.com/battleshipcommand
#4623204 - 03/20/23 07:32 PM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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Bracer Offline
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Joined: Jan 2018
Posts: 34
Hey!
Look! I finally took the time to record some gameplay!
Alot is still wip, but it gives a general hint of where this project is heading.
Enjoy!



Support Battleship Command: https://www.patreon.com/battleshipcommand
#4623240 - 03/21/23 09:41 AM Re: Battleship Command: Scharnhorst [Re: Bracer]  
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Naunton Beauchamp Worcestershi...
Coming along nicely!



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