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Battleship Command: Scharnhorst

Posted By: Bracer

Battleship Command: Scharnhorst - 02/04/18 10:15 PM

Hey guys!

I'm working on a naval simulator as a hobby project in my spare time, and I wonder if there is an interest to get updates on the project here?

I've been working on it for a year and a half by myself with my amature programming and modelling skills, but with plenty of passion!
Take a look at the last video or read my threads at subsim and let me know if I should update you guys here aswell!

http://www.subsim.com/radioroom/showthread.php?t=228033

There is also a simple prototype demo up on subsim, not really a game just a simple concept test.
http://www.subsim.com/radioroom/showthread.php?t=236493

All the best!
/Bracer
Posted By: jenrick

Re: Battleship Command: Scharnhorst - 02/06/18 04:50 PM

Interesting it reminds me of the virtual dreadnought project from aways back. Good luck to you on this, and I'll follow along on subsim.

-Jenrick
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 02/06/18 08:19 PM

Hey!
Yeah, the dreadnought project has been an inspiration for sure.
Wonder if they are still working on it?
See you on Subsim then!
Cheers
Posted By: trindade

Re: Battleship Command: Scharnhorst - 02/08/18 02:04 PM

Interesting work Bracer, please keep posting updates to simhq's community thumbsup
All the best to your project.

Cheers
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 02/09/18 11:24 AM

Will do Trindade!
Thanks!

Cheers
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 10/04/18 09:28 PM

Hey guys!

Here's a new shot of a Nelson-class battleship ingame!
Still a work in progress model, need some more superstructure and detailed textures.

[Linked Image]

Edit: P.S More updates here: https://www.patreon.com/battleshipcommand
Posted By: Coot

Re: Battleship Command: Scharnhorst - 10/05/18 04:57 PM

Very cool. It must be fatiguing but a joy to see and be inside a virtual world you've created as it comes together. Thanks for the update. More Naval stuff around here is a good thing. Good luck with your project Bracer.
Posted By: Friday

Re: Battleship Command: Scharnhorst - 10/05/18 08:22 PM

That looks great Bracer, I can't wait to be able to walk up and down a battleship, let alone control it!
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 10/06/18 07:27 AM

Thanks guys! Yes, Coot, it's indeed slowly progressing when only working on it in my spare time.
But it is quite enjoyable in its current state, so even I as the developer get a kick out of sinking a few cruisers and tankers from 20km distance.
Posted By: Chucky

Re: Battleship Command: Scharnhorst - 10/06/18 09:43 AM

Keep up the good work Bracer!
Posted By: trindade

Re: Battleship Command: Scharnhorst - 10/09/18 10:58 AM

thumbsup
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 10/09/18 11:21 AM

I have set up a webpage for some more nerdy discussions regarding the technical aspects of the Scharnhorst class.
Welcome to join in and comment there if you have gameplay requests or want to talk battleships. It is not a forum, but you can comment on various blogposts to discuss.
https://battleshipcommand.wordpress.com/
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 11/01/18 11:18 PM

I finally managed to add some smooth shading to the engine!
And a uboat!

[Linked Image]
[Linked Image]

Support the project at: https://www.patreon.com/battleshipcommand
Posted By: Friday

Re: Battleship Command: Scharnhorst - 11/03/18 09:33 PM

Thanks Bracer, keep the updates coming, it's looking good!

They're some big guns!
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 11/04/18 07:29 PM

Thanks Friday!
Indeed big guns, it's on the Nelson class.

Now I'm preparing to start modelling the main attraction, Scharnhorst!
I've managed to get my hands on some nice plans of both the interior and exterior (Big thanks to my supporters on Patreon and PayPal!!).
So I'm ready and excited about finally modelling my favourite ship!
[Linked Image]
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 11/21/18 12:47 AM

A first test ingame with the new model in its current state!
She looks great even though she is unfinished and untextured:

[Linked Image]

Cannot wait to get the guns and controls working on the new model!
Posted By: trindade

Re: Battleship Command: Scharnhorst - 11/21/18 10:23 AM

Nice job Bracer, keep the good work thumbsup
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 01/02/19 02:46 PM

Hi guys!
I've compiled a simple navigation trial/demo for my patreons and backers to test.

I thought you might be interested in seeing the tutorial video for it, it shows a little of the new model ingame, flak guns and a new water shader.

Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/06/19 10:10 PM

Here's a little update!
Pardon my english and the mumbling. If you have any questions about what I explain, please ask and I will clearify!



Cheers!
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/19/19 11:13 AM

Hey!

Here's a few new screenshots!
[Linked Image]
[Linked Image]
[Linked Image]
Posted By: Cold_Gambler

Re: Battleship Command: Scharnhorst - 03/22/19 05:40 PM

Coming along nicely!
Posted By: 33lima

Re: Battleship Command: Scharnhorst - 03/22/19 06:32 PM

Just noticed, you're doing Gneisenau ATM, rather than Scharnhorst. And I suspect that by the time they had the taller foretop, both would have lost the cross-turret rangefinder on turret Anton, as had Bismarck by the time of her Atlantic sortie. Anyhow keep up the good work, Destroyer Command with better graphics and 11-inch guns is my idea of a good buy, when the time comes.
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/22/19 10:35 PM

Thanks for the comments!

Well spotted 33lima! Yes, I used Gneisenau for the base model, while other parts are based on Scharnhorst.
I decided to go fictional and make it a third Scharnhorst class ship for various reasons.
But in any case the rangefinder on Anton should be removed, because this ship would have the same issues.
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/22/19 10:43 PM

And beacuse of the lack of reference photos, sadly, the boiler room is actually based on Prinz Eugen from which I have more photos of the boiler room. 😀
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 05/20/19 07:57 AM

A few screens from a session where I let a Town-class cruiser sink my ship.
Most of the shells seems to just bounce off the armor, but eventually she sinks me.

[Linked Image]
[Linked Image]
[Linked Image]
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 10/22/19 09:44 PM

A few new screens!

[Linked Image]
[Linked Image]
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 04/26/20 10:25 PM

Hey everyone!

I just released a small tech demo!


You can grab it at the Subsim forums here: https://www.subsim.com/radioroom/forumdisplay.php?f=319

Cheers
Posted By: Agathosdaimon

Re: Battleship Command: Scharnhorst - 05/18/20 10:22 AM

Originally Posted by 33lima
Just noticed, you're doing Gneisenau ATM, rather than Scharnhorst. And I suspect that by the time they had the taller foretop, both would have lost the cross-turret rangefinder on turret Anton, as had Bismarck by the time of her Atlantic sortie. Anyhow keep up the good work, Destroyer Command with better graphics and 11-inch guns is my idea of a good buy, when the time comes.


interesting - i will have to look for the pics of scharnhorst without the rangefinder for my art references. May i just ask what is the "foretop" referring to
Posted By: 33lima

Re: Battleship Command: Scharnhorst - 06/15/20 07:52 PM

If you look at the director control tower just ahead of the foremast, it has an oildrum-like extension that is not there in this early pic of Gneisenau...

[Linked Image]

...but is there in this later pic, which looks to have the director turned aft, possibly to protect the 'matress' radar antenna.

[Linked Image]

I suspect the extension was to accommodate the radar operators for the later radar fit (Seetakt?). IIRC a hit here on Scharnhorst's similar foretop put her radar out of action at a critical point in the Battle of the North Cape.

This is Atlantic Fleet's Scharnhorst with the foretop director trained forward and (lower pic) to starboard with the main armament. It retains the rangefinder on turret Anton, which was at some point (as on Bismarck) removed and plated over as even with the 'Altlantic bows' fitted, these ships were fairly wet forward and spray inhibited the usefulness of that rangefinder. So I believe.

[Linked Image]

[Linked Image]



Attached picture AtlanticFleet 2016-04-05 20-44-17-31.jpg
Attached picture AtlanticFleet 2016-03-21 16-00-28-62.jpg
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 09/02/20 01:54 PM

Hey!

I am currently improving the water, below you can see the result so far.
Finally I have some reflections on the water aswell, which makes a big difference since the actual skycolor is reflected in the water.
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 10/01/20 07:34 PM

Some new FX in the works.

[Linked Image]
[Linked Image]
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 11/05/20 09:47 PM

Here you can see a few more updates from the graphics department!
Posted By: That_1_Trains_Girl

Re: Battleship Command: Scharnhorst - 11/05/20 09:59 PM

Originally Posted by Bracer
Here you can see a few more updates from the graphics department!


Wow, this looks incredible! Quite a few of my friends are into battleships, I'll be sure to share this with them.
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 12/28/20 07:56 PM

Originally Posted by That_1_Trains_Girl

Wow, this looks incredible! Quite a few of my friends are into battleships, I'll be sure to share this with them.


Thanks!

I have made a new PR video!
Posted By: Polarwolf

Re: Battleship Command: Scharnhorst - 01/13/21 03:35 PM

Keep up the good work, that looks very interesting.
I have wanted a proper surface Combat sim in the WW2 era for a long time. Something more realistic than WoWs, and the only thing we got as naval Sims are U-Boot sims. wink

Problem is, I'm hopeless with Torps.........but hand me a naval gun and I can raise some hell! biggrin

Back when we tried to play SH3 my friends jokingly called me "Deck gun Wolf" due to an incident where I was so frustrated with the Torps, that I surfaced and shot up a few ships that way, and while doing that engaged in a gun battle with a Destroyer and Won! biggrin

We always joked that I should get the Bismarck and they would attach as a small U-Boot flotilla! biggrin

So they attack a convoy hook the Destroyers and I come steaming over the Horizon to blast them out of the water!

Or vice versa with Warhships......I bait them, lead them to the waiting U-boots and then we all sink them! biggrin
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 01/13/21 09:52 PM

Thanks! I am glad you like it!
Currently my Patreons and supporters are testing the upcoming demo, so if there is no problems or too bad bugs, then you'll soon be able to try it.

Cheers
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 01/16/21 11:58 PM

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: https://www.dropbox.com/s/qasd3k1aqn5if2t/BattleshipCommand_demo_2.5_light.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!
Posted By: Polarwolf

Re: Battleship Command: Scharnhorst - 02/10/21 08:42 PM

Hello Bracer, did a first test run of it, so far it's really fun, especially getting those guns on target and walking around on the Bridge and surroundings.

Figuring out the correct solution for the guns can be quite a challenge, with sometimes significant difference to the appearance in the stereoscopic rangefinder.
Also like that he faster you go the more the ship "rattles" and the overall pitch and yaw.
At what resolution is the demo running?

And is it just me, or is only the Top Rangefinder target stabilized? Could've turned off something by accident though.
Turning off the stabilizer on the Top one at maximum zoom was quite an experience..... wink
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 02/11/21 09:32 AM

Originally Posted by Polarwolf
Hello Bracer, did a first test run of it, so far it's really fun, especially getting those guns on target and walking around on the Bridge and surroundings.

Figuring out the correct solution for the guns can be quite a challenge, with sometimes significant difference to the appearance in the stereoscopic rangefinder.
Also like that he faster you go the more the ship "rattles" and the overall pitch and yaw.
At what resolution is the demo running?

And is it just me, or is only the Top Rangefinder target stabilized? Could've turned off something by accident though.
Turning off the stabilizer on the Top one at maximum zoom was quite an experience..... wink


Hi Polarwolf!

I am happy to hear you had a good time!!
Yes, it's quite complex and the UI is unpolished, so it can be hard to figure out how it all works at the moment.
Did you check the manual? It is also rather thin at the moment.
I guess the most important thing to understand is that there is three gundirectors with a fire solution computer each.
So when you swap between the directors, you also swap computer.
Have you tried using the radar in the fire director? It helps alot in finding the distance to the target, but it's instead hard to find a pip sometimes.

The stabilizer should work on all the directors. Did you take any hits that might have damaged the stabilizer? But then all of them would have stopped working.

The demo is built around 1920x1080. Which resolution are you running? It should scale fairly good, I've tried on a laptop aswell.

Cheers!
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 02/18/21 09:34 PM

Hey!

My GPU melted recently, so I had to use an old card which made it hard to work on the 3d world stuff for a while.
But now I have my new card installed so I can show some progress again.

I am testing different ways of implementing terrain.
And now I've found a nice way to render all of Europes land masses in a rough way.
Terrain will have very little purpose/priority in BCS but it's still nice to have.
Now I just need to sync it with the ingame map so I can start creating convoy routes in the north Atlantic.

[Linked Image]
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 02/22/21 09:11 PM

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.
Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/03/21 10:56 PM

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]


Posted By: Bracer

Re: Battleship Command: Scharnhorst - 03/13/21 10:57 PM

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!

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