Chers Grognard(e)s,
Dear Grogheads,
After quite a few months of teasing and sweating, the time has finally come to unveil...
(https://drydockdreams.files.wordpress.com/2019/08/tfa-poster-compo-small-1.jpg)
Most of you are quite familiar with this game already, as we have posted quite a few updates since last May. As such, this early tech demo might not impress you much, as it is made of a few shorter sequences you all know too well. Still, I think it is a pretty acceptable showcase of the work done so far, even though the reel being all about the tech, the actual gameplay shown in there is close to zero. :hide:
As you can see, beyond the eye candy and the tech under the hood, much – if not most of the work remains to be done. In that regard, I sincerely hope that we will be able to enjoy further the beautiful support the crowd in here has showed over the months. I would like to extend my particular thanks to MC for his invaluable help reviewing the contents of our website, now live and available at the following address :
(https://drydockdreams.files.wordpress.com/2019/10/banniere-site.png) (http://www.drydockdreams.games)
WWW.DRYDOCKDREAMS.GAMES (http://www.drydockdreams.games)
We will try to maintain a regular devblog alive over there, the contents of which will find its way to this very topic in the tradition of our former posts (that one might still find in here (http://grogheads.com/forums/index.php?topic=10341.60)). Still, smaller updates (small pics, sneak peeks, small gifs, etc...) will be posted on our new social media platforms on Facebook & Twitter. You might want to follow us there (and support us by growing the community! :hug:) by clicking on these banners:
(https://drydockdreams.files.wordpress.com/2019/10/banniere-facebook-finale-6.png) (https://www.facebook.com/TaskForceAdmiral)
(https://drydockdreams.files.wordpress.com/2019/10/banniere-twitter-finale-6.png) (https://twitter.com/DrydockDreams)
Now the road is still long and the journey there is a hell of a trek (and that is still an optimistic thing to say), but I consider our team to be lucky to count you, ladies and gents, among our companions in arms of the first hour.
Thank you again for your support, and hopefully we will do what is needed and what is right not to disappoint you when the time to deliver finally comes.
Best,
Amiral & the Team.
Good luck, Admiral!
Bravo!
Our loins are more moist than the Pacific for this one!
I think I'm in LOVE. All over again. :smitten:
:bd: :notworthy:
Wait, you named it after yourself? ::) ;)
Looking forward it. O0
(https://media.tenor.co/images/245117e5ef1fb58c3dd661e4c4668cbb/raw)
I for one welcome the advent of our new task force admiralords! :bd: <:-)
Oh damn! Oh damn! Oh damn! I am waaaaay beyond moistened loins. :dreamer: <:-)
:D
Best of luck- This looks incredible!
What is beyond moistened loins?
NEVERMIND
Quote from: SirAndrewD on October 11, 2019, 12:38:56 PM
Bravo!
Our loins are more moist than the Pacific for this one!
Andrew, you need to be more specific there. The Pacific is a big place.
Are your loins moistened like a frigid Aleutian ice storm, or are they moistened like the rotting, fecund swamps of the Solomons?
I just want to make sure I get the intended imagery...
Quote from: Gusington on October 11, 2019, 12:38:44 PM
Good luck, Admiral!
If they manage to do even about 5% of all this it will be a fantastic game.
Wow, wow, wow!!! :notworthy: :notworthy: :notworthy:
Admiral, so happy to finally see this officially announced and a thread you can call you're own! :)
Congrats again!
David
Best of luck! O0
Hey Admiral, any thought to adding an in-cockpit flight sim mode for those who want to slalom dance with Zekes along side Thatch or take a Hail-Mary run at IJN flattops with Waldron?
Thank you gentlemen :notworthy:
A long way to go, but it's always better to know we won't be strolling alone. :smitten:
Quote from: Staggerwing on October 11, 2019, 09:06:58 PM
Hey Admiral, any thought to adding an in-cockpit flight sim mode for those who want to slalom dance with Zekes along side Thatch or take a Hail-Mary run at IJN flattops with Waldron?
Well, the reason why we are focusing the on the sim environment rather than gameplay right now is because we want to have the sort of deep, strong foundations that will allow us to develop expansions easily, whether we were to scale up (to a higher command level) or scale down (to a platform sim level) the action. Yeah, eventually, and given the legacy of 1942:Pacific Air War looming menacingly over our collective heads, we hope to be able to provide at least some basic air combat action in a future expansion (typically as a CAP fighter). Not sure if you really want to join John in his Hail-Mary run with his 30knots torpedoes (although as you can see he features prominently on our boxart ^^), but at the very least fighter combat shouldn't be too much of a problem eventually.
But still, I made a commitment to getting naval combat and carrier management right first, and we will do just that before we start expanding downwards or upwards. :coolsmiley:
You have me very interested. That video is amazing. This gonna be cmano with its 3d addon in ww2?
I have one thing to say though. A lot of the time these games have a lot of effort put in by the developers on physics and features that mean nothing as the player never sees or more importantly has any control over them. I hope that you guys will make sure the player is not sleeping while all your wonderful effort passes them by. Don't create a giant tech demo. Like a lot of sims end up being. Seen that too many times.
Also make sure their is a point to the sub missions as well as campaign other than just win. Somehow make the player feel the game. Without punishing them and giving them no way to recover.
Anyways I hope my comments help. You seem like you are heading in the right direction anyways.
Quote from: FarAway Sooner on October 11, 2019, 06:33:58 PM
Andrew, you need to be more specific there. The Pacific is a big place.
Are your loins moistened like a frigid Aleutian ice storm, or are they moistened like the rotting, fecund swamps of the Solomons?
I just want to make sure I get the intended imagery...
They are as moist as the entire volume of its vast oceans! Moist enough to host their own epic carrier battles and island hopping campaigns.
Man.. you must have large pants.....
Thank you everybody. There won't be a need for close-up pant inspection though, I take your word for it :coolsmiley:
Quote from: Destraex on October 12, 2019, 07:55:42 AM
You have me very interested. That video is amazing. This gonna be cmano with its 3d addon in ww2?
I have one thing to say though. A lot of the time these games have a lot of effort put in by the developers on physics and features that mean nothing as the player never sees or more importantly has any control over them. I hope that you guys will make sure the player is not sleeping while all your wonderful effort passes them by. Don't create a giant tech demo. Like a lot of sims end up being. Seen that too many times.
Also make sure their is a point to the sub missions as well as campaign other than just win. Somehow make the player feel the game. Without punishing them and giving them no way to recover.
Anyways I hope my comments help. You seem like you are heading in the right direction anyways.
Of course, any comment help, even tough ones.
Yes, you might call that CMANO in 3D in WW2, except that a few simplifications might be needed here and there. We want this to run on as many computers as possible, it means that we *might* not simulate single .30 slugs coming out from each and every AA machineguns aboard Lexington when the crew are firing at a plane at any given time if we want the whole thing to actually run on a personal computer (that is, if you're not working at NASA. And if you do, you know you cannot speak for us peons, do you!). We might have to simplify under a certain caliber, or that would be simply too much lead to deal with if you don't have a personal version of a Cray computer.
Regarding the game being cute, well we're not keen on micro management, and you will have plenty of time to admire the action. You're the flag officer, you're not steering the ship during an attack - like Fletcher himself told his staff at Midway, once you put your tin hat, there's not much more you can do other than watch the action unfold. In that regard, it's not that different from watching a combat replay in War in the Pacific. Except that this Val is diving at your face, guns are thumping all around you, water from near misses is showering the flight deck and the chatter on the CAP circuit is actually related to what you see.
But I get your point though - this video is a tech demo because it is made as a tech demo, we needed it for getting in touch with the authorities for some industry subsidies. Our expectation is to be able to release more and more in-game and interface contents as time goes, and ultimately some actual gameplay as soon as possible. For some reasons, I needed to get public early on, so it's still a bit bare-bone - but as you can see, the spirit is there, and quite alive it is!
Again, your comment is very reasonable. And I will not inspect your pants either, no worries! ^-^
Looks like you're starting to get some fans out there Admiral....
Thank you for the heads-up! :notworthy:
Heading over there to do my thing :arr:
Posted in wrong thread.
I have spread the word and the first look vid to the "Few Good Men" wargaming club.
Thank you for your support, kind Sir! ^^
Quote from: The_Admiral on October 15, 2019, 09:36:42 AM
Thank you everybody. There won't be a need for close-up pant inspection though, I take your word for it :coolsmiley:
Quote from: Destraex on October 12, 2019, 07:55:42 AM
You have me very interested. That video is amazing. This gonna be cmano with its 3d addon in ww2?
I have one thing to say though. A lot of the time these games have a lot of effort put in by the developers on physics and features that mean nothing as the player never sees or more importantly has any control over them. I hope that you guys will make sure the player is not sleeping while all your wonderful effort passes them by. Don't create a giant tech demo. Like a lot of sims end up being. Seen that too many times.
Also make sure their is a point to the sub missions as well as campaign other than just win. Somehow make the player feel the game. Without punishing them and giving them no way to recover.
Anyways I hope my comments help. You seem like you are heading in the right direction anyways.
Of course, any comment help, even tough ones.
Yes, you might call that CMANO in 3D in WW2, except that a few simplifications might be needed here and there. We want this to run on as many computers as possible, it means that we *might* not simulate single .30 slugs coming out from each and every AA machineguns aboard Lexington when the crew are firing at a plane at any given time if we want the whole thing to actually run on a personal computer (that is, if you're not working at NASA. And if you do, you know you cannot speak for us peons, do you!). We might have to simplify under a certain caliber, or that would be simply too much lead to deal with if you don't have a personal version of a Cray computer.
Regarding the game being cute, well we're not keen on micro management, and you will have plenty of time to admire the action. You're the flag officer, you're not steering the ship during an attack - like Fletcher himself told his staff at Midway, once you put your tin hat, there's not much more you can do other than watch the action unfold. In that regard, it's not that different from watching a combat replay in War in the Pacific. Except that this Val is diving at your face, guns are thumping all around you, water from near misses is showering the flight deck and the chatter on the CAP circuit is actually related to what you see.
so something around the idea of a WW2 / Homeworld control?
Stop teasing like that you dastardly rake!!
Nobody does, 'dastardly' better than Star. :clap:
Very true.
Quote from: GDS_Starfury on October 21, 2019, 11:25:41 PM
so something around the idea of a WW2 / Homeworld control?
Now that I am getting close to finally posting our second devblog post - that somewhat answers the central question of what this game is and isn't - I finally found a way to define it at the expense of my most excellent fellow game makers.
- The central gameplay plays like real-time Carriers at War on steroids (with much deeper carrier ops management);
- The C3i, Fog of War, narrative and main player interface plays like Radio Commander ;
- 3D environment is simulation-like, and will feel like Il-2 (better than 1946, more crude than BoX).
Mix all of this and you get Vol.1, pretty much :crazy2:
LOINS...BURSTING
Looks like things are proceeding quite well!
So I uh...assume this will be feature complete and bug free and released by Christmas....right? So our wait it soon to be over, yeah? I mean, how hard can it be. ;)
A new devblog update, ladies & gentlemen :peace:
https://drydockdreams.games/2019/10/26/making-waves/
Well you people will learn nothing new, but there are a few pics of our new SBD, our Akagi, our Kaga (well, like on the TV!), our torpedoes and, last but not least, our new clouds. Let's say they... look pretty good :dreamer:
(https://drydockdreams.files.wordpress.com/2019/10/wechat-image_20191024212349.png)
Quote from: SirAndrewD on October 24, 2019, 01:11:56 PM
Looks like things are proceeding quite well!
So I uh...assume this will be feature complete and bug free and released by Christmas....right? So our wait it soon to be over, yeah? I mean, how hard can it be. ;)
You had me there. How did you know that we already planned on failing our Halloween release date and push everything back to Christmas? Who are your spies and how much do you pay them? :knuppel2:
More seriously, I had that kind of guys over at Youtube. People telling us pretty much that I can shove that game up our collective butts for one reason or another (what, PACIFIC? what, US ONLY? what, SINGLE PLAYER ONLY? what, DID I FORGET THE MILK THIS MORNING?). It's nothing much, but as long as it is more than 1% of the total of likes (that is, 1,1% as we speak) it WILL bother my ego :hide:
The models are very cool, but I think the environment is amazing. Perhaps the best I've seen.
You're not going to please everyone, no matter what you include. Do your best and it will be enough.
Quote from: The_Admiral on October 26, 2019, 02:52:45 PM
You had me there. How did you know that we already planned on failing our Halloween release date and push everything back to Christmas? Who are your spies and how much do you pay them? :knuppel2:
More seriously, I had that kind of guys over at Youtube. People telling us pretty much that I can shove that game up our collective butts for one reason or another (what, PACIFIC? what, US ONLY? what, SINGLE PLAYER ONLY? what, DID I FORGET THE MILK THIS MORNING?). It's nothing much, but as long as it is more than 1% of the total of likes (that is, 1,1% as we speak) it WILL bother my ego :hide:
Haha! Yeah, you're going to get a lot of the "WHEN?" people so I just wanted to get on the early bird bus. However much I want it "NOW" I'm sure I speak for all of us that we want you to take your time and do it right.
And I don't know why anyone would not be excited by what you're turning out. I mean, much like Battlecruiser 3000AD this is the last thing I will ever desire.
Don't let them discourage you. You get my money the instant you ask for it.
Thank you Andrew :notworthy:
Well yeah, haters gonna hate, nothing new there I s'ppose.
I am also surprised at the great reception in the Chinese community. I mean, our video as many hits over there than it did on Youtube. One more social outlet to take care of, geez :hide:
In the meantime, we still have a game to make and that road is still long. I'll consider taking everybody's money once we'll have made sure we actually have some good gameplay to show in return ::)
Insert obvious joke here about wishing they could have fought the Japanese on the sea / slash / needing to study for using their new aircraft carriers soon!
Dear Forum,
I have been neglecting you a bit lately, as our numerous platforms have taken the mantle of spamming the rest of the internet with our stuff. Still, I thought you'd might enjoy a few screens for our upcoming videos.
We are currently working on the ship dodging AI, shipborne Flak, Dive-Bomber AI logic & visual effects. You're grown ups, I probably don't need to tell you what is happening before your eyes, do I? Enjoy :peace:
(https://live.staticflickr.com/65535/49000513343_6e567c4827_o.png)
(https://pbs.twimg.com/media/EISay7-XYAArKQh?format=jpg&name=900x900)
(https://pbs.twimg.com/media/EISay71W4AAreqM?format=jpg&name=900x900)
(https://pbs.twimg.com/media/EISay76XkAIieeK?format=jpg&name=900x900)
(https://pbs.twimg.com/media/EISM6L2XsAAMR-t?format=png&name=900x900)
(https://pbs.twimg.com/media/EIWaRigX0AE4Dyb?format=png&name=900x900)
(https://pbs.twimg.com/media/EIWaRhuW4AAmvE7?format=png&name=900x900)
(https://pbs.twimg.com/media/EIWaRhyXYAAt8y6?format=jpg&name=medium)
(https://pbs.twimg.com/media/EIWaRhxXsAA757x?format=jpg&name=medium)
(trying to host it directly from Twitter - does it work? :hide:)
[/quote]
- The C3i, Fog of War, narrative and main player interface plays like Radio Commander ;
[/quote]
This radio commander concept has a lot of potential if implemented with military dialog / radio procedures (or just reasonably close). I look forward to seeing how this interesting concept can be used in a realistic/believable manner in this game. The screenshots for Task Force look very cool.
Here is a training film on dive bombing that might be useful.
http://www.zenoswarbirdvideos.com/DiveBombing.html
Quote from: MOS:96B2P on November 02, 2019, 10:34:53 AM
Quote
- The C3i, Fog of War, narrative and main player interface plays like Radio Commander ;
This radio commander concept has a lot of potential if implemented with military dialog / radio procedures (or just reasonably close). I look forward to seeing how this interesting concept can be used in a realistic/believable manner in this game. The screenshots for Task Force look very cool.
Thank you :notworthy:
Quote from: besilarius on November 02, 2019, 10:52:38 AM
Here is a training film on dive bombing that might be useful.
http://www.zenoswarbirdvideos.com/DiveBombing.html
Thanks Besilarius
No worries, we have that covered, been using this one extensively - and some other sources - for the final result :)
Can't wait to see it in motion!
This thread is internet porn.
Hawt.
Admiral, you probably already have seen this training video on Landing and deck spotting, but the interested fans may find this fun.
http://www.zenoswarbirdvideos.com/Landing.html
It is up for free viewing through the end of the month. Didn't spot the date of the movie, but it most be earlier than 1943 when Jocko Clark introduced tractors on Yorktown. That saved a lot of sweat for the spotting crew,s as the planes became heavier and heavier, and kept them from becoming fatigued on a busy day.
Thanks for that Besilarius... really cool video. Your comment about the likely date and tractors being introduced got me wondering, while watching the video, when the last F4F squadron was upgraded to F6F's. I'll bet some Grog has the answer.
Quote from: Millipede on November 05, 2019, 02:12:08 PM
Thanks for that Besilarius... really cool video. Your comment about the likely date and tractors being introduced got me wondering, while watching the video, when the last F4F squadron was upgraded to F6F's. I'll bet some Grog has the answer.
I found some info on a modeling site. It states around mid-1942 when they were introduced for the Yorktown and Essex classes. Notably to help move the TBF Avenger as that plane was very heavy. Hope this helps somewhat.
https://www.carrierbuilders.net/element/element.php?id=998
Suggestion? How about contacting the US Navy's Aviation Museum in Pensacola, FL?
https://www.navalaviationmuseum.org/education/emil-buehler-library/
Quote from: The_Admiral on November 02, 2019, 09:33:18 AM
You're grown ups, I probably don't need to tell you what is happening before your eyes, do I?
Oh, that's a training flight about to disappear in the Bermuda Triangle! O0
Hello everybody!
Saturday came and went and it's porn season again.
That is, for people who can value the company of a TBD - not everybody can, mind you. But those who can will love what follows.
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!)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/74803107_146387893381952_5297407328537018368_o.jpg?_nc_cat=109&_nc_eui2=AeHrLljZKwL2Liqfa6XdCuc1ajLm8_5BAyoyKMOX2l52N1nZQhTVZjw8Tl5KqzhAi3V3coaO5pbpqOF5A0UnZxHL2qoie1DOXU_XhI5oRfuPgA&_nc_oc=AQlZP1helUQFvzPDV2eAq2XU7A5-G1-VOYwBuZxjTFlKFkh45nD09jSxBhKQfpDXl-k&_nc_ht=scontent.fcdg1-1.fna&oh=0c4b71bf49f21f725de515411707a600&oe=5E55C2AE)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/73107752_146387933381948_7321062628397154304_o.jpg?_nc_cat=106&_nc_eui2=AeGMVAv3XwCnKj5niV2C_k6mONKnC5xzlN7oP66hTcQiV_SkN8A8YwrbYn_UGKU6NoxqbQ-wcCJ8VBrGX2qX1PQ2FgGB8UHorcRjpPYlvzHFxg&_nc_oc=AQk6sYo3SoovXdGGF91sIVG0aAFFiaYlP7oZ05Z5Ui8cB4lnlLme19vTQJTmne69Q5w&_nc_ht=scontent.fcdg1-1.fna&oh=266895d2305f8d53bcd6fb98419f0d29&oe=5E5784D8)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/76931647_146387963381945_1760120229746180096_o.jpg?_nc_cat=104&_nc_eui2=AeHvLk0_rdupMGCdlDF6x4Ugf4qc7zLL-iOanTn6zVGe3JEDwNt76gmzcTwRvWzNdMSa2D1ifBirMlAXqDZfl7SNUM9n8CXIidqpHfNv4_Nb_A&_nc_oc=AQkrrqxfBHi76X4rtI_uEKrV1d4IQqiYmpFrfT1GD4hIumvaunF0iP3HIlBqdZXWwGU&_nc_ht=scontent.fcdg1-1.fna&oh=ac83e9baae2381a06472a64c8b93b734&oe=5E435E75)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/75242255_146387993381942_6259591109349998592_o.jpg?_nc_cat=106&_nc_eui2=AeEif5R22l_WU30hw9UlCngXz6uRbRUY0_GGzsdGOXvKfL5WQlNIos12qI1SNCPEyTCMFikwskOaLI-x2c7HqwLakyG_CxpubCs-qWhmxByYXw&_nc_oc=AQkzpja4P8JV3-NxUbthZ7l7ZcFICLrtHysUH5EaOX78bdzqZR4U4H6Es4h6MsWFVPY&_nc_ht=scontent.fcdg1-1.fna&oh=1e695cd58c78d385c9adc6fe06df16ac&oe=5E3E1B4A)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/75580211_146389270048481_8833970922906976256_o.jpg?_nc_cat=111&_nc_eui2=AeHe6M36H9zwLMw0T0Bx6tqXjOK-Om-35SdWG7bMtfnoTbtZMEmmxs1kRfklqkaTn8J_JhShm3BRMlLm41Z_Kb3PvdHjEgoOBdJ1f4ZpC_975w&_nc_oc=AQmSO2gwYB30g5F0w5Ea_BaflXvevMOXk1OcmU2w7gvZOJ4STKmPEh5CZjHbErTC_gc&_nc_ht=scontent.fcdg1-1.fna&oh=4d8e97584506dd640730e865bfcd2953&oe=5E59D108)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/75233363_146388056715269_3909405646591623168_o.jpg?_nc_cat=111&_nc_eui2=AeGx94tVukLk70TWK8nRpQ4J9hGGL8CpyFXoo47ilvJYC43Phnr2HXO378Nwq-ArVOmh9nnt8EKMJw_p0lXcS1vJMP_b1XiSsDYK9oQ3wbqodg&_nc_oc=AQnz-N8pI1VdXDZ79sDo6kuFN5CUIr0AZAijapIWwguUY-DW9BTn0EBg9_L-RcyfWYI&_nc_ht=scontent.fcdg1-1.fna&oh=662c1cdce4768253403bfc9b6aa32e3a&oe=5E4EA3B5)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/76702366_146388090048599_239528818564399104_o.jpg?_nc_cat=110&_nc_eui2=AeGenmVQVVBOfiLh85EG-emLYhZJwne7zJ1wLmky9AK0JJF_oXkhnMDSLdo867qGykgmKRFmanSXTbTb-4twaaXIahvM54vytQnebtJKG8EjMw&_nc_oc=AQkRRA_tjMHmZCcBfRqVSAD_FsEDqqhTO-9uiB67OYOXEoft0mRGJfNdYh2-biyGSwQ&_nc_ht=scontent.fcdg1-1.fna&oh=21453f8ec351eca7676cf9692a0d922d&oe=5E5DED8C)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/74851116_146388183381923_7662566017951858688_o.jpg?_nc_cat=100&_nc_eui2=AeFjniACruAhbbevt-6ziCnqSGA0RBpChmlHImPYdGDDa_qPzIZd8EGSKFTqckT_ZFZurYo1iTfkoy69Cct-NwqBUEUgERpWwuz_0GsNNPbk2w&_nc_oc=AQnr42wqchp7dV-ZNMHGA2JZzRv64B2g823uQdxqucjCxt0q1-8y1TJAxGwtOZZbCdo&_nc_ht=scontent.fcdg1-1.fna&oh=78aaec165f4030cf184697224b2c1883&oe=5E4FCA04)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/76261253_146388276715247_7761490535096778752_o.jpg?_nc_cat=105&_nc_eui2=AeFdf0wmTgr-F6pkg2g7PYe3aOcoUnN1rKTHgmY6kf1nv3bgBGZDAc_36BZ_VZcRJmJS_wDyNfLQKVUzD6Rz9sEyZa_bvQVvKjwbJ0GJLL6JrA&_nc_oc=AQl9Wk4LG0bYz1psZHlRvB9Q4_tJSjtQUkwN2ydBiZhODzx8xuacLMuzSuDK_5f-wdM&_nc_ht=scontent.fcdg1-1.fna&oh=f3870c909a27ef0b259778153304d5b0&oe=5E3F46A3)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/77148651_146388333381908_1014690099603963904_o.jpg?_nc_cat=101&_nc_eui2=AeH9hT8r7Ho8JpnqEFBzZyLRSy9iAq7gUfoIp2odQ0e_8kH3AIg0LmTnRntG3l-1-E_Goo4hzKFG_lIPMtmIHZ-68aLhrhnVUDnIvaP-VovTMQ&_nc_oc=AQmoFV3eZY7O3sRWYUcM-ktppd6xOpwuqvlfO_7-KNIZ00xv-M1S4UKz-BXOg9ORfnw&_nc_ht=scontent.fcdg1-1.fna&oh=954ab3528a52802ec6f5e376054367bf&oe=5E4C04A8)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/74696601_146388393381902_6657479473811685376_o.jpg?_nc_cat=100&_nc_eui2=AeFCukXWT3BqEav9ydRqsU9BGtpLUudd1gq5752arXITCS_9pjcf9tJGFFu4ltaQtdQRLkRiIv_LQDl0TpDmdAU-miAqgFp8Ei1bCkHgMdGEug&_nc_oc=AQmW02Yu6PRkKbv9wXCLD9o1A3KfljIfRWzKxVSu-Hhlj-XdKJU_ps9RmbqoGVGNIz0&_nc_ht=scontent.fcdg1-1.fna&oh=c47af002b46cee234adac44a1cc929c1&oe=5E5A1F1A)
(https://scontent.fcdg1-1.fna.fbcdn.net/v/t1.0-9/76705063_146388416715233_634798799163752448_o.jpg?_nc_cat=109&_nc_eui2=AeGmOBohsTtV9jFka0ZzfW41q8p6hXiw9Jny92OWWOyf0so-l7DXGzclYGQ2JfkL6lxfnT3mJ3yEX2WXA4Ddt-aay8MIH-AodYTEJoMKmei3vA&_nc_oc=AQlop8yUD26KM0NkWdDmA6TzetvEShflKLT_11UbGm-gm-AElz_VzqYrRdDIuNIXTok&_nc_ht=scontent.fcdg1-1.fna&oh=26305773937888ec97e82e3bc7f1797a&oe=5E3F9F6F)
:dreamer:
Oh lawdy!
"Sorry for the quality"
Umm, yeah... if this is 'poor quality', I'm dying to see this when good....!
Just amazing work!
David
Having just returned from seeing "Midway", I approve. :notworthy:
Quote from: JasonPratt on November 09, 2019, 06:54:04 PM
Having just returned from seeing "Midway", I approve. :notworthy:
You liked Midway? :-\
^You didn't ?
Was it because it wasn't Dunkirk ?
Quote from: JasonPratt on November 09, 2019, 06:54:04 PM
Having just returned from seeing "Midway", I approve. :notworthy:
Too bad this wasn't releasing along with the movie.
Quote from: JasonPratt on November 09, 2019, 06:54:04 PM
Having just returned from seeing "Midway", I approve. :notworthy:
How was "Midway"?
Quote from: JasonPratt on November 06, 2019, 12:46:55 PM
Quote from: The_Admiral on November 02, 2019, 09:33:18 AM
You're grown ups, I probably don't need to tell you what is happening before your eyes, do I?
Oh, that's a training flight about to disappear in the Bermuda Triangle! O0
Those are SBDs. The flight that disappeared in the Triangle (Flight 19) was comprised of TBM Avengers (and also a Martin flying boat that went to look for them).
I heard Midway.... bombed. :2funny: Sorry, too easy.
Thank you boys :hug:
Hot damn, visiting the parents in the French countryside - our prehistoric DSL with its ludicrous upload limit is killing me... :pullhair:
Wanted to post a few GIFs, but it might need to wait for me to catch a train to a more connected place first, I am afraid :'(
DSL = Dead Slow Link
Quote from: bobarossa on November 12, 2019, 10:16:19 AM
DSL = Dead Slow Link
Still, DSL was a revelation of bounties after years of dialup in the 90's.
The Devastator has never seen so much love! ;) Too bad they weren't a little better at planting their seed. ;D That's in regard to what I saw at simhq, are those in this thread yet? I don't always log in and you can't see the images here if you don't. Ah, never mind, they are here. :bd:
I did like the film Midway well enough; but I meant I approve of the snapshots. O0
As usual. :smitten:
No worries em2, I pretty much centralize everything in this topic :)
Then I post them elsewhere. You won't miss much in here, but the best way is still to follow us on FB or Twitter still (a few bonuses here and there!).
At any rate, here's a homecoming for our torpedoing heroes. A scene seen none too often with these Midway Camos :-[
Rest well, VT heroes!
(right click on the screens to display them at their normal size, btw)
(https://live.staticflickr.com/65535/49059548588_7ac878c450_o.jpg)
(https://live.staticflickr.com/65535/49060280927_a71bb2b13e_o.jpg)
(https://live.staticflickr.com/65535/49059544003_bd26513d27_o.jpg)
Zinc chromate excites me! :bd:
A small cookie before bed. We're putting together a small dev update reel for the end of the month. In the meantime, watch them angry birds roam around the mountains of Guadalcanal, looking for a prey... And flying in formation (which was, arguably, the actual challenge in this exercise).
:smitten:
They fly kind of like me trying to keep formation! -- except a little better than me. :crazy2:
Oh well some of them had a tough time climbing up the steep slopes of SOPAC mountains. You see, lugging a 1-ton fish under your belly ain't so much fun when you are a guy that big with an engine so small #:-)
(https://uploads.mudspike.com/original/3X/1/2/122e2ea0ea10fa3f67c6c217b91ac950675a6c29.jpeg)
(https://uploads.mudspike.com/original/3X/9/7/97c546ec6e9e500acfe5737468db1f9f3bc607ef.jpeg)
(https://uploads.mudspike.com/original/3X/0/7/07cb7a7365dcaa4e451d3bd4fe88a4860411c380.jpeg)
(https://uploads.mudspike.com/original/3X/e/9/e94a69d0637b974ecd19d843ede4011746375856.jpeg)
Fully understandable!
I'd rather have realistic formation attempts that sometimes fail due to environmental problems and simulated operator error, than robo-formations rubber-banding along.
So alles klar! -- wait, wrong team.
Thank you for your support Jason :notworthy:
Here is a new small sequence illustrating our Dive Bomber AI in action. Videos never hurt (well, except when you're Hiryu, that is).
'Ouch.'
-Hiryu
Wow...! This is just looking better and better.
And yes videos bring out a lot more than static images. Glad to see that the flak is about as effective as it was historically....
David
It looks gorgeus! Do you have any kind of multiplayer in mind? real time or pbem? Thanks you
Really looking forward to this
Clearly you have a built-in audience here Admiral.
Thank you guys O0
Look, it's Yorktown telling me you boys are awesome. Hello there, girl!
(https://media.discordapp.net/attachments/341312952344772608/649987686135889920/unknown.png)
Is that an in game screenshot? Reflections on the water makes it look like an oil painting. Spectacular :D
Nah, that's more of a loadscreen - some 3D art (for the warship) and 2D art from our artist for the rest. Will make for a nice postcard or poster artwork for the Deluxe edition I guess... :-"
The scene is taken from 1976 Midway, by the way!
Quote from: verdugo94 on November 28, 2019, 02:26:06 AM
It looks gorgeus! Do you have any kind of multiplayer in mind? real time or pbem? Thanks you
I see no answer to this.. :-[ has this been asked and answered before? Thanks you
Oh sorry Verdugo! I might have missed your post. Apologies.
No, no multiplayer planned for vol.1. We had to draw the line somewhere (there, and elsewhere) so that we might keep our goals realistic and our focus tight. It will have to wait for vol.2 and a playable IJN side. We will get there, eventually, but as we say in French, "one cannot dance faster than the music plays" :)
Last time the IJN tried to force on the world a multiplayer mode unprepared, it was in December 1941. Didn't end well for them, I can tell you that.
About that, actually...
(https://yt3.ggpht.com/MqaS9EFc69rspuyvoBk3TmeaOV3eu0RHeGlx0FLafYyyZGKlcmvBFcZcYtYhYaadWqIHYxBuy5UuEQ=s593-nd-rwa)
Yes? ANSWER DAMMIT
Ah damn.
Just tried on my phone, the GIF doesn't display. But on my desktop, it does.
Does it mean Gusington can't see it? :dreamer:
Does it mean it only shows itself to the worthy? :-"
What does one have to do to be worthy? :tickedoff:
Have I dreamed this picture? :uglystupid2:
Damn. More questions now...
(yet seriously if you people can't see the GIF at all please tell me. Oopsie)
I see a gif in the post above Gus' that is so awesome that it's making my eyes bleed from insane awesomeness.
I can see it now on my home PC!
:notworthy:
Sorry Gus.
Let's say you deserve a treat. Here's a cutie pie that happens to be a big Mamma at the same time - a.k.a. Kaga-chan, just fresh from the paintshop. Say hi to the guys darling!
(don't forget to scroll to the right...)
(https://uploads.mudspike.com/original/3X/3/c/3cb44863f2619b37dd010e4dec33c41589926ff4.jpeg)
(https://uploads.mudspike.com/original/3X/b/d/bdcf8ac1555b52415272824029c7678fbf075244.jpeg)
(https://uploads.mudspike.com/original/3X/3/0/301f787818c51b4d1b9f11705770e4440882fb9a.jpeg)
(https://uploads.mudspike.com/original/3X/5/c/5c9ef6a6077796b43eb92350307da8e2266727fd.jpeg)
That...is a spicy meatball.
Anyone have an extra absorbent towel? I seem to have wet myself quite proper.
:-[
Man! I'd like to come-down hard on her deck. :dreamer:
:-[ :-[
I am sorry. But she asked for it.
:-[ :-[ :-[
This is making me very excited.
Hey now, that's a good looking broad...
...deck.
Groggy
Yes. Bow or Aft, I could start at either end with her. :dreamer:
She looks even better in heavy seas, all roughed up!
Might have to get her lower on the water though (same for most ships, we are a bit optimistic in that regard)
(https://yt3.ggpht.com/sgg7vRqx-yeW1_joOKu3EK02ozPkrHFKhSS0NjW8xGvN0j28CA5eMb9DnaU3xIiHnnUvK1jelTjDKA=s600-nd-rwa)
At any rate, everybody have a peaceful, kind and spiritual Pearl Harbor remembrance day.
Take care and stay safe! And our thanks to all the Vets, Servicemen & Servicewomen who are reading us! o7
DO NOT DEFINE EXCITED
Well,
If you do,
DON'T POST PICS :hide:
(Unless it involves attractive women with any given amount of clothing, of course :dreamer:)
Gus, 'Kaga' in Japanese means, "Not For You". #:-)
NO BUT STUFF
You guys talking about landing on her are thinking way too hospitably.
I really like her lines. I'd love to plunge a torpedo into her right about midships myself...
Quote from: FarAway Sooner on December 07, 2019, 06:54:11 PM
I really like her lines. I'd love to plunge a torpedo into her right about midships myself...
I'm more of a port man myself.
Groggy
I would like to see her sail into the wind and launch a strike force of Kate Torpedo Bombers...
Wait, I'm not doing this right...
Quote from: Gusington on December 07, 2019, 05:47:47 PM
NO BUT STUFF
Does it mean NO
BUTT STUFF either? :-\
Ok, then you get one of her flatter, plainer sisters instead. Unlike Kaga, the lines of this one ain't the twerk-compatible kind I'd say.
Have to listen to the ways of the Gus, don't wanna get banned or anything - but if you don't like what you see, BLAME HIM! :knuppel2:
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/b1659bb083210caa7bfc6516eff1afa1/shoho1.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/804a0619f6bafcace00cd9a4bdc0562e/shoho3.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/db93404ac241b8fee8b978a988f5a4ec/shoho5.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/39521def65527e345b79bae13d361528/shoho4.png)
I could absolutely dive a 500lb bomb into that!
'No butt stuff' is up to the er...ship?
Quote from: Gusington on December 07, 2019, 11:04:32 PM
'No butt stuff' is up to the er...ship?
It's nice to be polite to a lady like that. Get her a bottle of wine before you send in the torpedo.
Chivalrous!
I like mine with more curves. She's too flat for me I'm afraid.
Quote from: Sir Slash on December 08, 2019, 12:07:15 AM
I like mine with more curves. She's too flat for me I'm afraid.
It's the ittiy bitty island committee.
Quote from: Sir Slash on December 08, 2019, 12:07:15 AM
I like mine with more curves. She's too flat for me I'm afraid.
Yeah, no wonder when the guy finally scored her, he felt the need to boast "Scratch one flattop!"
People didn't care about being offensive back in the days. :cowboy:
(well yes it is Shoho btw)
For those who are interested in the early Pacific War, Thomas Cleaver (author of Pacific Thunder) is doing a daily posting on Facebook.
Each day, he is recounting what happened on the same date in 1941.
Here is a tidbit on Wake Island
https://www.facebook.com/thomas.cleaver.710/posts/2560583280839564
Hello there Besilarius! Thanks!
I am interested, but the link doesn't work - maybe one needs to be friend with the gentleman first? Or should it point to a page/group?
Just reaching for his personal profile will only show older posts... ???
I guess that you do need to put in a friend request. The link works for me, and it never occurred to me that only Friends could see it.
Cleaver is a really good writer and has done a lot of research. Here is an excerpt from today's post:
While the defenders at Wake endured the second day of attacks, USS Saratoga (CV-3) departed NAS North Island and cleared Point Loma. Flying the flag of Rear Admiral Aubrey Fitch as flagship of Carrier Division One and Task Force 15, the accompanying fleet included the heavy cruisers Astoria (CA-34), Minneapolis (CA-36) and San Francisco (CA-38), nine destroyers, the seaplane tender/transport USS Tangier (AV-8) and the fleet oiler USS Neches (AO-5).
Once clear of land, Saratoga turned into the wind and brought Air Group Three aboard. First to catch a wire on the freshly-renovated carrier was Lt. Commander John S. "Jimmy" Thach, commanding Fighting Three's 18 F4F-3s and the Navy's leading exponent of aerial gunnery; he was soon followed by Senior Division Leader Lieutenant Edward H. "Butch" O'Hare, who had graduated from Pensacola in May 1940 and started in the squadron as Thach's wingman. As Executive Officer at that time, Thach was responsible for the squadron's gunnery training; he later declared O'Hare was the best gunnery student he had ever encountered in his ten years as a naval aviator. During the fleet gunnery competition that November, eight of sixteen Fighting Three pilots had qualified for the coveted "Gunnery E," and Ensign O'Hare won the fleet trophy for best gunnery.
Incidentally, for snapshots? If you add width=x to your {img} command code, you'll not only automatically scale them, but they'll be click-expandable (and back).
Samples adjusted for coding below. I find the 1024 pixel width works best across the widest number of systems.
Quote from: The_Admiral on December 07, 2019, 10:38:21 PM
Ok, then you get one of her flatter, plainer sisters instead. Unlike Kaga, the lines of this one ain't the twerk-compatible kind I'd say.
Have to listen to the ways of the Gus, don't wanna get banned or anything - but if you don't like what you see, BLAME HIM! :knuppel2:
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/b1659bb083210caa7bfc6516eff1afa1/shoho1.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/804a0619f6bafcace00cd9a4bdc0562e/shoho3.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/db93404ac241b8fee8b978a988f5a4ec/shoho5.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5de00c87af02376b825f0fbc/39521def65527e345b79bae13d361528/shoho4.png)
(Meanwhile, good grief, where's the bridge on that converted carrier?! Really far up front I suppose?)
Aye Jason. I used to do that but, but afterwards in the morning from bed I realized it doesn't even prevent display issues on a phone... But you're right, at least it does on a desktop machine. I'll try to keep to this good practice :nerd:
Regarding Shoho, you can see the bridge here, under the flight deck. That's not the kind of carrier where anybody on the bridge would end up with a suntan by mistake, that's for sure...
(https://upload.wikimedia.org/wikipedia/commons/b/b6/Japanese_aircraft_carrier_Sh%C5%8Dh%C5%8D.jpg)
Hello there everybody - a small announcement of ours!
A little message to tell you that we've just - belatedly I'll admit - set up a mailing list for our website in order to keep you aware of DDG/Task Force Admiral most important announcements. 🥳
As you might have noticed, in the age of social networks, not a single one of them guarantees that a message like this one will actually show up in a user's feed. For an indie studio like ours, it means that we might very well miss an opportunity to tell you about the single most important piece of news happening to us simply because Youtube, Facebook, Twitter or whatever will have decided that it doesn't deserve the spotlight. 🥺 And although we all know you are men of courage and honor, you might very well - God forbid! - forget to visit Grogheads for a couple days (what would happen then - THE WORLD WONDERS).
We are doing what every experienced Indie we've met or watched so far told us to do: set up a mailing list. It appears that it is, by far, the most reliable way to get in touch with you for the BIG NEWS. ❤️
When the time to launch on Steam comes, getting as quickly as possible a few thousand hits on the wishlist button can be the difference between large-scale awareness and oblivion. We count on those among you willing to give a hand to enlist to your nearest station by subscribing on the following link.
https://drydockdreams.games/contact/
We guarantee 0% SPAM, 0% BS and 100% important info. We hate spammers as much as you do, and we will make sure to use this tool only when the importance of the message (Steam store page launch, Kickstarter, publishing deals, etc...) warrants a "all hands to battlestations" P.A. affair. 😇
Great thanks to all among you who will trust us with their email address. We promise to be good boys - don't worry, we learn from the guys at HYPO how to keep our secrets 🤫
Cheers!
Done! O0
I don't understand the concept of 'not visiting grogheads.'
Followeded.
Follicled!
Done.
Quote from: The_Admiral on December 10, 2019, 07:27:45 PM
Regarding Shoho, you can see the bridge here, under the flight deck. That's not the kind of carrier where anybody on the bridge would end up with a suntan by mistake, that's for sure...
(https://upload.wikimedia.org/wikipedia/commons/b/b6/Japanese_aircraft_carrier_Sh%C5%8Dh%C5%8D.jpg)
Yep, what I thought; just didn't have a good angle on the prior model snapshots.
I know they're clunky as all hell, but I reaaallly like the ad-hoc innovation of these types of carriers. :smitten:
Quote from: JasonPratt on December 11, 2019, 07:34:59 PM
Quote from: The_Admiral on December 10, 2019, 07:27:45 PM
Regarding Shoho, you can see the bridge here, under the flight deck. That's not the kind of carrier where anybody on the bridge would end up with a suntan by mistake, that's for sure...
(https://upload.wikimedia.org/wikipedia/commons/b/b6/Japanese_aircraft_carrier_Sh%C5%8Dh%C5%8D.jpg)
Yep, what I thought; just didn't have a good angle on the prior model snapshots.
I know they're clunky as all hell, but I reaaallly like the ad-hoc innovation of these types of carriers. :smitten:
Little factoid-There was a bit of a debate in the 1930's about(I believe) the USS RANGER. The aviators really didn't want an Island, as it reduced the space on the flightdeck. However, the importance of the island for both conning the ship, flight operations, and a place to put the stacks, thereby enabling a higher speed won out.
Enlisted <:-)
Thank you boys :notworthy:
On our end things have been a little calm lately because we're focusing on mechanics under the hood - and because yours truly is an unworthy worm who makes other people sweat but seemingly never finds time of his own to make videos and screenshots :pullhair:
I will post something over the weekend hopefully. Gotta make things right.
In the meantime, please quench your thirst with Sea Power, they are a worthy distraction :))
Playing around a bit with torpedoes in preparation for the final devblog video :coolsmiley:
Looks great!
Is the speed currently accurate? They appear to be moving quite fast.
Thanks!
Speed will depend on the torp and as such is a value that is tweakable. Not sure what the setting was here, but the IJN Type 91 was rated at 42 knots - that's 48 MPH or 78km/h. At its shortest range setting (which was still 9 clicks...!) sub-launched Type 95 was rated at 90+ km/h. So was the Long Lance itself at its shortest range setting (that is... 22km!). If you check them from up-close with the right focal, they sure will look fast.
The US air-launched Mk13, on the other hand, was known for being slower than a cruiser or a carrier at flank speed, which was a bit of a problem indeed - especially early on with a vulnerable platform and terrible launch parameters...
I see what you mean. It's probably just the angle we're looking at. Those IJN torpedoes certainly were fast!
It's past Midnight on this side of the Earth...
(https://cdn.discordapp.com/attachments/341312952344772608/659066136188420097/mmexport1576739580645.jpg)
Merry Christmas to all the Ladies and Gentlemen roaming these lands :)
And best wishes to you and all those you care about.
Cheers
The DDG Team
Is that the Eight DeerPower-engined Mk IV. Santa Sleigh taking off?
Merry X-mas to you all as well <:-)
A romantic take on the Akagi GIF we sent earlier - now with sound and proper metal reflections :)
By the way, a thought for all servicemen and merchantmen who will spend the New Year at sea - take care and be safe :notworthy:
Did you put that together? Give yourself a raise!
Better than much CGI seen in high budget movies. I tend to think that you guys can't surprise me any more and yet you still do with every new video :clap:
Thank you guys!
Nah, there's nothing really outstanding in there - I praise the original quality of the sound recording.
The gent who made that sure had a great sound capture system - and (completely OT, but well) he is an outstanding video artist by the way, check this:
Right now environmentals are basic in the way they are included to the game, nothing fancy. We need to work on the distance & all to make sure it sounds about right at any height, any distance. But it's a first step ;)
Amazing cinematography and sound! You seem to be finding the crème de la crème to collaborate with!
i have been to Tokyo many times and the video artist captured it perfectly - its a fantastic destination city within a unique culture...!
David
Ah well, I sent him a mail a few days ago to keep him updated about what we're doing with his sounds, hopefully I will hear from him soon enough :P
He lets people have complete free use of his sounds, but I guess he's entitled to know where these end up :coolsmiley:
At any rate, in the name of the team, and to all of you Ladies, Gentlemen & everyone/everything else,
HAPPY NEW YEAR!
(https://media.discordapp.net/attachments/333605934096187403/661614639058255883/carte_voeux2_-_taille_normale.png)
I'm eagery looking forward to this - thanks for taking on a project of this scale and making the effort to do it justice. I note that you mentioned making the game scalable for future development, and I'd like to second this effort. My dream navy game will let me look out from the bridge of the USS Washington off Savo Island and/or commanding a modest Hunter-Killer group in the Atlantic. I don't need to command the ships personally (though it'd be fun), but just to have a camera view from the bridge or conning tower would be pretty amazing. I look forward to your game very much.
Thank you for the kind words Hellfish! We will do our best to make 2020 a good year for you - and us :peace: :notworthy:
We posted a New Year update on the website. Don't hesitate to come have a look :
https://drydockdreams.games/2020/01/01/new-years-resolutions/
Not a lot of new stuff for those who have been closely following this topic - for the others, it's arguably always quite better than nothing ^^
(https://drydockdreams.files.wordpress.com/2020/01/5-1.png)
Some new stuff for the braves (at least those who are brave enough to live without social networks nowadays :coolsmiley:). No comment, but open to any question, of course :-" ;)
First of all, a first look at our air ops planner. Our dev is busy trying to make sure that the AI does the job (that is, managing the flight deck after your directives, launching & recovering). And it does it surprisingly well already!
(https://cdn.discordapp.com/attachments/662183200344375316/665252924443721768/ENwu-HlU8AABbIY.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665252937119039529/ENwu-H3UUAEfncX.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665252951216095273/ENwu-HoUcAUfcum.png)
A few ship updates too, with USS Northampton, HMNZS Leander & Japanese auxiliaries joining the fleet
(https://cdn.discordapp.com/attachments/662183200344375316/665252973823393822/ENcdiFIUwAACHXp.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253010024169474/ENcdiFIUEAApMRW.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253025081720842/ENcdiFHUEAEu0Wa.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253038273069096/ENcdiFIU8AAdaRC.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5db344885e620b54b52a1a88/87b8f77917cd36f13da571752eaa97f7/LEANDER_2.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5db344885e620b54b52a1a88/55e64ddf604cdd9844490f992a69f7a1/LEANDER_1.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5db344885e620b54b52a1a88/901cdbd2493aa558fd384ee43f5fb5a3/LEANDER_3.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5db344885e620b54b52a1a88/40337866d4826221e616d7f78cba7463/LEANDER_4.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253120581959690/EN2VG9hU8AImZx_.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253132577800193/EN2VG9eUcAMG-Iu.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253147920564224/EN2VHAUUUAEUdFt.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253159752695839/EN2VG9fU0AA4uq6.png)
And, finally, some astronomical experiments, making sure that the Sun and the Moon are always where they're expected, at anytime, any day.
* Tweaking the celestial sphere in-engine ☑️
* Loc & time: Kuala Lumpur 26.12.2019 around 7:10 AM UTC ☑️
* Eclipse looks more or less like the real thing, Sun & Moon OK ☑️
* Not awaking Cthulhu on the astral plane just yet with our dark shenanigans ☑️
Of course, it might not be as spectacular as a bunch of SBDs warming up on a flight deck, but when time comes your pixel pilots will be happy to have reliable astronomical objects to rely on! Next step: some convincing stars, and our sky will be all set and geared for in-game glory...😇
(simulations courtesy of NASA & www.timeanddate.com)
(https://cdn.discordapp.com/attachments/662183200344375316/665253168757866556/EN7djuTVUAAzFDn.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253185052475423/EN7djuJU0AUJaAz.png)
(https://cdn.discordapp.com/attachments/662183200344375316/665253202232475686/EN7djuPUUAAFWmq.png)
Enjoy the weekend, Ladies & Gentlemen ;)
Stop it! You're getting me HOT! :dreamer: And I love it.
Most of the post is just blank space with some pics toward the end :(
Hum.
Might have to do with twitter I guess.
Let me try again...
Edit: @rocketman looking a tad better right? Damn them Social Networks...
Sassy.
Quote from: The_Admiral on January 10, 2020, 12:56:49 PM
Hum.
Might have to do with twitter I guess.
Let me try again...
Edit: @rocketman looking a tad better right? Damn them Social Networks...
Yep, all is good now. I'm one of the brave who live without social networks.
Looks great...
How do you expect to be able to schedule planes? Like 0930 launch CAP (4x F4F), 0945 launch torpedo bombers (16x TBD) 1015 launch dive bombers (16x SBD) 1045 launch escorts (12x F4F), 1115 reset deck and hangar for recovery, recovery from 1130-1400, reset for launch, 1500 launch CAP (4x F4F) etc...?
Will the game be stand-alone battles and/or is there a dynamic/free campaign through 1 Jan 1943?
Thank you!
Well, there will be 3 different air ops interfaces (pretty much what 1942: Pacific Air War did)
1) CAP
2) Search
3) Strike
Of course there will be many more parameters and variety to choose from (it's been 25 years...), but these are the three basic air dialogues. Each of them will ask the player to make a choice in regard of when to launch - whether it's based on time (TTL for Strikes & Search, but frequency for CAP relief too too), on the Task Force position (aka launch when a certain area is entered by the Task Force) or on a third-party parameter, in case the designated target is not spotted (when the deck is pre-spotted for a given mission, but the enemy force hasn't been sighted yet for instance). We might also go with a priority value that the player will set for some of these missions (WIP).
Taking into account these parameters, the Air Boss will set these missions on the timeline, allowing the player to have an easy and yet comprehensive understanding of what is to happen on the flight deck for the next few hours. We plan on making it look somewhat like this indeed - except that the torpedo bombers, dive bombers and escorts in your example would be regrouped under the same hat of a strike package.
I expect mission parameters for each mission to be easily reachable by clicking on the labels on the timeline, which will allow you to fine-tune your air tasking order if something bothers you. This is a dynamic display: it might change depending on the circumstances (for instance the need to recover a plane in emergency, or an enemy attack changing your parameters and preventing you from steaming into the wind at the expected time).
Regarding the single-player experience, we will start with stand-alone battles in the most wargamesque fashion (that is, like Carriers at War or JTS Midway do). We will offer new gameplay options later on in Vol.2, if Vol.1 becomes a thing of course :)
Cheers!
I know answering this question is fraught with danger but...fortune favors the brave.
What kind of timeline are you considering for release? Alpha or beta?
Your non-judgemental and willing to not hold you to your answers friend, Toonces. :-"
^There is only one correct answer to that.
Quote from: Gusington on January 11, 2020, 05:40:45 PM
^There is only one correct answer to that.
Indeed. "Next Week".
8)
Although my impertinence might incur the wrath of the all-mighty Gunsingtonian Ministry of Truth ruling these lands & these waves :coolsmiley: it might take a little while longer.
But I hope we'll be up and running with a playable vertical slice (the fancy name for betas nowadays) before the end of this year. Technically, it means a game - but without the plethora of scenarios, the polish & all.
I am a benevolent, diminutive dictator.
"Playing" around buoyancy in order to fine-tune properly the system before we start implementing it.
Poor Yorktown has been sinking over and over again these last few days, but we're getting there, one leak at a time.
Don't pay attention to the smoke, at a certain point boilers are inoperative obviously, but this will be the next step (together with Damage Control).
(https://media.discordapp.net/attachments/341312952344772608/667015702200320012/EOVBNf3U4AAa2Ln.png)
(https://media.discordapp.net/attachments/341312952344772608/667015669245542401/EOVBNfzVAAEK2n-.png)
(https://media.discordapp.net/attachments/341312952344772608/667037815464525865/unknown.png)
Just wanted to say that I am extremely excited for this title. I think that in general there is a lack of 3D wargames covering naval surface warfare, and this will certainly go a long way to filling that void. Everything about it looks fantastic! The attention to detail and historical accuracy, the realism, the operational layer... It checks all of my boxes. Its also great getting all of these sneak peaks into the development and progress of the game. Great stuff, can't wait for the release!
This game checks every box I have, and even some boxes I didn't know I had. Easily my most anticipated game since Falcon 4.0.
Thanks guys. These kind words are the fire that keeps our boilers going :notworthy: :arr:
Here are a few more updates of what we've been doing as of late.
- The ANZAC squadron is shaping up. After the Kiwi Leanders, welcome the Kent-class cruisers, as the base for HMAS Australia & Canberra. Right now it is just the basic WW2 British Kent variant, but we will customize it along the lines of what was done later on, one step at a time.
(https://media.discordapp.net/attachments/341312952344772608/668807154743902218/KENT0.png)
(https://media.discordapp.net/attachments/341312952344772608/668807129557368862/HMS_Kent_285429.png)
(https://media.discordapp.net/attachments/341312952344772608/668806896333094912/KENT4.png)
(https://media.discordapp.net/attachments/662183200344375316/669453854823153664/EOu8vXSUUAEfS84.png)
(https://media.discordapp.net/attachments/662183200344375316/669453822048993290/EOu8vXRU4AAu67z.png)
(https://media.discordapp.net/attachments/662183200344375316/669453834988290048/EOu8vXUUUAEGfzF.png)
- Mogami-chan is around too, say hi to this beauty! A worthy adversary for your own cruisers.
(https://media.discordapp.net/attachments/341312952344772608/668125883336228902/mogami1.png)
(https://media.discordapp.net/attachments/341312952344772608/668125949501374484/mogami3.png)
(https://media.discordapp.net/attachments/341312952344772608/668126070029156367/mogami2.png)
- Here is the follow-up to our work on the flotation damage. Our Dev is currently going through the excruciating experience of slicing the internals of a Yorktown-class carrier in order to isolate individual zones of flotation (roughly the watertight compartments) so that water from a leak will distribute itself realistically - and ultimately end up creating a list that will need to be leveled through pumps or counter-flooding on the opposite point. Still work in progress of course, and 2 decks remain to be divided up, but there's progress everyday! Next stage: the modules themselves (that is, the things you damage/destroy within a ship)
(https://media.discordapp.net/attachments/662183200344375316/669454677791866890/EOz-8ZOW4Acmioj.png)
(https://media.discordapp.net/attachments/662183200344375316/669454691780001812/EOz-8ZRX4AAtySX.png)
(https://media.discordapp.net/attachments/662183200344375316/669454716346040337/EOz-8ZPWkAIYQ6l.png)
Here you can see water slowly entering the ship through points punctured throughout the compartments under the waterline. It is probably clearer in the second shot, where you see one compartment actually flooded.
(https://media.discordapp.net/attachments/662183200344375316/669455115509563392/unknown.png)
(https://media.discordapp.net/attachments/662183200344375316/669455137051377687/unknown.png)
There there. Enough until next week I guess. In the meantime, enjoy the show ;)
Wow.... what a project
Admiral, this is really impressive. I don't believe any game has ever tried to really represent internal spaces and flooding before. Certainly not in such detail. So many ships were lost due to progressive flooding, and this representation would add a lot of tension for the player. One of the IJN Kongo class was torpedoed and the flooding was beyond control. To atone for this failure, the DCA (Damage Control Assistant) committed seppuko at that moment. I'm sure it was a real morale boost for the Hull Technicians.
At one point, and I think it was late 1943, to handle hangar deck fires, a flooding button was set up. This would immediately douse the hangars and smother fires.
The downside of it, was that all the planes in the hangar had to be dried out and were inop until they were repaired.
My family knew the Damage Control Assistant on Yorktown, CV10, and he would have been fascinated by this. May have had some useful information, but it's eleven years too late to pick his brains.
We should all take your forum name 'The Admiral' much more seriously now.
Quote from: besilarius on January 22, 2020, 08:43:43 AM
Admiral, this is really impressive.
Thank you O0
QuoteI don't believe any game has ever tried to really represent internal spaces and flooding before.
Oh a few examples still come to mind though. Early great attempts of note are the Silent Hunter Games (starting with 3). Then you have Atlantic Fleet, and - on a more complex scale - more recently Ultimate Admiral: Dreadnought & War Thunder, naturally. We're using techniques that are well-known, but it's true that at our scale and on our topic, all things considered, it's more or less a first.
QuoteCertainly not in such detail.
Detail comes specifically from our wish to make that sort of advanced handcrafted effort to recreate compartments & systems for carriers and, to a lesser extent, capital ships. Others might have to wait for vol.3 when (if, give us strength :dreamer:) we end up focusing on surface combat. We have to stay alert and not fall prey to feature-creeping - and oh man, you can believe me that them temptations are aplenty.
QuoteSo many ships were lost due to progressive flooding, and this representation would add a lot of tension for the player. One of the IJN Kongo class was torpedoed and the flooding was beyond control. To atone for this failure, the DCA (Damage Control Assistant) committed seppuko at that moment. I'm sure it was a real morale boost for the Hull Technicians.
Yes exactly! The fight of the DC parties is a part of Carrier Combat that has often been dismissed from the gameplay representation (mostly by lack of means to make it matter at all) and, nevertheless, was prevalent in every account I've read over the years. It's not super glamour but it is a large part of the decision process of retiring from battle/abandoning the ship/towing the ship/scuttling the ship - and the unavoidable conundrums that result from it. Flag Officers commanding Lexington at Coral Sea, Yorktown at Midway & Hornet at Santa Cruz all went through this ordeal, not to mention everything happening in-between (Wasp & Saratoga).
And the story about Kirishima is a good example. It shows very well why it's important to pay attention to the actual compartmentalization of the ship in order to recreate that sort of improbable outcomes. If I remember well about what I have read (must have been on Combinedfleet I guess) the existence of a very large, non-watertight platform is one of the reasons why the whole DC effort spiraled quickly out of control following just one or a couple unlucky hits. You have that sort of areas aboard a CV too (the crew spaces on the third deck on the Yorktowns for instance) and if water ever gets there and can flood it, it is clearly the end. The free surface effect has that snowball tendency (that is flooding -> displacement of center of gravity -> more flooding -> more displacement of center of gravity -> etc) that makes buoyancy/balance a lost cause and a guaranteed capsizing (or death by gloup gloup) if water is not contained and confined.
Quote
My family knew the Damage Control Assistant on Yorktown, CV10, and he would have been fascinated by this. May have had some useful information, but it's eleven years too late to pick his brains.
Aye, too bad - my sincere thoughts & condolences :(
But we're making this game for their children & grand children - like you - who might want to get a humble, respectful pixel slice what the Greatest Generation achieved and went through when manning these ships and fighting these battles. We're actually exchanging routinely with people who think very much alike (some of them making their own games along these lines) and I know there's a lot of potential for future projects, including aboard the ships proper (and, among other things, repair the infamy of not having CV-6 around somewhere as a museum...).
But first, our small team has to prove itself by delivering a proper, well-rounded first game. We will see where we're headed from there, but the sky's the limit here - there is so much more to simulate and tackle at every scale (ships, stations, planes, operational...) and in every navy, that if the first game is not too much of a dud, I am pretty sure that we'll have the opportunity to pay CV-10 and all her sisters the proper respect in no time :coolsmiley:
Cheers!
Hello there Ladies & Gentlemen!
A small update on our devblog for January. There is little stuff you woudln't know already (being on the front-lines yourself by following us in here!) but there's some more context some of you might find useful, or to the very least entertaining. Enjoy :)
https://drydockdreams.games/2020/01/28/wallabies-in-the-year-of-the-rat/
(https://drydockdreams.files.wordpress.com/2020/01/head-3.png)
Great update, thank you.
Thank you Hellfish :notworthy:
I really appreciate that Australian (&NZ) ships will be in this game and that you guys even remembered Australia Day. Interesting camo pattern on the Northhampton as well. I guess at a glance subs think they are going faster?
Thanks Destraex! :arr:
Well I forgot to say in the update that the photo was taken at Brisbane, so it was actually a Aussie-day thing all the way 8)
It happens that a "disproportionate" part of our audience is actually ANZAC, this is sort of surprising - also, a lot of them Simulation youtubers are too.
Regarding the Measure 5 wave gimmick, wasn't probably very successful at doing anything. In port it just doesn't work, and being underway just defeats its purpose. By 1941 German & Japanese subs were using other means of calculating speed using their scopes anyway (anyone who has played Silent Hunter 4 knows how this works, right, so you can imagine the effect of the trick...). It was quickly abandoned after 1941. Nevada & Oklahoma, which were the most visible bearers of the scheme were nowhere to be seen after December anyway, for obvious dire reasons... A lot of PacFleet cruisers were using the scheme in 1941 too, but in their case everybody had gone Measure 21 by mid-1942.
On a side note I watched the new Midway movie last night and must say I really enjoyed it even if a bit hollywood :)
Well, I have to say they had quite the material to work with. I am a bit sad with the way Emmerich picked, we need no over dramatization - but still, better than nothing, and better than 1976 for sure, right?
Hello there Grognards.
Well, the moment I see this topic slip silently to the second page I feel like I might need to intervene to stay visible in this world of merciless competition for attention. It's all for the best reasons - you get new sweets when that happens, and I get to pull my fingers from where they were and do a bit of work. Here are a few screenshots, for those among you who might still be around? :dreamer:
Sorry, the whole thing is a bit canned, I made a pretty long "mini" update, so it won't be super custom-made for groggies - but you will still find interesting nuggets of info, and see - in all humility - that technology has made us come a long way since the kind days of Carriers at War & CARRIER.
First of all, our new weather model, which allows for localized rain squalls, the likes of which saved Zuikaku from a pounding at Coral Sea, or Enterprise from extermination at Santa Cruz. You will be allowed to use them too, but it works both ways...
Here, you can see them in action on the larger map. Blue areas are the ones where a set of conditions make rain happen - of course it changes dynamically, and the weather can be radically different 100 miles away. It's your job to make sure that the weather Gods will favor you more than they harm you...
(https://uploads.mudspike.com/original/3X/8/f/8fbd599efcdfbfc0fd5d51217a97ddedea7a1698.png)
(https://uploads.mudspike.com/original/3X/0/d/0d6257b721ed0845d21a351db81e5e8f3e7037f4.png)
And here's a view of how it looks like from under it:
(https://uploads.mudspike.com/original/3X/9/5/95c662ebce6133095d42e1cc272e645dac15a946.jpeg)
(https://uploads.mudspike.com/original/3X/4/7/479fc25bf4b584a75f3f1c614b461944dc2e6e9e.jpeg)
(https://uploads.mudspike.com/original/3X/7/4/746e7db7dc7cc82ffe76657054f7994b1393fd14.jpeg)
(https://uploads.mudspike.com/original/3X/e/c/ecf894113269dfb1ab33962c9e5f437e015a17a8.jpeg)
Cloud cover will have an actual role in gameplay - as you can see here, it can very efficiently hide ships away from the sky. Your planes might very well miss the enemy - but in absence of a working radar, if communications are down or not an option, and if the Z/B system is non-operational for a reason or another, then your planes could very well miss you too...! They might have to pray for a little opening at the right spot in the cloud cover, just like here:
(https://uploads.mudspike.com/original/3X/a/1/a1522f3bdcaa320819048a0002a5411752b815a2.jpeg)
Of course, the same rules apply whenever you'll be trying to get something done at night. Night ops are not impossible, nor forbidden, but try your luck at your own risk. Taking off in the darkness is already a difficult, yet necessary exercise when a dawn strike requires it - but bombing by moonlight in on a whole different level! Yet, it did happen...
(https://uploads.mudspike.com/original/3X/4/c/4c2d92b6981641cbab6a1fa1b4de70ed48e2a7bb.jpeg)
(https://uploads.mudspike.com/original/3X/6/e/6e570fc90930b205e6647ba35885d4bdf9d0eab4.jpeg)
(https://uploads.mudspike.com/original/3X/9/3/93f433e67b6c795c7ef0a426010fee25e8010982.jpeg)
(https://uploads.mudspike.com/original/3X/8/a/8a9ad8d057ee41a467288f0fb5e3843ad28d3f8b.jpeg)
Flightsimmers will see all of this as business like usual - but I hope that these few visual improvements won't go unnoticed by the Wargaming crowd :coolsmiley:
Finally, a sneak peek at something that comes a bit closer to actual wargamesque gameplay, for a change.
(https://live.staticflickr.com/65535/49501668756_62a5bfebcb_o.gif)
This one prototype shows how the game dimensions interact with each other. It is our early experiment at an interactive Command Post/Map/3D world integration. It is certainly no Radio Commander just yet of course, but it is a first step! It is very Work in Progress, so please be nice in the comments :hide:
At any rate, as you can see, the transition is smooth. Switching from a mode to another one doesn't seem to impact performance in any way. As these instances already exist in-game permanently, they don't need to be generated along the way, making the whole process feel rather natural and self-explanatory (well, that's the feeling I have of course, but I am a bit biased - don't hesitate to tell me if I am wrong!).
Of course, static 2D & full 3D visualization modes will be available too - you will just have to click the relevant button on the toolbar to activate them (more on that later...).
There we go - hope your eyes had some fun. See you around for the next update - and in the meantime, take good care, Vieille Garde! :smitten:
Nice.... fecking amazing comes to mind Mr Admiral sir!
:notworthy: :hug: \m/ :smitten:
So, do you need a Beta tester or two?? O:-)
Just wanted to let you know that you can release the game. (I have my new PC) :bd:
This game looks better than real life.
Very cool transition.
I like that weather affects gameplay as it should in Carrier Ops. How bad can the weather get? Storms, typhoons, or just your basic thunderstorms?
:) interactive Command Post/Map/3D world integration. :)
Now THAT got my attention. Very cool. I hope the release version of the interactive Command Post/Map/3D is as cool as this prototype. A very neat concept.
@The Admiral
Fantastic update and pics. Looks like the game is coming along quite nicely.
However, the next time you post a tasty update, please put NSFW as the potential for maximum loin moistening is high.
Thank you.
Groggy
Thank you boys :notworthy:
Worry not, if we ever manage to deliver something remotely playable, groggies will not be forgotten. But we need to get there first :hide:
Let's end the weekend with a little touch of gentle Mitsubishi tech!
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3f73121142d37928f103e5/20b45f72bf1b25d1689adbe4fb8a4b71/A6M2_21_2.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3f73121142d37928f103e5/ecf517ad0ee91ad0e20bc572638e8c97/A6M2_21_5.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3f73121142d37928f103e5/fdeba9b179b39dbd1e0c52c8a40ccc83/A6M2_21_6.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3f73121142d37928f103e5/b4c7c55f928e3e1628d8bdbc7ec75936/A6M2_21_7.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3f73121142d37928f103e5/f9e26d315e41a1b128716dfef050ee5d/A6M2_21_8.png)
And here is the Nakajima monstruosity (just joking, I love the Rufe ^-^)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ead889789494e5fc96679/7334e790e417157430039c8c8321d5d9/A6M2_N_3.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ead889789494e5fc96679/7d8f60089c9162ae0d0d067ed19e527f/A6M2_N_2.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ead889789494e5fc96679/6d36202986425f6ea4105f17c4d56ce6/A6M2_N_7.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ead889789494e5fc96679/a9d953d0d0a808edbe5c2c254ccc644d/A6M2_N_8.png)
Now the rivets counters in the assembly can have some fun :coolsmiley:
Of course, we're nowhere close to the detail of Il-2 Great Battles or DCS, but we made the most of what we had - that is a more limited polycount and the need to be able to display dozens of these little birds on the screen at any given time. It's still good enough for a wargame, you'll agree :knuppel2:
Have a nice Sunday everybody - and take care!
Nice update!
I'm surprised that the IJN seems never to have tried enlarging the Rufe slightly to allow for an observer so it could be used as a true scout. By many accounts it was still a reasonably nimble fighter despite the floats so trading a little bit of that for an extra pair of eyes, more fuel/range, and maybe a better (heavier) radio set would seem to be a no-brainer.
Thanks bro!
Nah, they actually had great dedicated scout floatplanes already, high performance even by every standards - the Aichi E13 (Jake) & Mitsubishi F1M (Pete). Both were superb machines, both introduced in 1941 too, that did the job you describe very well. The Pete in particular was a really tigerish platform, that frustrated a number of US fighter pilots in dogfight, as it could literally make circles in every turn a F4F would attempt. The Jake, for its part, had great flight characteristics & endurance and was a dream scout plane. As such, the actual "swiss army knife" of the trio was the Pete, which could pretty much do everything, just not as far as the Jake, and not as fast as offensively as the Rufe. In Guadalcanal, whenever Rufes were available, they would be the escort and the Petes would play the role of the bombers. The Rufe was really a float fighter, purely.
Of course, both planes will feature in the game too (and we don't see them nearly enough in our games despite their absolutely important role in the Pacific air war).
Had a little sonata with Tim Stone - he had me spill a few beans :)
https://www.rockpapershotgun.com/2020/02/14/the-flare-path-talks-task-force-admiral/
Enjoy! :peace:
(https://uploads.mudspike.com/optimized/3X/1/4/1481cf6f7b9212e6e53f532c42c215010a526079_2_690x484.jpeg)
Great write-up. Really looking forward to this one. Thanks Admiral!
That 7+ minute video of in-game footage is stunning. I just worry now if my old rig can handle it.
The interview made me anticipate the game even more. I really like the design decisions you guys are making - especially re: morale. It might be of greater import to land battles, but on a ship where you effectively either fight or die, it's not so much a thing. Demoralized ships didn't surrender to the enemy (at least none that I can think of...). I have a design document I've tinkered with for years about a WWII naval game (effectively a newer Destroyer Command) which had morale as a factor, but that only affected things peripherally - like how long before exhaustion became an issue, or the time it takes to get to battlestations, etc.) and never a thing that would decide the course of a naval battle on its own.
Some questions that occurred to me while reading the interview:
To what extent will the battles around Guadalcanal that did not involve carriers be covered? Will we have the knife-fight night battles in the Slot?
How would you account for specific leadership failings, like the reluctance of Adm Callaghan to take advantage of radar, or even prepare a battle plan? Related, though not part of your initial game, how would you hypothetically simulate in your game world the Battle off Samar, and VAdm Kurita's decision to withdraw on the cusp of victory?
Any thought to someday addressing amphibious operations? I've never played a game that allowed players to make realistic amphibious landings (in WWII or any other era). By 1944, the US had a pretty incredible capability to do landings on contested shores, with a myriad of specialized landing and support craft, synchronization and coordination demands, and deconfliction of gun and aerial support. I always thought it would be fascinating to orchestrate an amphibious landing in a 3D game - and your engine might be the only chance to do this. Let the player take the role of the amphibious staff, give 'em an island and let them pick beaches, schedule recon, send in UDTs to measure the tides and currents, sync the naval gunfire support, air support, amphibious load plans, and order of landing. Or hell, do it in Korea or the Cold War era, or from the Japanese, Soviet or British perspective.
I think it'd be really fun, but I may also be crazy.
I see The Admiral has the books Soldiers of the Sun and Kaigun...an admiral of taste and sophistication!
I also like the idea of multiple AIs, like Ultimate General - Gettysburg.
I was actually wondering about surface combat as well. Expanding this system to cover surface warfare would be a brilliant move.
Quote from: Toonces on February 14, 2020, 04:02:54 PM
I was actually wondering about surface combat as well. Expanding this system to cover surface warfare would be a brilliant move.
From the interview;
We are already on our way to simulating carrier combat at a scale and with an amount of detail never before seen, and surface combat to a standard at the very least equal to that of Fighting Steel.
Just looking at the ballistics demo video in the interview shows that surface combat is a definite inclusion as is some of the ships being included such as the Anzac cruisers that were only in surface combat.
I for one am in awe with what this team is trying to achieve, this will be the first ever simulation where you could be (at maximum realism) desperate to know whose planes are above you combined with a few minutes of absolute terror.
Great article!
David
Thank you boys for the kind words, as usual :notworthy:
Quote from: Gusington on February 14, 2020, 01:54:07 PM
I see The Admiral has the books Soldiers of the Sun and Kaigun...an admiral of taste and sophistication!
There's hardly any brighter beacon of gentlemanliness in these lands than you Gus, so much appreciated :arr:
Quote from: hellfish6 on February 14, 2020, 12:20:33 PM
The interview made me anticipate the game even more. I really like the design decisions you guys are making - especially re: morale. It might be of greater import to land battles, but on a ship where you effectively either fight or die, it's not so much a thing. Demoralized ships didn't surrender to the enemy (at least none that I can think of...). I have a design document I've tinkered with for years about a WWII naval game (effectively a newer Destroyer Command) which had morale as a factor, but that only affected things peripherally - like how long before exhaustion became an issue, or the time it takes to get to battlestations, etc.) and never a thing that would decide the course of a naval battle on its own.
I agree that it would be a the same probably in surface action, and the same way our literature had many examples of selfless sacrifice from the crews, the same stands for what is depicted in Neptune's Inferno. It's kill or get killed all the way. It's not the age of sail, there's no surrendering, there's no melee, Neptune's Inferno shows that well enough. When survival is all that matters, you can only try your best to sell your soul in the most expensive way. There again, like in carrier action, if there is some sort of "weak link" in the equation anywhere, it's the Flag Officers themselves, whose mental dispositions will have a disproportionate impact on how the battle is set-up and proceeds.
I our case I would say that it is very characteristic of the
esprit de corps in the naval aviation at that time, in that one theater - in a certain way, it is more of a sublimation of the airman's hubris than anything. There just wasn't room nor eligible conditions for a Yossarian, and it is not surprising that it would happen on both sides in the same era, considering the similarities between the US and the Japanese naval aviation early on (namely the idea that they were the cream of the crop of their service branch). A carrier and its complement are basically here just so that the flyboys can take off and take the fight to the enemy. One single man had the ability to take an enemy ship out of the battle, or even out of the war and tilt the balance of power in the whole theater. And that worked both way: let an enemy torpedo bomber slip through and you might be the guy who doomed your homeplate. I think these guys just couldn't bear the idea of personal failure, which is the single most important morale-booster one could wish for.
Quote
Some questions that occurred to me while reading the interview:
To what extent will the battles around Guadalcanal that did not involve carriers be covered? Will we have the knife-fight night battles in the Slot?
Well, as Strela points out it will be in there :) just at a basic level, not as detailed as carrier ops are. This will be refined further in vol.2 and then hopefully on a specific module for surface combat. Doesn't mean that the basics won't be there - as highlighted, expect combat reminiscent of Fighting Steel, which is still better than nothing.
(https://drydockdreams.files.wordpress.com/2020/02/night-shooting.png)
QuoteHow would you account for specific leadership failings, like the reluctance of Adm Callaghan to take advantage of radar, or even prepare a battle plan? Related, though not part of your initial game, how would you hypothetically simulate in your game world the Battle off Samar, and VAdm Kurita's decision to withdraw on the cusp of victory?
Well I am afraid that we won't go so deep in the surface combat simulation if you're not already in command for now - and if you are, well, you'll be your own Admiral Callaghan, so it makes the point a bit moot :))
Still, these are related to what we mentioned regarding a tactical and strategic AI for the enemy AI. These will coexist but not necessarily coordinate. Tactical AI will naturally refer itself to the local power ratio, while the strategic AI will take into account the overall level of readiness and its ability to complete its objectives. So yes, you will come across that sort of SNAFU decisions, and I'd like to make it apparent in the narration at least in the replay module (Admiral X takes the decision to retire, etc...) so that we will always be transparent in the aftermath and clearly let you see it wasn't so much a bug, but more of a feature. :coolsmiley:
Quote
Any thought to someday addressing amphibious operations? I've never played a game that allowed players to make realistic amphibious landings (in WWII or any other era). By 1944, the US had a pretty incredible capability to do landings on contested shores, with a myriad of specialized landing and support craft, synchronization and coordination demands, and deconfliction of gun and aerial support. I always thought it would be fascinating to orchestrate an amphibious landing in a 3D game - and your engine might be the only chance to do this. Let the player take the role of the amphibious staff, give 'em an island and let them pick beaches, schedule recon, send in UDTs to measure the tides and currents, sync the naval gunfire support, air support, amphibious load plans, and order of landing. Or hell, do it in Korea or the Cold War era, or from the Japanese, Soviet or British perspective.
Oh well, we will have to do with ersatz for now. Landing ops (Lae, Guadalcanal, Gili Gili, or even Midway) will be there but they will kinda be phony (you see barges shuttling around, and the event engine simulates progress, but it's not REALLY happening). This will have to do for now. Volume 2 will extend the timeline to include Galvanic, and we will certainly go deeper at that point \m/
Cheers and thanks for the support! :dreamer:
Even 'just a little' basic surface combat will be like having just a little basic pizza.
A little heads-up regarding this week's Flare Path - to which I tried to contribute a bit with all the bros :coolsmiley:
As you will see, the naval genre is doing better as of late.
https://www.rockpapershotgun.com/2020/02/21/the-flare-path-a2z-16
Happy reading!
Quote from: The_Admiral on February 21, 2020, 10:14:10 AM
A little heads-up regarding this week's Flare Path - to which I tried to contribute a bit with all the bros :coolsmiley:
As you will see, the naval genre is doing better as of late.
https://www.rockpapershotgun.com/2020/02/21/the-flare-path-a2z-16
Happy reading!
Good read! Thanks for the heads-up.
That Partisans game in the RPS link looks sweet.
Yes!
Raaah. I tell you, if we weren't doing what we are doing, I'd be doing a XCOM clone on the Chinese resistance against the Japanese. So much potential for drama... :dreamer:
Anyway.
It's press season it seems. Here's another piece about us, this time by Shamrock at the great blog that is Stormbirds. You might not learn much if you're here often, but there are some fresh screenshots to check out at the very least least :arr:
https://stormbirds.blog/2020/02/25/command-the-seas-and-the-skies-with-drydock-dreams-games-task-force-admiral/
(https://stormbirds.files.wordpress.com/2020/02/over-the-flight-deck.png)
(https://stormbirds.files.wordpress.com/2020/02/yorktown-dead-in-the-water.png)
Cheers
I hope one day you get the chance to do a game on Chinese resistance to the Japanese, that sounds epic.
I promise plenty of forbidden love stories.
:o
Looks like all the aircraft slid off that carrier into the drink! ;D
Well, what have they done to mah poo' girl :hide:
(https://www.grogheads.com/forums/index.php?action=dlattach;topic=23950.0;attach=15150)
Hello there Ladies and Gents!
We had our small monthly devblog update - don't hesitate to check :peace:
https://drydockdreams.games/2020/02/28/dancing-under-the-stars/
(https://drydockdreams.files.wordpress.com/2020/02/header-1.png)
Cheers and have a fine Friday everyone!
Really looking good Admiral. O0 Those night shots look incredible. I, for one, am ready to contribute to your car fund.
Thank you Steve, that's kind. I might consult you on the color. ^-^
For the others, as you might need an incentive to actually click on this, here's an appetizer of what you might find down there. Hope that will entice you to have a look :dreamer:
(https://drydockdreams.files.wordpress.com/2020/02/screenshot_02032020_154957517.png)
(https://drydockdreams.files.wordpress.com/2020/02/screenshot_02132020_103848049.png)
(https://drydockdreams.files.wordpress.com/2020/02/over-the-flight-deck.png)
(https://drydockdreams.files.wordpress.com/2020/02/screenshot_02112020_122805124.png)
(https://drydockdreams.files.wordpress.com/2020/02/yorktown-dead-in-the-water.png)
(https://drydockdreams.files.wordpress.com/2020/02/screenshot_02112020_103630599-1.png)
(https://drydockdreams.files.wordpress.com/2020/02/screenshot_02122020_145420109.png)
(https://drydockdreams.files.wordpress.com/2020/02/a6m2_n_2.png)
(https://drydockdreams.files.wordpress.com/2020/02/air-ballistics-1.png)
Fantastic.
I live to serve, Sir Gus. :peace:
Regarding this, is our gracious Monthly warrior lady up to your expectations? :dreamer:
These Navy propaganda posters were quite something...
I love that formation editor.
There's nothing in this thread I don't love.
Good! So let's keep that lovely feelin' going!
And hopefully going strong it will! :coolsmiley:
Today, a little nod to Burden of Command's historical featurette - I tried my luck at the exercise too :knuppel2:
Great footage as ever!
If I may, I'd like to offer one suggestion (albeit from someone ignorant of the difficulties of programing) to sweeten the flying scenes even more.
When the planes fly in formation they are so exactly spaced that they look tied together. How about introducing a very slight dynamic variant in their spacing and relative speeds so they look more humanly-crewed?
Aye - this is old December unused footage, we made progress since then - they are a bit more floaty when keeping formation, but don't expect them to bounce around either ^-^
As you can see though I believe that intermediate maneuvers were fine already by then in that regard (i.e. when the TBD wingman is rejoining formation after dropping its fish)
Admiral-The BoC team is honored that our "History Sunday" feature was a source of inspiration for you in producing that outstanding video you made on the TBM Devastator. Aside from highlighting your game, your production also underscores the skill and bravery that those torpedo squadron pilots and aircrew had. In spades.
Luke (Burden of Command lead)
Thanks Luke - of course you are an inspiration, and not just to me that is certain 8)
Today, a little silly experiment - watching our 2D artist work on a drawer, M1 helmets - and a coffee mug in the Flag Plot, that is the main room where the player will stand most of the time (when he/she's not player God up in the air, that is). We all know that coffee is a wargamer's best friend - well, our research indicates so far that it might have been the same thing with WW2 admirals.
Since then we've discovered that Halsey used teacups instead, so we're gonna have to swap this mug for a british-style cup at some point, but for the time being, please humor us :coolsmiley:
Cheers!
A couple of things about coffee and the US Navy:
1) a Navy coffee mug weighs 15.2 oz, unloaded. It has been used in combat as a weapon. In an encounter with the U-66 on May 5, 1944 the USS BUCKLEY (DE 51) rammed the submarine. From Theodore Roscoe, "US Destroyer Operations in WWII", pg. 306-07:
"The collision sent BUCKLEY's bow riding high over the U-boat's deck...Scrambling out of the hatches and mounting the conning tower [the U-boat crew] let fly with a fusillade of small-arms and rifle fire...And then the destroyermen were astounded to see the submariners clambering up the DE's bow, coming hand over fist in a squalling assault to board.
STAND BY TO REPEL BOARDERS!
Above the tumult and shouting, the crackle of pistol fire, the din and clang, that command seemed to linger in the gunsmoke as an echo from the past...The infuriated destroyermen hurled empty shell-cases, coffee mugs, spitkits, anything and everything that could serve as missiles...."
2) Samuel Eliot Morison famously said: "The Navy could probably win a war without coffee but it wouldn't like to try."
3) I routinely drank 18 cups of coffee a day when at sea. And that wasn't atypical.
:o
What we need is a covid19 beta version of Task Force Admiral to while away the quarantine blues
That coffee mug needs about three more years' worth of stains on the inside. Stains add flavor!
I can envision repelling boarders with a heavy coffee mug, not so much with a...teacup :-\.
Quote from: Tripoli on March 13, 2020, 01:08:46 PM
A couple of things about coffee and the US Navy:
1) a Navy coffee mug weighs 15.2 oz, unloaded. It has been used in combat as a weapon. In an encounter with the U-66 on May 5, 1944 the USS BUCKLEY (DE 51) rammed the submarine. From Theodore Roscoe, "US Destroyer Operations in WWII", pg. 306-07:
"The collision sent BUCKLEY's bow riding high over the U-boat's deck...Scrambling out of the hatches and mounting the conning tower [the U-boat crew] let fly with a fusillade of small-arms and rifle fire...And then the destroyermen were astounded to see the submariners clambering up the DE's bow, coming hand over fist in a squalling assault to board.
STAND BY TO REPEL BOARDERS!
Above the tumult and shouting, the crackle of pistol fire, the din and clang, that command seemed to linger in the gunsmoke as an echo from the past...The infuriated destroyermen hurled empty shell-cases, coffee mugs, spitkits, anything and everything that could serve as missiles...."
2) Samuel Eliot Morison famously said: "The Navy could probably win a war without coffee but it wouldn't like to try."
3) I routinely drank 18 cups of coffee a day when at sea. And that wasn't atypical.
Uhuh thanks for the intel Steve, you're really the right guy for the job :notworthy:
On our end, our research delivered us with these sad scenes over and over again (doesn't it paint Halsey as a much more delicate man in some way?):
(https://live.staticflickr.com/65535/49657999812_fa0314b2d5_o.png)
(https://live.staticflickr.com/65535/49657723936_2956ff6e95_o.png)
But if mugs were indeed in actual circulation, I guess there shall be room for both :coolsmiley:
I would venture to guess that the first photo is a conference. The white tablecloth and the dishes of creamer show that this is a more formal setting My guess is that this photo wasn't taken at sea. Same with the second photo. This appears to be the Admiral's cabin. More informal than the first, but probably not taken at sea, but in port, as evidence by the presence of VADM McCain. In my experience, the wardroom did have more traditional china cups with saucers for formal occasions. However, they generally not used in the operational spaces of the ships, and certainly not underway, for the following reasons:
1) Space. A cup and saucer has a diameter of approx. 63 mm, or a footprint of 195 mm2. A navy mug has a diameter of approx. 30 mm, with a footprint of 94 mm2. With space in a CIC or bridge being a premium, and the space around a chart table being particularly valuable, a smaller footprint is better.
2) Weight and stability. The Navy mug is a more stable platform for underway use than a teacup and saucer. Weighing in at slightly under 1 pound, it has more inertia than a teacup to resist the motion the pitching and rolling of a vessel when underway. Further, although the tea cup/saucer has a much larger footprint, only about 95 mm2 of the saucer is actually in contact with the table surface, so its resistance to sliding is is at best, no better than the mug. In fact, it is possibly worse, because most navy mugs are slightly rougher/ununglazed of the bottom of the mug to create a rougher, more slide resistant surface than a standard saucer.
3) Resistance to battle damage-A navy mug has an 7mm thick ceramic armor belt. The things are damn near indestructible under normal operating conditions. ;)
In summary, while I don't discount the accuracy of your images, I suspect that the china was not used in combat conditions. :)
ANNND No sooner do I write my opus on why no self-respecting USN officer would use a tea cup while underway, than I come across this photo of the USS NEW JERSEY (BB-62) doing some type of underway evolution. My guess is that they are anchoring or getting underway from anchor. the photo date is 21 July 1943.
(https://i.imgur.com/yxI9U9E.jpg)
If you look at the chart table, you can see two tea cups and saucers. The cups are upside down, and the saucers appear to be placed on possible napkins. However, I'm not entirely sure I'm going to back off my statement opinion that no self respecting USN officer would go into battle with a tea cup. First, the portrayed evolution is clearly occurring in calm waters, likely a harbor, so ship's motion is not much of a factor. Second, there is a lot of officers, some fairly senior. My suspicion is that this is a sea and anchor detail getting underway, and that everyone has piled onto the bridge wing directly from the pre-sea and anchor briefing (where the tea cups may have been used). Third, this is on the USS NEW JERSEY, a very large battleship. In other words, a very stable ship. DD's, CAs, and (possibly) the CV5 class would not have been as stable.
Just to continue the technical discussion, I think the cups would have a much lower center of gravity than the mug. And the saucer would catch spills so those nice maps wouldn't get coffee stains.
Also 30 mm seems way to narrow for a saucer footprint (that's only 1.2", my mother's teacups measure 2"). And your calculation of surface area appears to by using (pi)D which is the formula for circumference.
And then there is this which I found at https://www.ronnoco.com/blogs/news/the-coffee-mug-a-history
World War II and The Victor Mug
What today's coffee drinkers think of as the "classic" or "traditional" coffee mug came on the scene in 1945. It was a product of the Victor Insulator Company, the oldest insulator business in North America. The war overseas had a crucial effect on the design and eventual popularity of the mug—built to military specifications—its thick walls added to its insulating properties, and its extra weight helped it survive falls and avoid tipping while aboard ship. Along the way, Victor also pioneered a unique "non-slip" bottom surface, achieved during manufacturing by dragging the underside of the mug across a wet rubber mat before being fired in a kiln at 2,250 degrees Fahrenheit for 72 hours. This resulted in a rougher base that minimized sliding, which quickly became an essential feature in beverage containers. Hot beverage drinkers of all kinds embraced its heavy-duty style, and the Victor—popularly known as the "Diner Coffee Mug"—eventually became as iconic in America as the glass Coca-Cola bottle.
Quote from: Tripoli on March 14, 2020, 09:11:27 AM
...
Yes we came up with the same conclusions as you do - that's why we went for a mug initially ^-^
But we're still hunting for a picture of this standard issue coffee mug, and it is unnerving how it is escaping our research so far.
First picture is naturally a conference - but you would be surprised (as much as I was)! Apparently it's taken aboard USS Nassau while at anchor in Noumea in Dec 1942 (not even the command ship). Nassau wasn't exactly what I'd call the most stable platform out there, that's for sure... :crazy2:
https://ww2db.com/image.php?image_id=24755
The picture with McCain is taken aboard BB-62 (as most Halsey's late war pictures are anyway) and indeed that's most probably the Admiral's cabin. The picture was taken at sea during transit.
Look at this for instance (USS New Jersey again, flag officer conference room)
https://www.history.navy.mil/content/history/nhhc/our-collections/photography/numerical-list-of-images/nhhc-series/nh-series/80-G-471000/80-G-471111.html
https://www.history.navy.mil/content/history/nhhc/our-collections/photography/numerical-list-of-images/nhhc-series/nh-series/80-G-471000/80-G-471112.html
Darn, the later the war, the more the goddam ashtray looks like a mug - but the ominous teacup is still there!
Now, here the man with a glass... WILLIAM, Y U NO LIKE MUG! :hide:
https://www.history.navy.mil/content/history/nhhc/our-collections/photography/numerical-list-of-images/nhhc-series/nh-series/80-G-470000/80-G-470894.html
And here's Carney, his CoS (at least it gives a super good reference for the teacup...)
https://www.history.navy.mil/content/history/nhhc/our-collections/photography/numerical-list-of-images/nhhc-series/nh-series/80-G-471000/80-G-471139.html
Been trying to look for some sort of cup in all the plot room or CIC pics I could come across, but no luck so far.
These iron men... I am in front of my computer right now and I can't imagine myself without my coffee mug just by the mouse. War warrants sacrifices indeed! Cruel seas... :dreamer:
Quote from: bobarossa on March 14, 2020, 10:10:44 AM
And then there is this which I found at https://www.ronnoco.com/blogs/news/the-coffee-mug-a-history
World War II and The Victor Mug
What today's coffee drinkers think of as the "classic" or "traditional" coffee mug came on the scene in 1945.
Oh well. A time paradox would certainly explain this O0 :))
I still have a few things to share if you are not tired of the topic just yet
First, as a last reference to the teacup, allow me to post as a secondary source this shot from the 1949 film Task Force. Usually, as a movie you might consider that it is not the most reliable source on Earth - but still, that one was pretty much an ode to the Navy that benefited from tremendous technical assistance. In every single frame there's the feeling that there was a technical advisor making sure that what was being said or done was as realistic as possible, and I cannot but feel that it is precisely what happens for instance in this flag plot scene. It is all the more convincing considering that the natural mistake would be to put a mug in there as the year of filming is actually 1949, while the action is supposed to take place in 1942. Sip that, Gary Cooper!
(https://live.staticflickr.com/65535/49658604891_12b306c403_o.png)
Regarding everything that isn't a teacup - nor a mug - we have a few examples of other stuff lying around.
First, Mitscher apparently used a canteen or some sort of steel pot. But perhaps it was simply the pot where you'd put the pencils and other map tools. Hard to say.
(https://live.staticflickr.com/65535/49658889542_ebcd517808_o.jpg)
Now, there is, in many places, this strange tubular thing that you come across many pictures in the command & control quarters of CV-10. What is that? A makeshift ashtray? A thermos? Again, the pen tray? Any clue? See how it seems to be pretty freaking everywhere
(https://live.staticflickr.com/65535/49658884457_ed67e9ecec_o.jpg)
Same spot, another angle
(https://live.staticflickr.com/65535/49658884377_bf9d9ba0e0_o.jpg)
Then a smaller one here
(https://live.staticflickr.com/65535/49658608726_190cecb0af_o.jpg)
Same as this one:
(https://live.staticflickr.com/65535/49658066728_98e26f130b_o.jpg)
And finally something else, again (on the right - this one seems legit, but at the same time there's hardly any room to put anything on this table!)
(https://live.staticflickr.com/65535/49658607906_c1bf6a17e4_o.jpg)
The plot thickens... :hide:
Quote from: bobarossa on March 14, 2020, 10:10:44 AM
Just to continue the technical discussion, I think the cups would have a much lower center of gravity than the mug. And the saucer would catch spills so those nice maps wouldn't get coffee stains.
Also 30 mm seems way to narrow for a saucer footprint (that's only 1.2", my mother's teacups measure 2"). And your calculation of surface area appears to by using (pi)D which is the formula for circumference.
And then there is this which I found at https://www.ronnoco.com/blogs/news/the-coffee-mug-a-history
World War II and The Victor Mug
What today's coffee drinkers think of as the "classic" or "traditional" coffee mug came on the scene in 1945. It was a product of the Victor Insulator Company, the oldest insulator business in North America. The war overseas had a crucial effect on the design and eventual popularity of the mug—built to military specifications—its thick walls added to its insulating properties, and its extra weight helped it survive falls and avoid tipping while aboard ship. Along the way, Victor also pioneered a unique "non-slip" bottom surface, achieved during manufacturing by dragging the underside of the mug across a wet rubber mat before being fired in a kiln at 2,250 degrees Fahrenheit for 72 hours. This resulted in a rougher base that minimized sliding, which quickly became an essential feature in beverage containers. Hot beverage drinkers of all kinds embraced its heavy-duty style, and the Victor—popularly known as the "Diner Coffee Mug"—eventually became as iconic in America as the glass Coca-Cola bottle.
This is actually a pretty illuminating discussion. First, as a Navy vet, the subject of coffee is near and dear to my heart. Second, the thought and design that goes into making something as simple as a coffee mug so utilitarian on board a ship is itself somewhat fascinating. Regarding your point about the center of gravity-Yep, you are correct that the center of gravity of the cup would be lower than the mug. However, because the cup has a smaller base, and flares out, the distribution of weight will be higher in the cup as opposed to the more column-type shape of the mug, making the cup more unstable, especially if jostled in the crowded conditions typical of bridges and CICs . I took the measurements for the base of the cup from some we had in the house, but they weren't navy-issue, so possibly the navy cups had a larger base. (However, look at the one being held by Gary Cooper in the image posted by The_Admiral. The base of that cup looks to be about the same as the width of 2 of Cooper's middle fingers, which is typically around 1.3 inches or so). The mug measurements are from some USN mugs I have to laying around to remind me of my mis-spent youth. :)
You are of course, correct about my surface area calculation. I used the formula for diameter instead of surface area. My ensign-mistake was due to not having enough coffee before I started typing ;) With that said, I think my point that the mug is more stable remains valid. My math? Notsomuch..... :-[
That is interesting that "The Victory" coffee mug was developed in 1945. That certainly hurts my theory that no self-respecting navy officer would drink coffee out of a tea cup while at sea. Possibly mugs that weren't Victory mugs were used? The Victory mug (by the way, I didn't know that was what it was called) does have some unique design features, in particular the thickness and the rough bottom. I will have to do more research.
I think ashtray is a good guess. At first I was thinking pen/pencil holder, but in the second picture there is a pen stuck in holder shown in addition to the steel tube thingy. Given the prevalence of smoking back then, ashtray makes sense. It almost looks like a sawed-off shell casing.
Anyway, I'll take a picture of my coffee mug Monday at work. It's not a true "Navy mug" like you guys are discussing - I've never seen one of those - but it's got a nice base of "flavor" on the inside. :)
Quote from: The_Admiral on March 14, 2020, 10:52:01 AM
I still have a few things to share if you are not tired of the topic just yet
First, as a last reference to the teacup, allow me to post as a secondary source this shot from the 1949 film Task Force. Usually, as a movie you might consider that it is not the most reliable source on Earth - but still, that one was pretty much an ode to the Navy that benefited from tremendous technical assistance. In every single frame there's the feeling that there was a technical advisor making sure that what was being said or done was as realistic as possible, and I cannot but feel that it is precisely what happens for instance in this flag plot scene. It is all the more convincing considering that the natural mistake would be to put a mug in there as the year of filming is actually 1949, while the action is supposed to take place in 1942. Sip that, Gary Cooper!
(https://live.staticflickr.com/65535/49658604891_12b306c403_o.png)
I agree, that a movie made in 1949 very well may have technical details such as this correct. I may have to look at some "Victory at Sea" footage to see if I can come up with something. You could have made some serious money from me had we made a bet before we started this discussion. As far as some of the miscellaneous cup-like objects floating around: I suspect that some of this is "battle expedient" type stuff. A CIC requires a large number of pencils, grease pencils, dividers, rulers, etc. and containers to hold them in so they are readily available and don't get lost. It looks like some of these items are things the sailors may have re-purposed for this role. The can like item you pointed out in this image, appears to be such an item, as one is suspended from the side of the table. Possibly it is a 3" shell casing, cut down by the metal shop for use as a pen holder? That would be a good use, as the heavier bottom of a shell casing would make it less likely to tip over. The suspended one appears to have a label that may read "Flag [Plot]", likely a futile effort on the part of a sailor to prevent such a nice, attractive, shiny custom-made piece of gear from becoming someone's souvenir. ;D One other thought-The ink-type bottle may be rubber cement. I seem to recall seeing such bottles back in my elementary school days. Possibly they used it to tack down their charts without damaging them. When I was on active duty we were using masking or painter's (blue) tape.
(https://i.imgur.com/qGYw29T.jpg)
Quote from: The_Admiral on March 14, 2020, 10:52:01 AM
Regarding everything that isn't a teacup - nor a mug - we have a few examples of other stuff lying around.
First, Mitscher apparently used a canteen or some sort of steel pot. But perhaps it was simply the pot where you'd put the pencils and other map tools. Hard to say.
(https://i.imgur.com/90TcpHA.jpg)
That may be a canteen top. It has the same general shape. Possibly painted white? That may be because it wasn't used for drinking, but used for holding pencils, etc in. Alternatively, it may have been painted so everyone knew it belonged to a particular person. For awhile, I used a 7-11 travel mug because no one else in CIC had one, so it was readily identifiable as mine.
Quote from: The_Admiral on March 14, 2020, 10:52:01 AM
Now, there is, in many places, this strange tubular thing that you come across many pictures in the command & control quarters of CV-10. What is that? A makeshift ashtray? A thermos? Again, the pen tray? Any clue? See how it seems to be pretty freaking everywhere
(https://live.staticflickr.com/65535/49658884457_ed67e9ecec_o.jpg)
I'm going to guess that is a makeshift pencil holder. Its tall enough you wouldn't want to put liquids in it, as it would tip over. It is a good size to hold pencils. Possibly a soda-type can with the lid cut off. Possibly taped along the sides for greater grip/traction. The OS's/QM's on my first ship did similar stuff. It probably isn't an ashtray, (although it could be) as the Navy supplied those. ALso, it is too tall to be a good ashtray, as the cigarettes would fall inside if you let go of them. It could also be a spittoon made out of a beverage can, although I doubt it would be in the image if that is what it is.
Quote from: The_Admiral on March 14, 2020, 10:52:01 AM
And finally something else, again (on the right - this one seems legit, but at the same time there's hardly any room to put anything on this table!)
(https://live.staticflickr.com/65535/49658607906_c1bf6a17e4_o.jpg)
The plot thickens... :hide:
The last one looks like a cut-down shell casing. It seems to have a lip on the bottom. Possibly to hold grease pencils to use with the radar screen, or as an ashtray, as there doesn't appear to be an ashtray at the station. However, it still looks to be too high to be a good ashtray. It is a little short for a pencil holder, but as crowded as that station is (a reflection of more equipment being fit into spaces not designed to hold them, as radar/CIC doctrine evolved), it may have been useful for the operator to use smaller "stubs" of pencils, to avoid knocking things over. For instance, that curtain at the station would be a source of frustration to the operator, as it would likely knock over a regular sized pencil container every time it was drawn open or closed.
Is that, 'Battleship' those two guys were playing? :timeout:
All right, thanks Tripoli - thanks to you I will have some content for Twitter next week, for sure ^^
Apologies if already asked. Would we get a demo for this game? Would not consider purchasing without trying first.
No need to apologize in any case ;)
Well, about a demo - possibly, but don't count on it being an priority at any point. Contemporary dev workflow in a small team like ours precludes from assigning too many resources to a limited version during or right after release. There's so much more critical stuff to take care of on the way and in the aftermath of the release that this will only become a possibility when the needed expertise will not be required elsewhere.
Still, I hope to be able to provide a few YT influencers with custom beta versions that might very well pave the way for an actual demo - but we will see that in due time. To make a limited version of something one needs to make a full version of that something first ;)
Cheers
Anybody wanna indulge in some Zero art porn today? :coolsmiley:
By our guests :arr:
I DO I DO
Quote from: The_Admiral on March 17, 2020, 02:02:46 AM
No need to apologize in any case ;)
Well, about a demo - possibly, but don't count on it being an priority at any point. Contemporary dev workflow in a small team like ours precludes from assigning too many resources to a limited version during or right after release. There's so much more critical stuff to take care of on the way and in the aftermath of the release that this will only become a possibility when the needed expertise will not be required elsewhere.
Still, I hope to be able to provide a few YT influencers with custom beta versions that might very well pave the way for an actual demo - but we will see that in due time. To make a limited version of something one needs to make a full version of that something first ;)
Cheers
Makes sense, looking forward to the YouTube posts. Good luck with the development.
Thanks boys!
A bit of sightseeing today around the big ladies ingame - cute targets they make, aren't they :knuppel2:
No need to introduce them I guess. A word though - Ryujo is still on her way there, and so are Junyo and Hiyo. Besides, as some with a trained eye might notice, both Zuikaku & Zuiho are in their late 1944 fashion (a little fantasy on our part). Enjoy the sight!
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ce3b3d78a7d7be87b9783/9d5aa163cedade2d9ac62baf4f11fb8f/KidoButai4.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ce3b3d78a7d7be87b9783/a97aa55a6b3443423cf83fbe02b4880d/KidoButai5.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ce3b3d78a7d7be87b9783/1b07d8f99fe9d2937bad80e0da91c1cc/KidoButai2.png)
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ce3b3d78a7d7be87b9783/c3b50acfa17299ce25ff6003d90d32a1/KidoButai6.png)
Sweet :D
Flat never looked so good! :clap:
Very cool. Good work.
Gorgeous.
Stunning and surprising. The surprising part is the two with the green paint scheme. Which carriers were they and does anyone know the rational behind the odd choice?
Quote from: Millipede on March 25, 2020, 03:27:48 PM
Stunning and surprising. The surprising part is the two with the green paint scheme. Which carriers were they and does anyone know the rational behind the odd choice?
Seems kind of obvious, looking at it from above seems to make your high value carrier target look like a less important cruiser or battleship hopefully. Don't you see it?
Did the Japanese use a copper like coating under water instead of red lead?
I want to put those on my shelf.
Thank you folks! :peace: :notworthy:
Quote from: Millipede on March 25, 2020, 03:27:48 PM
Stunning and surprising. The surprising part is the two with the green paint scheme. Which carriers were they and does anyone know the rational behind the odd choice?
From the forward one to the back on this pic:
(https://trello-attachments.s3.amazonaws.com/5db33ef55b732a3499e5973a/5e3ce3b3d78a7d7be87b9783/a97aa55a6b3443423cf83fbe02b4880d/KidoButai5.png)
Akagi, Kaga, Soryu, Hiryu, Shokaku, Zuikaku (1944), Shoho, Zuiho (1944).
As em2nought says, these schemes were supposed to make them look like non-aviation warships from the top. I wouldn't call it obvious or very successful at any rate though :hide:
(https://i.redd.it/cge7i81sgh541.jpg)
Quote
Did the Japanese use a copper like coating under water instead of red lead?
Well, Japanese antifouling paint has a distinct brownish tan, but it is still red - so I suppose they're still using red lead like most other nations. The real difference with others is that the Japanese don't use boot-topping - there's no transition area, no "line" between the upper part of the hull and the area covered by the antifouling paint. My personal opinion is that it might have led them to make their red a bit less visible than it is in other navies.
Admiral, your second pix link needs a slight edit.
Ah oopsie. Thanks Staggerwing :notworthy:
Thanks for the response Admiral. Of course, that leads to more questions... aside from the patterns painted on the decks, why green?
Is it my imagination or some sort of weird perspective in the above image but does the Akagi have a crown at the central elevator with a slight downward slope towards both the bow and the stern?
What's the story with the islands being placed on opposite sides of the flight deck?
Finally, I can't get over how gorgeous those carriers are. It seems a bit of a shame that I hope to spend a fair amount of time trying to destroy them. :hide:
They are beautiful but they make me feel itchy. So I want to say "scratch one flattop".
HA!
:notworthy:
Quote from: Millipede on March 26, 2020, 11:39:38 AM
What's the story with the islands being placed on opposite sides of the flight deck?
Japanese engineers thought that by moving the island to the opposite side of the ship, it would create more stable airflows over the surface to aid planes taking off and landing. It didn't work.
Quote from: Silent Disapproval Robot on March 26, 2020, 08:00:08 PM
Quote from: Millipede on March 26, 2020, 11:39:38 AM
What's the story with the islands being placed on opposite sides of the flight deck?
Japanese engineers thought that by moving the island to the opposite side of the ship, it would create more stable airflows over the surface to aid planes taking off and landing. It didn't work.
Yes indeed. The whole island thing - intimately linked to the choice to make the funnels like they were - was a mess.
These were way too small (and ridiculously so for Kaga & Soryu), unable to provide any useful space that would be otherwise used for aviators, admiral quarters, intelligence needs, deck repair parties, air planning, etc... In the end these spaces that didn't exist over the deck had to be put under the deck, cramming further the guts of the ship - something they couldn't allow considering they went for double hangar decks in all the designs, Ryujo included. No hope to put a heavy armored deck on top of this either - the main deck is under the hangar, not over it, and they were certainly sufficiently top-heavy like that. Man, in retrospect these fat Japanese CV might look cute, but they mostly managed to accumulate all the worst aspects of the UK & US designs without implementing any of their best practices.
British CVs were probably one of the best designs there is to have wartime considering their situation - while the initial weaknesses of the US designs being largely compensated by their great number, resilience, deck park practices and the USN overall "make-do" spirit. It's just too bad that the flying arm of the FAA proper was so lacking in terms of high performing planes early on. I would love to see how a Kido Butai made of British-type CVs carrying Japanese carrier planes would behave against an American Task Force in 1942. At some point I might indulge in this kind of dreadful sins... But, well, history comes first.
QuoteIs it my imagination or some sort of weird perspective in the above image but does the Akagi have a crown at the central elevator with a slight downward slope towards both the bow and the stern?
No, you have a good eye, it's not your imagination. Akagi had the forward part of her flight deck angled downwards to help with the speed for planes taking off - same thing on the other side, to help with landings. The good news is that the system works too when you're landing the other way around. Let's say it's a good idea stemming from the few openings allowed by her otherwise rather poor overall design.
Quoteaside from the patterns painted on the decks, why green?
Well, no idea - probably that it would blend well enough with the see around to give a confusing picture. On the side (it's not as visible) a darker area was painted too to make them look smaller and shorter. In both cases I don't find the result very convincing, but they certainly had style!
QuoteFinally, I can't get over how gorgeous those carriers are. It seems a bit of a shame that I hope to spend a fair amount of time trying to destroy them.
Well, you know, like Vintage Dude would say in a war bonds fashion, "Scratch an itch, scratch one flattop!" :peace:
In the latest news, we've been busy reworking the old lady that is USS Yorktown. She was our very first 3D model, and she needed a good refit to be put up to speed. There she is - and we went the extra mile to provide her with pretty nice guts, if I dare say.
It is all mostly eye candy, you're not expected to walk around the place, but American carriers being known for being very "open" on the sides we needed to make sure that their "inner beauty" would be preserved :coolsmiley:
Don't ask me if we will see little sailors run around. Time will tell ;)
(https://cdn.discordapp.com/attachments/280946004587577345/693468888155029554/566aba52979969c8f00678108a79c9f.png)
(https://cdn.discordapp.com/attachments/280946004587577345/693468947227607111/b0b1db396395737ad96b3e98758f827.png)
(https://cdn.discordapp.com/attachments/280946004587577345/693468908036030514/9b6b072381e20814d00c1fbe5bd548a.jpg)
(https://cdn.discordapp.com/attachments/280946004587577345/693468991821316116/eb2baca7254ea1cc154bea4bfc75a0d.png)
Hi boys!
Hi girls!
Anybody feels like having a piece of our latest update? Feel free to bite a good chunk, there's more where that came from... :smitten:
(https://drydockdreams.files.wordpress.com/2020/04/header.png)
https://drydockdreams.games/2020/04/02/tropical-inceptions/
Have a nice ride! 8)
Thanks for the update Admiral! This one might actually make me divide my gaming time between this and WOWS. Stay safe/healthy.
(p.s. Gonna guess Matrixgames is/will be the publisher)
I love those interior renders. And that air ops prototype was brilliant - holy moly that was nice to watch.
QuoteThanks for the update Admiral! This one might actually make me divide my gaming time between this and WOWS. Stay safe/healthy.
Thanks for the kind words Steve. Well, soon enough you might also want to divide your gaming time between WoWs, us... AND THE LATEST GAME FROM KILLERFISH THAT GOT ANNOUNCED THIS MORNING :bd:
Great days we're living in, aren't we ;)
Quote(p.s. Gonna guess Matrixgames is/will be the publisher)
I can't say much more - but it wouldn't be much of a paradigm shift if so, wouldn't you think ;)
(And thanks for reading the update to the end. You're a good man! O0)
QuoteI love those interior renders. And that air ops prototype was brilliant - holy moly that was nice to watch.
Thanks Fish! Happy to know that some can see what's happening under the hood with this video. Baby steps, but steps nonetheless \m/
Never had any idea aircraft could be stored that way in the hangar, or that they had "U" shaped steel beams they could run the aircraft tail wheel out on when on the deck. I bet that was kinda a sketchy operation. We used to have to raise heavy masts on LCMs that were converted to ferries and it was always sketchy. Looked kinda like raising the flag on Mount Suribachi.
Quote from: The_Admiral on April 02, 2020, 11:39:49 PM
Quote(p.s. Gonna guess Matrixgames is/will be the publisher)
I can't say much more - but it wouldn't be much of a paradigm shift if so, wouldn't you think ;)
(And thanks for reading the update to the end. You're a good man! O0)
#:-) Reading is so overrated
Quote from: em2nought on April 03, 2020, 01:09:10 PM
Never had any idea aircraft could be stored that way in the hangar, or that they had "U" shaped steel beams they could run the aircraft tail wheel out on when on the deck. I bet that was kinda a sketchy operation. We used to have to raise heavy masts on LCMs that were converted to ferries and it was always sketchy. Looked kinda like raising the flag on Mount Suribachi.
It was a method for maximizing the number of spare aircraft onboard. Wargaming at the NWC in the 1928-1935 era showed that aircraft losses would be high, so a carrier needed to have a lot of aircraft spares. The carriers designed in this era were included provisions for keeping nearly ready spares triced up in the hanger overheads. However, when the USS Wasp was torpedoed, the spares came crashing down on fueled aircraft in the hanger bay, puncturing their gas tanks. The resulting fires were uncontrollable, and resulted in the loss of the ship. I believe tricing the aircraft in the overheads stopped shortly thereafter.
Aye, Tripoli is right - although the practice wasn't discontinued before the new 1943 instructions came online. At that time the sheer number of decks made it less efficient & more risky than it was worth. During the remainder of the Guadalcanal campaign though, the few decks available had to be packed, and one of the most ridiculous situations was probably Hornet's ordeal at Santa Cruz if I remember well. That ship was packed full all the way to her eyes, with every bit of overhead area crowded with a plane.
Arguably it was also a more complicated affair in 1942 than it was later on - the SBD makes more the majority of the plane park, and it happens to be the only one without folding wings. Right now we're in the process of trying different configurations about our Yorktown model, and I can tell you the actual capacity of the hangar is a joke. :uglystupid2:
(https://media.discordapp.net/attachments/662183200344375316/695853801810165790/unknown.png)
Even in such a configuration, we're still at 25 SBDs max. We might be able to stretch it a tad bit, but gosh isn't it super tight already. Our new CV-5 model (that you have seen already) is being integrated and will allow for a more accurate distribution, but even then, I expect it to be very very tight. It means that folding wings planes have actually to be prioritize for hangar space, and SBDs should be mainly on the flight deck park (where wings are not subject to the rule of hangar walls) with outriggers used as much as possible, otherwise even the average Midway plane count is just a wet dream. :buck2:
Btw Tripoli, had your mail, will get a reply out for you later today - sorry about that ::)
Now there's that one ship, you might have heard of her.😇
She went down exactly 75 years & a few hours ago.
Even though people knew her as a ferocious monster or a very expensive floating resort, one can say that although it failed at delivering the Imperial Japanese Navy with a decisive weapon, High Command still nailed the marketing - after all, she delivered us with a very acceptable anime series & fanboys are still drooling over her 18 inchers decades afterwards.😅
Ladies & gentlemen, I introduce you to Lady Yamato, in her 1945 garment (but don't worry, the proper 1942 outfit - and her sister Musashi's own configuration - will be available soon too)!
Of course, useful to war effort like a dead brick worth 70.000 tons of steel, but hey. Judging by her popularity, awesomeness is a currency better suited to our days of peace, I'd say!
(https://cdn.discordapp.com/attachments/289121257197404160/696919221770387508/unknown.png)
(https://cdn.discordapp.com/attachments/393587655335477249/696924791361372170/unknown.png)
(https://cdn.discordapp.com/attachments/393587655335477249/697135247627649054/yamato_3.jpg)
(https://cdn.discordapp.com/attachments/393587655335477249/697135256222040134/yamato_4.png)
So damned sexy.
There I said it.
I want to sink her. Again.
Man alive, that's a big, beautiful ship.
That's what a warship is supposed to look like, not that fancy pants sci-fi crap we have now!
I would torpedo that hull any day.
Groggy
Happy to know there are still people of taste out there with an appreciation for them fine curves :coolsmiley:
Today something different - some sort of micro VFX breakdown, where you get to see the team hard at work on the shadows & the lighting. We gotta prepare a few screenshots & video reels for a big announcement, so better make the most of it ^-^
Here's the Akagi fighter unit flying low over its homebase. You see the "naked" phase, the "material" phase & the "reflection" phase - and the final result. I can assure you it looks even better in motion :notworthy:
(https://cdn.discordapp.com/attachments/694145636874059787/698505276306751548/93013208_231719381515469_8786449536433258496_o.png)
(https://cdn.discordapp.com/attachments/694145636874059787/698505309551067136/92472946_231719428182131_751086438862290944_n.png)
(https://cdn.discordapp.com/attachments/694145636874059787/698505328261857290/93378136_231719441515463_4653639508082819072_n.png)
(https://cdn.discordapp.com/attachments/694145636874059787/698505356103647302/93104585_231719281515479_3342089815964254208_o.png)
Say hi to the First Air Fleet :knuppel2:
(https://cdn.discordapp.com/attachments/694145636874059787/698512534810132550/article_1.png)
Hi!
:notworthy:
Wow! Impressive work.
:D
This is too much for my heart to take.
Just beautiful!
Thank you boys! ;)
Here, as our recording session for the teaser continues, a lot of content has to be cut - it would be a shame not to share a few highlights, wouldn't it :coolsmiley:
I can't tell you, it's waaay better in motion. But I am pretty proud of our VFX for the flak I must say ^-^
Cheers and enjoy the PTO pr0n >:D
(https://cdn.discordapp.com/attachments/658850871437819933/699665040718168074/15868830091.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665054773280818/15868829351.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665060011966544/15868834261.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665068018892820/15868830771.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665763673571349/15868836201.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665084305244250/15868832611.png)
(https://cdn.discordapp.com/attachments/658850871437819933/699665094304595969/dive.png)
I've often wondered what the reason was that the dive brakes on SBDs were painted red inside. Was it to warn others friendlies following behind that the plane's airspeed would be dropping off quickly and not to run into it or not to fly past below it and hit any releasing ordinance?
Good question - no idea. I am not sure I've ever seen a reason mentioned in the documents I have. I might investigate :coolsmiley:
My uneducated guess is that it was for collision avoidance in a dive. A squadron in a dive had aircraft separated by only 100-150 yards. The blue SBD in front for the squadron would blend in with the blue sea below, making it more difficult to establish its position/range, especially with AA fire and the miscellaneous other distractions that is typical of combat operations. Additionally, the pilots would be concentrating on aiming their aircraft, and would be relying on peripheral vision for situational awareness of the proximity of nearby aircraft The red dive brakes would stand out more in this situation, assisting the trailing pilots in avoiding the aircraft in front.
Aye, seems logical indeed! :notworthy:
Although I don't know if white painted planes would receive the same treatment - but well I guess white, black or whatever would blend in the ocean all the same. You both gentlemen probably nailed it, as a rear light system for the guy behind (although as Tripoli says it's more of a positioning/range thing probably, when it comes to ordinance they usually have a good idea of who dived before them)
You shouldn't be worried to be hit by release ordnance, the fuse and altitude somewhat preclude this. It's no "Midway" ;)
Hey kid.
Want some awesomeness?
(https://live.staticflickr.com/65535/49787844833_0e9799e01d_o.gif)
(give it time to load and loop, it's a rather chunky baby...)
Some little bugs left & right, but we're getting there. Obviously it's nothing like what should happen IRL - but hey, it's for the teaser - on n'attrape pas les mouches avec du miel if you will pardon my french ;)
Amazing! :o
So, this is releasing really soon, right Admiral? Right? :D
That's some pretty footage right there. Brothers... I HAVE FOUND my next GREAT LOVE! Or plain carnal desire either way. :-*
WOW! This is what I dreamed about in 1979, but I never got around to finishing building my detachment of MPC Devastators for attacks on my telescope box with it's lego superstructure. ;D
https://www.tapatalk.com/groups/airfixtributeforum/mpc-1-72-douglas-tbd-1-devastator-2-2109-t46847.html (https://www.tapatalk.com/groups/airfixtributeforum/mpc-1-72-douglas-tbd-1-devastator-2-2109-t46847.html)
THROUGH ALL THE FIRE AND THE SMOKE
WE WILL NEVER GIVE UP HOPE! :D :D :smitten: :smitten:
Very cool!!
Frickin' awesome!!
:notworthy:
Thank you all :smitten:
Quote from: sandman2575 on April 18, 2020, 08:16:23 AM
So, this is releasing really soon, right Admiral? Right? :D
I am afraid your thirst - and all the diverse levels of carnal desire expressed by the other gentlemen in these pages over the last few weeks - will have to wait at least another year to be somewhat quenched. If we release in 18 months from now, consider ourselves lucky...!
Quote from: The_Admiral on April 19, 2020, 07:54:35 AM
I am afraid your thirst - and all the diverse levels of carnal desire expressed by the other gentlemen in these pages over the last few weeks - will have to wait at least another year to be somewhat quenched. If we release in 18 months from now, consider ourselves lucky...!
And lo, throughout the land there was much lamentation and gnashing of teeth! Sandman 5:12
In seriousness, appreciate the honesty. Task Force Admiral is shaping up to be something truly special. Even if we're still ~1.5 years away!
18 months :-[
:'(
No worry guys :coolsmiley:
As long as we all survive the Corona, I am pretty sure I can deliver you with a game - now, will it fit your demanding expectations, that I don't know - but I'll try :peace:
And because you are fine gents, you get another treat!
(https://cdn.discordapp.com/attachments/662183200344375316/701975509575270410/cruisers_gotta_cruise.gif)
Oooh... so shiny! :smitten:
I swear I can hear that night battle "gurgling sound" from "In Harm's Way".
Sweet! I think I can survive 18 months as long as The_Admiral keeps supplying us with PTO p0rn O0
Quote from: steve58 on April 21, 2020, 08:37:32 AM
Sweet! I think I can survive 18 months as long as The_Admiral keeps supplying us with PTO p0rn O0
Oh dear, kind soul... You have no idea of the amount of naughtiness about to hit the beaches next week >:D
Not sure if this involves one of those famous French nude beaches or Guadalcanal pics and I don't know which one I want more.
Look at The_Admiral getting all strumpeted up!
Can we not do both? Nude BB's with double D's? <:-)
Quote from: Gusington on April 21, 2020, 11:28:27 AM
Look at The_Admiral getting all strumpeted up!
No worry Gus, we'll make sure to draw you like one of our French girls. With the fitting top heavy design.
By the way, jokes aside, I really mean it (the importance of next week's announcement, not to depict Gusington in his birthday suit). The next week's event is to be a game changer, maybe even a paradigm shift in the world of our little niche (that is wargaming & history games in general) and there will be a wealth of joy & trivia to share. Stay tuned :smiley6600:
You finally reveal the kind souls who will be publishing your game to us unwashed masses?
Joy and Trivia we shall await! <:-)
I washed last week!
Eagerly awaiting your announcement.
Quote from: hellfish6 on April 21, 2020, 11:07:08 AM
Not sure if this involves one of those famous French nude beaches or Guadalcanal pics and I don't know which one I want more.
Trust me, Hollywood has really exaggerated the whole thing. The people you see at nude beaches look like the people you see at the grocery store.
But with no clothes on...
^ Your probably right.
Though I did find one in Tahiti that rocked. After surviving surfing at Teahapoo every morning, we stopped for lunch at a beach were French and Tahitian girls would stroll the beach topless. It was a great way to forget almost drowning every morning.
^Paging Dr. Toonces...
Seeing the subtle overtones of the last few contributions, I take that pr0n seems to be allowed to a certain extent, as long as it remains ship-related C:-)
Care for more booty? Careful what you wish for! :coolsmiley:
(https://cdn.discordapp.com/attachments/662183200344375316/702708598404284426/EWQGRULU0AAMSQy.png)
(https://cdn.discordapp.com/attachments/662183200344375316/702708605102718986/EWQGI3VVAAAp_SX.png)
(https://cdn.discordapp.com/attachments/662183200344375316/702708597334999082/EWQGTuZUYAEwISc.png)
(https://cdn.discordapp.com/attachments/662183200344375316/702708615806713896/EWQGdPuUYAAQBiH.png)
Ship-model wise we're 50% there. Still a long way to go, but we're what's done is done :smitten:
God I hope I live long enough to play this game.
Which is just but one reason you'll not find me out at Teahupoo...
(https://i.ytimg.com/vi/ZC_YCUhEotw/hqdefault.jpg)
You actually responded to the page!
Those ship models look fantastic, even though they're completely naked of textures. Call me crazy, but one of the appeals to wargames like this is the visuals. Just being able to see the ships modeled in 3D, sailing through the ocean with aircraft flying CAP's overhead is worth the price of admission for me. The fighting is a lot of fun too though!
Those ships seem to be following the social distancing guidelines. O0
Flexing moderator muscles?
Yep, there's a new sheriff in town, folks. :cowboy:
Quote from: IICptMillerII on April 23, 2020, 07:33:21 AM
Call me crazy, but one of the appeals to wargames like this is the visuals. Just being able to see the ships modeled in 3D, sailing through the ocean with aircraft flying CAP's overhead is worth the price of admission for me.
Not crazy at all! My tolerance for micro-management in games has really waned over time. I love just being able to give some general orders and watch things unfold in games like Graviteam Tactics Mius Front and its (strangely underrated) cousin, Tank Warfare Tunisia '43.
Very different genre of course, but one of the thing I like best about Endless Space 2 is the cinematic, hands-off fleet combat. It was implemented much less well in the first Endless Space, where if felt frustrating. But they got the formula right in ES2.
Which reminds me -- I really need to start recording and then watching afterward the battles in Steel Division 2. The game is a bit click-festy, but it moves slower than the Wargame series, and I feel like I wind up missing a lot of the gorgeous combat while actually playing.
Quote from: ulrickaka on April 23, 2020, 08:32:41 AM
i want to know about volume 1 american carrier battle superglue
I think all spammers need to be superglued to the bottom of a carrier!
Now that is quite a collection. Thanks Admiral. O0
Seeing these ship models all lined up in one solid color reminds me of something I ordered out of a comic book long ago, but way better O0 http://www.thortrains.net/milihistriot/comictoys/comicbookwargamesFightingShips.html (http://www.thortrains.net/milihistriot/comictoys/comicbookwargamesFightingShips.html)
Quote from: The_Admiral on April 22, 2020, 12:17:31 AM
Quote from: Gusington on April 21, 2020, 11:28:27 AM
Look at The_Admiral getting all strumpeted up!
By the way, jokes aside, I really mean it (the importance of next week's announcement, not to depict Gusington in his birthday suit). The next week's event is to be a game changer, maybe even a paradigm shift in the world of our little niche (that is wargaming & history games in general) and there will be a wealth of joy & trivia to share. Stay tuned :smiley6600:
The anticipation is keeping me on edge.
Thank you for your support Bro :notworthy:
Unfortunately we had to push back all this a few days because of Steam's approval process taking ages (well, what doesn't considering our current situation).
In the meantime enjoy our little homage to Hornet & the Doolittle Raiders coming your way, gentlemen :notworthy:
(https://cdn.discordapp.com/attachments/702910717711482891/705971440104505404/Hornet_-_small.png)
That one will be available in a wallpaper format if there are some takers O0
Hornet & the Yorkies in general got some love indeed along the way - first, here's Horny Maru in full 3D with her complement of raiders...
(https://cdn.discordapp.com/attachments/702910717711482891/705247339782078495/Hornet_april_2.png)
(https://cdn.discordapp.com/attachments/702910717711482891/705247346673582100/Hornet_april_1.png)
... and here along with her sisters, who are not going to be clones for a change. Yorktown, Enterprise (one of her configurations at least ^-^) and Hornet. Still some work to do, the radars are not there yet, but still better than nothing. I am proud to announce that we're making the first game that gives them their own 3D model - besides whatever warship girl games might have come up with of course >:D
(https://cdn.discordapp.com/attachments/702910717711482891/705255098925711430/YorktownClassIsland000.png)
The usual mandatory dev blog update is on its way and should show up soon, so see you there ^-^
That is a seriously short takeoff run for the lead plane.
Aye, but so it was indeed
(https://cdn.discordapp.com/attachments/702910717711482891/705971652453859348/hornet_2.png)
(https://cdn.discordapp.com/attachments/702910717711482891/705971606631219270/hornet_1.png)
The was recorded on film too - the timing was great, she was pushed into the air the moment Hornet's bow found itself at the top of a big swell, and the effect is made more impressive as at that time, Hornet was actually riding down the same wave, increasing the negative angle. Doesn't mean it was exactly a skyrocket-like ascension :buck2:
(for the exact scene, jump to 1:55)
Not all raiders were lucky enough to have the same treatment. IIRC the one after Jimmy Doolittle nearly got into the drink...
Quote from: The_Admiral on May 01, 2020, 09:57:56 PM
That one will be available in a wallpaper format if there are some takers O0
Yes please
Quote from: The_Admiral on May 01, 2020, 09:57:56 PM
Thank you for your support Bro :notworthy:
Unfortunately we had to push back all this a few days because of Steam's approval process taking ages (well, what doesn't considering our current situation).
In the meantime enjoy our little homage to Hornet & the Doolittle Raiders coming your way, gentlemen :notworthy:
(https://cdn.discordapp.com/attachments/702910717711482891/705971440104505404/Hornet_-_small.png)
That one will be available in a wallpaper format if there are some takers O0
Hornet & the Yorkies in general got some love indeed along the way - first, here's Horny Maru in full 3D with her complement of raiders...
(https://cdn.discordapp.com/attachments/702910717711482891/705247339782078495/Hornet_april_2.png)
(https://cdn.discordapp.com/attachments/702910717711482891/705247346673582100/Hornet_april_1.png)
... and here along with her sisters, who are not going to be clones for a change. Yorktown, Enterprise (one of her configurations at least ^-^) and Hornet. Still some work to do, the radars are not there yet, but still better than nothing. I am proud to announce that we're making the first game that gives them their own 3D model - besides whatever warship girl games might have come up with of course >:D
(https://cdn.discordapp.com/attachments/702910717711482891/705255098925711430/YorktownClassIsland000.png)
The usual mandatory dev blog update is on its way and should show up soon, so see you there ^-^
I would love that as wallpaper :bd:
Cheers, will do ;)
In the meantime some more eye candy - I am afraid dawn patrols are a thing even on weekends... ^-^
But there's probably no better spot to admire a sunrise over the South Pacific, is there?
(https://cdn.discordapp.com/attachments/341312952344772608/706316380936339537/15875783501.png)
(https://cdn.discordapp.com/attachments/341312952344772608/706316453883805797/screenshot_04212020_213404827.png)
(https://cdn.discordapp.com/attachments/341312952344772608/706316476281258106/screenshot_04212020_212934723.png)
Wow, this really looks game-changing. I feel like if the gameplay is right you guys are making history.
Can you share any details on how the gameplay will evolve, especially compared to, say, Carriers at War?
Uh uh I realize only now that I unconsciously mimicked the intro of Pacific Air War... Freudian connection I guess :coolsmiley:
(https://cdn.discordapp.com/attachments/702910717711482891/706340384141213696/unknown.png)
(https://cdn.discordapp.com/attachments/702910717711482891/706340466320343110/unknown.png)
Anyway,
Quote from: Toonces on May 02, 2020, 09:44:54 PM
Wow, this really looks game-changing. I feel like if the gameplay is right you guys are making history.
Can you share any details on how the gameplay will evolve, especially compared to, say, Carriers at War?
Compared to Carriers at war, I would say
- Expect Realtime to replace Run5 overall (which was arguably a way to simulate realtime at a time when pulses were the norm - just like in Harpoon 1). This means a more controllable flow for the info, and overall we'll make sure the tools to survey this info are a bit more advanced and easy to follow. Naturally it also means that there's no magic button jumping to the next action, so overall the game flow is perhaps a bit more laid back.
- On the other hand, when crap hits the fan, expect it to be somewhat more interactive & exciting than your average CAW combat resolution. Especially if you're looking straight at that Val diving on your own carrier :P Besides, surface combat, if it was to happen, will naturally be resolved in full 3D at a level comparable to Fighting Steel + World of Warships-grade ballistics.
- One of the main differences with other wargames on the topic is that fog of war will be - how would I say - realistic? Of course we will let people have it their way in the settings (if you want to have a 1:1 3D CAW whatever it's your life) but I really want to design this around the sort of experience you read from books like Lundstrom's
Black Shoe Carrier Admiral. Anybody who has read
Shattered Sword knows that these battles were fought pretty much in the dark and uncertainty - which is in little supply in CAW, or any other wargame for what it's worth. For years we've been used to see what our scouts could see, or know when they got shot down. For years we've been used to lead robots instead of men. Had the Japanese scouts been like they are in CAW, Midway wouldn't have happened the way it did - and had Waldron been like he is in CAW, he would have never disobeyed his CAG. Hell, I don't remember really, but I am not even sure you could send a package on a search & destroy mission in CAW like Hornet did that day. Planes will always come back and find your task force even if you steamed in the wrong direction and missed the point option - again, no Midway there. No way the Japanese escort will leave its bombers to attack targets of opportunity in CAW either - yet again, no Hiryu strike. I could go on forever for every comparable battle. Although CAW is one of the most accurate carrier wargame in existence, if not the most (but there's still JT's own Midway of course) it only barely scrap the surface of what's possible. Our turn to build on this legacy and improve on it if we can.
Great to hear fog of war is being given a higher priority. O0
I got a very interesting group email mentioning a very familiar name today... :bd:
Now on my wishlist :peace:
WISHLISTED
Seeing the trailer with the Microprose title attached....
The Admiral owes me a new pair of pants.
Added to my wish list today.
Wishlisted too!
Thank you gentlemen :bd:
I feel a bit guilty, as I haven't made a proper announcement. Please allow me to indulge in this pleasant affair :coolsmiley:
(https://cdn.discordapp.com/attachments/697170463272730624/707160745405841480/823c534122ac0c4ea2ec7b3ef3538541a5ae23a3.png)
(well, don't mind the Tomcat, that's a pic for all of us ;) )
And because like some fancy TV show tells us, these violent delights have violent ends, you will now be forcefully invited to hit that lovely wishlist button showing up on our steam page. Or we will make sure to find you. In quarantine days, it's not like you could run away very far, can you? :knuppel2:
There!
https://store.steampowered.com/app/1281220
(https://cdn.discordapp.com/attachments/662183200344375316/707951003324121140/unknown.png)
Besides, we also have our official discord up - so if you're one of these who like to add yet another app to their busy desktop (not like you had much better to do these days ammarite) well, feel welcome to join!
https://discord.gg/gXTFQ6A
Again, I cannot overstate enough the joy and satisfaction it brings us - the relief, too. It's all thanks to you. Not saying we're here for the wishlist numbers (still, don't you think you'll escape us) but over all these months we spent spamming your butts in here, you brought to us the single most important resource the engine of a Dev team works on: hope.
And comfort too. To a certain extent - although maybe I should be worried like a father is worried about his daughter on the eve of prom when I think of ever putting my game in the hands of Gus, but we'll make sure she's as ready as one can get by the time it happens :hide: :arr:
Cheers and thank you again, all of you! :notworthy:
I washed my hands!
Is the F-14 Tomcat from "The Final Countdown" DLC ????
Quote from: Vintage Dude on May 07, 2020, 10:32:35 AM
Is the F-14 Tomcat from "The Final Countdown" DLC ????
Man, I hope so!
SPLASH THE ZEROES!
And, yeah, of course I wishlisted. :D
Wishlisted immediately.
Wish listed (of course).
Is this really going to be as good as it seems?
[hijack on]
Hellfish6, I figured out why it seems like you've been here longer. I've been playing one of your CMO scenarios. That's why your name sounded so familiar.
Carry on.
[/hijack off]
Uh oh... which one?
Hello there Gents :)
Sorry for the silence lately - been very much busy with the latest developments. All of them good, of course - but stuff that needs to be taken care of, at any rate.
I sincerely hope to be able to make an actual dev update next week. We'll see. But in the meantime, here's some new-ish footage along with a commentary from MagZ, that the simulation types among you might have heard of before. You are certainly familiar with what is being covered in there, but some new action scenes are always welcome (that is, before we finally get to show some interface stuff at some point, of course :P)
Cheers everybody!
Very interesting video. I'm looking forward to this.
Great commentary by Magz.
Glad to see he is following as is Tim over at the Flare Path.
David
That was an impressive video. I haven't been this hyped for a game in a very long time :smitten:
I just might have to get that great monitor I've wanted a long time when this hits the shelves.
Hi guys!
(https://drydockdreams.files.wordpress.com/2020/05/header-april-may-2020.png)
The last update was kind of a Johnny-come-lately, but at least Johnny found some goodies on the way here :coolsmiley:
I haven't made it public just yet - so you're most welcome to have a look and tell me if everything seems to work fine in there!
https://drydockdreams.games/2020/05/31/a-new-dawn
Great thanks :))
Great read, downloaded the wall-papers. The text underneath some images is a bit wonky, but no biggie.
Thanks R-Man
I got rid of the captions, they got crazy with the latest updates to wordpress. I integrated all this to the text proper, should be fine now on all browsers.
Cheers!
(https://drydockdreams.files.wordpress.com/2020/05/screenshot_04222020_140248153.png)
(https://drydockdreams.files.wordpress.com/2020/06/screenshot_04212020_185059469.png)
(https://drydockdreams.files.wordpress.com/2020/05/screenshot_04212020_191728277-1.png)
(https://drydockdreams.files.wordpress.com/2020/05/screenshot_04212020_205438685.png)
Experimenting with AI vs AI combat, basic ballistics, basic armor & damage models... :arr:
That Zero died, but it died for a cause! :notworthy:
Time to teach them Wildcats the good old Thach Weave now! :peace:
(https://live.staticflickr.com/65535/49995723532_4b00a72018_o.gif)
O0
...my brain is having trouble parsing the rollout order of those Doolittle Raiders in that stack after the Hornet's castle. The one on the left is behind the left wing of the one on the right; and the one on the right looks totally blocked by the superstructure, even from wheeling left in front of the other plane.
Ah, the raiders sure were quite a tight fit. Although they were in a much more loosened configuration for most of the trip (partly because they didn't want to arise suspicion, partly because, well, it certainly was easier to service and arm the planes that way). What's funny in the end is that they didn't need the whole length of the deck to take off - or if they needed it, they just didn't get to enjoy it much, considering the less cooperative swells did deprive some of the unluckiest planes of a good chunk of potential real estate.
And... Payback time!
(https://live.staticflickr.com/65535/50001597531_0a342a7e0d_o.gif)
(well, more or less - this rugged structure and them self-sealing tanks are just enough sometimes...)
Nice, he got away!
Quote from: Gusington on June 13, 2020, 11:40:24 AM
Nice, he got away!
I'm not so certain, the hits walked across the cockpit multiple times.
I hope there is a replay function, watching the action reel after the fact will be amazing!!
Aye, I would expect him to be pretty much toast.
Pilots & other plane modules will be simulated - with a hail of fire of that kind, it's pretty sure the pilot / the Zed Baker / the instrument panel / the radio and other modules of varying importance are all in pieces. I would expect it to go on much further (although if you are to believe Saburo Sakai & Pub Southerland about their day over Guadalcanal, the lady sure could be a tough customer...!)
https://pacificwrecks.com/aircraft/f4f/5192.html
https://en.wikipedia.org/wiki/Pug_Southerland
Admiral with your references to the Destroyer game I posted being more like an interactive adventure. What would you term your game?
I have started reading a midway novel recommended by the fighter pilot podcast and am a little more pumped for your game. But I got the feeling that it would be a little stale to play, like an interactive movie. I'd love to know where you think the tense moments will be and what the replay-ability will be of your game? Will their be the ability to move carriers from other theatres or build more? Will pilot rosters be like cricket captain or something similar? Will the actual aircraft engagements be play be play with the player controlling every aspect with perfect knowledge of where and when every unit is on his\her side?
I really have to read the last 10 pages of your blog here and really get into the news on your game.
Are we going to be doing planning from a map or briefing room?
Did you say it was single player only ? Can you not do some sort of real time WEGO for multiplayer turns like combat mission does. Heck download the combat mission demo and see what I mean.
I hope the world is not dry and lifeless. Those carrier decks have to be full of life and people running around?
Hey Daestrex,
sorry gotta go to bed on this side of the world :hide:
But don't force them 10 pages of updates on yourself - if you want a good start have a look at the piece we had with Tim Stone over at RPS, it should help with a lot of the questions you asked.
https://www.rockpapershotgun.com/2020/02/14/the-flare-path-talks-task-force-admiral/
After that you can have a look at Magz' video on our stuff here
https://www.youtube.com/watch?v=87K1vY79_2c
I'll be back for those questions these two affairs didn't answer thoroughly already O0
Cheers :coolsmiley:
Very interesting interview in RPS. I am impressed with the level of 3D damage/simulation models. A sweet feature in the game could be some kind of AAR or "battleground forensics" where all damage to ships are displayed and what those hits lead to and what was the deciding factor that sunk the ship.
Just read the RPS article. Nothing not to like in there. I think including a scenario editor is absolutely key to mitigating any huff about "only" ~30 scenarios. With an editor the potential is really infinite.
Quote from: The_Admiral on June 23, 2020, 09:22:31 AM
Hey Daestrex,
sorry gotta go to bed on this side of the world :hide:
But don't force them 10 pages of updates on yourself - if you want a good start have a look at the piece we had with Tim Stone over at RPS, it should help with a lot of the questions you asked.
https://www.rockpapershotgun.com/2020/02/14/the-flare-path-talks-task-force-admiral/
After that you can have a look at Magz' video on our stuff here
https://www.youtube.com/watch?v=87K1vY79_2c
I'll be back for those questions these two affairs didn't answer thoroughly already O0
Cheers :coolsmiley:
Thanks Cobber,
Will give them a burl later.
Cheers.
Artsy time for those of you who would be men of taste in the audience :peace:
I always thought them Vals looked better in green :coolsmiley:
Nice looking Val! O0
The Val was my favorite in Battlehawks 1942 on the Amiga ❤️
I also always loved the Stuka and the Bf110 - I have a thing for dive bombers and big nasty slow planes with heavy armor and cannon.
The Japanese, like the Russians, make some beautiful airplanes for sure.
I've been in a real WWII funk recently, but I have to say Mr. The_Admiral (or is that sir to me?) all these teasers and your game in general is really pulling me back! The more we see of this game the more I want it. It seriously looks fantastic!
^That's Sir to you er uh...Sir [technically you are a Sir to me, if you are indeed a CPT in real life...I will take you at your word].
Ha fair enough!
No, I'm not actually a captain, so no need to 'Sir' me. The name is a childhood holdover that I decided to stick with for nostalgia purposes. Consider it a ceremonial title haha.
WHAT??
Fine.
You can call me Sir, then.
"Sir Gus". Kind of sounds like, 'Circus' doesn't it? Appropriate? ::)
Depends...
Hello there boys!
Hope you're all doing fine.
Here's an update with the contents from the last few weeks, before we end up compiling the mandatory dev update some time soon, hopefully.
Unfortunately I didn't put all this on Youtube just yet - I will make a full video later. In the meantime please enjoy our Thach-Weave based shenanigans with the AI by clicking on the following thumbnails (and please tell me if that goddam thing works at all...)
Thanks! ^^
(https://live.staticflickr.com/31337/50151645837_c3f1eb49c9_c.jpg) (https://flic.kr/p/2jpJi3V)
(https://live.staticflickr.com/31337/50150857138_3ff571e7aa_c.jpg) (https://flic.kr/p/2jpEfAE)
Cheers! And have a fine weekend boys!
Hello there, grognards
Some stuff you've seen - and mostly stuff you haven't in this latest update. The video is new too (it has the contents of the one above, and then some).
Enjoy the ride, and stay safe during the weekend! Cheers :coolsmiley:
https://steamcommunity.com/games/1281220/announcements/detail/4397155783160563686
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/37689795/3c44f8c5c52bcc34fe82a223c1a67e65e5921886.png)
Love the video on the AI fighter tactics. Very cool.
I agree. O0
Cheer guys. Thanks, that's kind of you :)
* * * * * * * *
Something else entirely now.
A small, nice collab today together with another team in love with history and its topic, that might interest some of our fans. Take part to our lucky draw to win a Steam key from our friends making Grand Tactician: The Civil War, a remarkable strategic & tactical wargame on the ACW. Well you know the game well enough, it's been on the first page of this very forum since last week :)
Just enter the contest by clicking the link below (requires you to login to Steam though) and follow the instructions :
https://steamcommunity.com/games/1281220/announcements/detail/4596440885187678654
I promise you, it's not rigged. Got the game already, I swear! :P For anyone interested in the game, don't hesitate to pay these few Youtube channels a visit, they are showing a lot of gameplay lately:
@History Guy Gaming
@thehistoricalgamer
@TortugaPower
@The Strategy Wargamer
Cheers & take care, Groggy crowd!
Thanks Admiral O0
Hi there Grognards!
Our latest update is online. Feel free to come and have a look. But take your time though, loads of stuff to go through 8)
This way gentlemen :hug:
https://drydockdreams.games/2020/09/24/summer-bonanza/
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Alain,
What an amazing and beautiful game you and the team are building. Thank you for the latest update, loved every detail!
David
These updates make me feel 15 again.
Is this game out?
Quote from: demjansk1942 on September 25, 2020, 04:48:30 AM
Is this game out?
Steam says "Planned Release Date: To be announced"....hopefully it lives up to the hype because it sure looks good.
I saw a fascinating video about the differences between US Navy and IJN damage control systems, organization, equipment etc, and how that affected the course of action for better or worse. Will these hard and soft factors be modelled? If you haven't seen this it is well worth a watch:
Looks very promising. It's amazing what a dedicated development team can do with technology. :)
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Ah, after a long week, a TFA update! -- now I can rest in peace!
...
......uh, that was a case of two different phrases (clauses?) I couldn't decide between, and a neuron just smudged them together because why not.
Thanks all of you guys, the kindness is always much appreciated :notworthy:
QuoteI saw a fascinating video about the differences between US Navy and IJN damage control systems, organization, equipment etc, and how that affected the course of action for better or worse. Will these hard and soft factors be modelled?
Yes they will. Doctrine-wise first, for each side (and differently at different times) but hopefully also ship-wise, for cases of ships being especially good or especially green as recorded in action (for instance Enterprise or Yorktown vs Hornet or Nashville). We'll talk more about that once we actually get there.
Day 1 buy for me. Highly anticipated.
Day minus-50 preorder for me! :D
The wait is becoming positively unbearable :o
Well, thanks but there is still much to endure I am afraid - and I am the first victim :coolsmiley:
In the meantime, a great video just came out, and better than anything will explain why I absolutely want to make a box edition for TFA. It is well-done, except for the part that makes us feel old, of course #:-)
Quote from: The_Admiral on October 03, 2020, 12:01:16 AM
Well, thanks but there is still much to endure I am afraid - and I am the first victim :coolsmiley:
In the meantime, a great video just came out, and better than anything will explain why I absolutely want to make a box edition for TFA. It is well-done, except for the part that makes us feel old, of course #:-)
I have always thought that a cross-over between history books and wargames would be interesting. Personally I try to read history books depicting what I currently play in a wargame. History becomes a vehicle to better understand the game and the game becomes more immersive and interesting. And it works the other way around as well, that I understand why history played out the way it did when I come across decisions having to be made in the game and how it plays out.
A boxed set of the game with a manual one part history book and one part manual would be awesome. Sadly in the age of digital distribution it might be a hard sell, but maybe something that can be Kickstarted?
I'm old enough to miss the old days of boxed games with great artwork and the sensation of opening the manual for the first time. Most times on my way home after buying the game and eager to get started - the manual hightened the anticipation of getting into the game.
Quote from: The_Admiral on October 03, 2020, 12:01:16 AM
Well, thanks but there is still much to endure I am afraid - and I am the first victim :coolsmiley:
In the meantime, a great video just came out, and better than anything will explain why I absolutely want to make a box edition for TFA. It is well-done, except for the part that makes us feel old, of course #:-)
Never knew I wanted to watch a video on pc packaging. :)
For our generation, manuals were the computer game equivalent of foreplay.
I can remember the first time I got to, 'Second Base' with a manual. :dreamer:
Quote from: FarAway Sooner on October 04, 2020, 10:20:53 PM
For our generation, manuals were the computer game equivalent of foreplay.
And now foreplay consists of "downloading...downloading...downloading......."
Use, 'protection' young man. :timeout:
You guys couldn't get laid even if you were carpet.
If by some small chance you did, (with a WOMAN!) you probably instantly asked her to marry you.
Faraway that is some awesome quotable stuff up there.
I've laid more skinny manuals on my desk than I can count on two hands. :coolsmiley:
I like the ones that have all the big tables in the back. ^-^ I'm not into large glossaries.
Different strokes for different folks, as they say. 👉😎👉
Thank you gents!
Quote from: rocketman on October 03, 2020, 06:55:26 AM
A boxed set of the game with a manual one part history book and one part manual would be awesome. Sadly in the age of digital distribution it might be a hard sell, but maybe something that can be Kickstarted?
It is the plan :D
Otherwise why would I share that kind of video - or do you think I am the kind who teases and doesn't let you approach the goods? What am I, a Hooters restaurant owner, some kind of monster basking in the suffering of others or what :P
Talking about teasing...
There you go ;)
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First teasing I've ever actually looked forward to Admiral. Keep 'em coming. O0
If the manual description happens, it is a guaranteed purchase for me.
Always impressive continuations! :dreamer:
Thanks chaps, always appreciated :)
And here's the weekly delivery!
QuoteThis TBD is proceeding forward while the player surveys the scene from the island's air station (still to be made properly, of course). In other news, carriers are now learning to operate together & transfer planes to each other. All of this is, as always, very much work in progress, so don't fret! It can only get better from now.
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Besides, we had a small community-based AI commander traits discussion on our discord yesterday, and we're still taking suggestions - so if you're into this kind of stuff, don't hesitate to join us over there for a chat!
https://discord.com/invite/xyWqGak
Cheers gentlemen 8)
Very nice!! I like the aircraft selection table and look forward to seeing the target selection part.
Thanks bro, appreciated ^^
In other news...
HAPPY NAVY DAY 2020
to all the sailing Grogheads 8)
And most importantly, take care & stay safe! S!
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Hello boys!
We have a new update online covering the work done in the last couple months. Hope you'll approve of the contents :coolsmiley:
https://drydockdreams.games/2020/11/20/legends-fall/ (https://drydockdreams.games/2020/11/20/legends-fall/)
You all take good care and enjoy the weekend, gents!
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First Rate stuff Admiral! :bd:
More great shots. Thanks Admiral!
Eye candy :smitten:
Dying to see some gameplay to get to know the intricacies of the game.
I must live to play this game. This might be my perfect game...loins so moist... :buck2:
Man, 2020 is a great time to be alive! :notworthy:
Thank you kind crowd :smitten:
Here's some more stuff, although sort of contemplative this time :)
That looks entirely too peaceful for my tastes. ;D But it does look good.
Then you'll certainly be happy with the utter violence included in our latest Christmas update, kind Sir :peace:
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This way please gentlemen > https://steamcommunity.com/games/1281220/announcements/detail/2931245981688855530
Besides, allow us to use this opportunity to wish a very fine Holiday season to all of you Grogheads. Take good care of yourself and of your loved ones. Cheers!
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As impressive as the landings were (in a strategy game no less), I was kind of distracted by how nice the scenery looks -- the clouds and distant mountains and waves. :smitten:
(For some reason, the horizon scenery reminded me of the "Distant Mountains" storytelling trope, where the author casually drops in details hinting at other stories going on elsewhere.)
Release Q1 2021? ???
No way I am afraid Toonces, but it's always nice to know that at least someone expects us - someone with an acquired taste, no less :coolsmiley:
Jason, if you like them horizons, the last posts from Saturday are for you! Pretty happy with the sort of feeling the vegetation gives on the crests of the hill at ground level. :cowboy:
A few twitter updates over the last weeks. I'll post the links directly, and then the pics below. Gotta click on the link if you want the description I am afraid :)
https://twitter.com/DrydockDreams/status/1341415016910622722
https://twitter.com/DrydockDreams/status/1345376047412334592
https://twitter.com/DrydockDreams/status/1347904063266963459
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Lookin' good as always :nerd:
Makes me want to hop a plane to Tahiti. Then hop a Zero in a Wildcat. :bd:
How will this compare to war on the sea by killerfish which came out today?
Well, making my own game now precludes me from having a player's perspective that might sound fair & balanced, so better not walk down that path.
But let's just say that I am happy to acknowledge that the two projects are taking very different paths in terms of contents & gameplay despite the common setting, and that this game hasn't made our own irrelevant one bit.
Now as a player still I am a bit disappointed by some of the design choices, be them too radical or not enough, but it's his game and c'est la vie. Back to work now - and not to the drawing board, which in itself is quite the luxury ;)
Cheers
From what I can see (and this is based entirely on gameplay videos and not actual experience), one of the big things that is not in WotS, but I "think" is a major feature of TF:A is flight deck management.
In WotS what I'm seeing so far is that you buy your planes, and then just launch your strike. In TF:A, I think a lot of the tension is compiling your strike package while simultaneously managing your CAPs and cycling aircraft through the flight deck. It's that tension of when to bring planes on board vs. keeping aloft a bit longer at the risk of losing them, or deciding to shoot a partial strike or wait until you can get a complete coordinated package together, that make the carrier battles so interesting. I don't think this is present in WotS.
I'm sure there are many other aspects. I get the sense that TF:A is a more granular carrier experience.
You guys have gotta hustle up, Admiral.
Well that's one thing for sure, but WotS didn't claim being much into carrier ops anyway, so I can't blame the game for that. But more generally, we simply do not have the same design approach nor the same idea of the topic and what needs to be done to recreate an authentic experience. All carrier-focused we may be, still I will not release a game about naval combat in 1942 without searchlights and smoke screens and call it fine. Fine it might be for many others - just not for me. ;)
Quote from: Toonces on February 03, 2021, 12:33:15 PM
You guys have gotta hustle up, Admiral.
And quite the contrary though, what we have there today is also the confirmation that nobody does what we plan to do, and that releasing with issues too early is never as good as releasing later with none. So, we'll keep taking your time I am afraid 8)
Admiral, I am liking what I hear.
It sounds like I will be much more interested in your game.
Have you got a broad ballpark timeline for beta? Will it release with star citizen in 5 years or so?
I was reading the Steam forums re: WotS and TF:A came up a LOT in various discussions. I'm really looking forward to this game, man.
Thanks boys :peace:
QuoteHave you got a broad ballpark timeline for beta? Will it release with star citizen in 5 years or so?
Nah, as ballpark as one can get, ain't 5 years or I will be financially bankrupted by then :buck2: ^-^
QuoteI was reading the Steam forums re: WotS and TF:A came up a LOT in various discussions.
Ah really is that so? Hasn't checked much.
Hope they're saying good stuff. Don't hesitate to feed some some nice screens or videos if need be :coolsmiley: :smitten:
Mostly folks saying what you'd hear here: wanting more fidelity with carrier ops, might as well wait for TF:A, I hope Microprose does better, etc. etc.
So considering I was summoned
QuoteAdmiral, pay attention here.
I will move the conversation in here ;)
QuoteCarrier Battles 4 does this, to some extent. What I would really, really like to see (either modded into this game, or definitely in TF:A) is some sort of flight board that shows you, in detail, the status of what's being readied, what's on the flight deck ready to launch, when your planes like CAP are due to land, and when your strikes are due back to the ship. This info is sort of available in Carrier Battles, but you have to decipher it from the numbers on the counters, and you have to do a lot of mental math. I'd like to see a board with this info spelled out clearly, as it certainly would be in real life, so I can look at a glance and tell where my priorities need to be. Do I need to let a flight SBDs ditch to get off a second strike? Get a CAP airborne? Do I need to cycle my CAP early to get my deck cleared early for my returning strike? None of these appear, so far, to be intuitive with CB4. I will say if you foul these calculations up you will pay LOL.
That is planned. We do not intend to leave the player in the fog whenever it is not unwarranted. A flag officer knows at anytime what he has ready and what he hasn't, what he can send or what he must recover. We're planning a small collab with a famed youtube channel in a few days to come where we're providing some of the visuals, but technically the reason why we will provide them all the more gladly is that whatever happened that day and the fashion in which it happened are perfectly relevant within the frame of the game we are designing. But more on this later when the whole thing comes out ;)
For all intents & purposes, at any rate, a full Ouija board is planned, even though you're not moving the planes around yourself (you're not the Air Boss). You get to order what you need, and your staff provides. You will order what you need based on the info available to you, and this info will be as comprehensive as possible, while presented to you in a relevant, clear & relatable way (that is, we'll be using actual black boards as much as possible). I find interfaces to be easier to design & more able to convey a player's connection when you just make it look like the way it would IRL.
QuoteSo you have an idea of the endurance criteria before you launch. When they get into the landing pattern you can check who needs to land first or most urgently by selecting the landing group and checking their endurance states. The game will cycle them onto deck in the most appropriate order, exactly like the boardgame rolls would do. I'd just prefer to see something with more granularity on the whole process. We don't have to move in "turns" "20-minute cycles" "hexes" and stuff like that now. I want to see real numbers, time, and minutes. That's what I'm hoping from TF:A.
Aye, although any wargame, especially at this scale has to go for some abstraction, we'll keep the level as low as possible. Same thinking as before, it is easier to make someone understand a process if he sees it all unravel before his/her eyes. You will have real numbers, distances, times - this is the simulation part of the deal. No need to hide anything, because we need this stuff to recreate our environment to begin with. No worries there :coolsmiley: ^-^
Making a small dev update tonight, if you don't know what to read for lunch, we have you covered :coolsmiley:
See you soon!
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There you go gents!
Cheers & take care ;)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/eda810bd2fdb8f08609f271a2c1ef78670bc30ad_400x225.png) (https://steamcommunity.com/games/1281220/announcements/detail/3042714141646512708)
Quote from: The_Admiral on February 06, 2021, 11:51:32 AM
There you go gents!
Cheers & take care ;)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/eda810bd2fdb8f08609f271a2c1ef78670bc30ad_400x225.png) (https://steamcommunity.com/games/1281220/announcements/detail/3042714141646512708)
Words cannot express my excitement for this! :notworthy: :notworthy:
P.S. Thanks for the Yorktown wallpaper :dreamer:
Nice update Admiral. Looks like your baby is coming along nicely. Just wondering if you'd care to expound any on that "future collab" reference??? :)
Will their be any people on the ships like in ses jutland, war thunder ships or dcs supercarrier? I mean the carriers and seaplane carriers eill no doubt be the focus so perhaps the carriers will get thst special human touch?
How bout fighter cockpits, will the be manned?
Quote from: steve58 on February 06, 2021, 01:55:58 PM
Nice update Admiral. Looks like your baby is coming along nicely. Just wondering if you'd care to expound any on that "future collab" reference??? :)
Hey there Steve.
Nothing much to get hot about, it's just a cool collab with a friendly Youtuber sharing our views on how history should be told. We'll provide the CGI footage ;)
Should be out by the end of the month so you'll get to see soon enough!
QuoteWill their be any people on the ships like in ses jutland, war thunder ships or dcs supercarrier? I mean the carriers and seaplane carriers eill no doubt be the focus so perhaps the carriers will get thst special human touch?
How bout fighter cockpits, will the be manned?
We are currently making trials for the our static crews (this is tech that needs to be addressed along with the base design, typically for weapon mounts). We'll see where it leads us. Small people moving around is another story entirely though!
And if we have small people, better have them everywhere, otherwise it will be an immersion breaker (that is, the human brain is more receptive to having no guys, or all the guys, but won't stand if we just cherry pick the ships we like in that regard...)
In regard of the planes, the pilots are in there already though ;)
Hey there Steve.
Nothing much to get hot about, it's just a cool collab with a friendly Youtuber sharing our views on how history should be told. We'll provide the CGI footage ;)
:bd:
Quote from: The_Admiral on February 06, 2021, 10:10:24 PM
Quote from: steve58 on February 06, 2021, 01:55:58 PM
Nice update Admiral. Looks like your baby is coming along nicely. Just wondering if you'd care to expound any on that "future collab" reference??? :)
Hey there Steve.
Nothing much to get hot about, it's just a cool collab with a friendly Youtuber sharing our views on how history should be told. We'll provide the CGI footage ;)
Should be out by the end of the month so you'll get to see soon enough!
QuoteWill their be any people on the ships like in ses jutland, war thunder ships or dcs supercarrier? I mean the carriers and seaplane carriers eill no doubt be the focus so perhaps the carriers will get thst special human touch?
How bout fighter cockpits, will the be manned?
We are currently making trials for the our static crews (this is tech that needs to be addressed along with the base design, typically for weapon mounts). We'll see where it leads us. Small people moving around is another story entirely though!
And if we have small people, better have them everywhere, otherwise it will be an immersion breaker (that is, the human brain is more receptive to having no guys, or all the guys, but won't stand if we just cherry pick the ships we like in that regard...)
In regard of the planes, the pilots are in there already though ;)
Sounds good. THat shot of the sailors all on the deck of the tilted sinking carrier deck or the japanese waving off their fighters comes to mind. Games don't generally show the busy hive that a ship can be for obvious reasons. I seem to remember age of sail II privateers bounty also did it.
Quote from: The_Admiral on February 06, 2021, 10:10:24 PM
Quote from: steve58 on February 06, 2021, 01:55:58 PM
Nice update Admiral. Looks like your baby is coming along nicely. Just wondering if you'd care to expound any on that "future collab" reference??? :)
Hey there Steve.
Nothing much to get hot about, it's just a cool collab with a friendly Youtuber sharing our views on how history should be told. We'll provide the CGI footage ;)
Should be out by the end of the month so you'll get to see soon enough!
Looking forward to it. Thanks!
Some extra guilty plane-related delights today for you, Ladies & Gents
Great thanks to Chris from Military Aviation History & Justin Pyke for this charming (and challenging) collab opportunity! Loads of original never seen as of yet Task Force Admiral footage featured today in this video which will tell you about the death ride of 4.Kokutai against USS Lexington in February 1942. We prominently feature in the first half, but any fan of the PTO is obviously highly encouraged to watch this one video. :coolsmiley:
All Grogs, have a nice one and take good care! :peace:
Quote from: The_Admiral on February 11, 2021, 02:49:34 PM
Some extra guilty plane-related delights today for you, Ladies & Gents
Great thanks to Chris from Military Aviation History & Justin Pyke for this charming (and challenging) collab opportunity! Loads of original never seen as of yet Task Force Admiral footage featured today in this video which will tell you about the death ride of 4.Kokutai against USS Lexington in February 1942. We prominently feature in the first half, but any fan of the PTO is obviously highly encouraged to watch this one video. :coolsmiley:
All Grogs, have a nice one and take good care! :peace:
It popped up in my feed earler today but I failed to realize that it was connected to the game. Now off to brew a cup of coffee and watch this delight :D
Thanks, hope you enjoyed ;)
Now, a change of pace, a little bit of a guilty pleasure for the ears :crazy2:
Hi guys! ^-^
Had a lot of smaller updates since the last time, but this one is perhaps a bit more important - we're prototyping our menu & our soundtrack, care to tell us if you feel like the mood is adequate considering the topic? The footage is kinda old so no worries this will be changed and made more relevant, but it was picked based on the sort of feeling we wanted to convey more than anything. Thanks in advance ;)
Get onboard the hype train - chooo, choooo :wow: :clap: :D :notworthy:
Quote from: The_Admiral on April 02, 2021, 12:47:02 PM
Hi guys! ^-^
Had a lot of smaller updates since the last time, but this one is perhaps a bit more important - we're prototyping our menu & our soundtrack, care to tell us if you feel like the mood is adequate considering the topic? The footage is kinda old so no worries this will be changed and made more relevant, but it was picked based on the sort of feeling we wanted to convey more than anything. Thanks in advance ;)
I like it. It fits the period and sounds like a military band or movie sound track. I turn the music off anyway. So am more interested in top notch sound effects rather than purchased canned varieties. Are you sourcing sounds for each aircraft and weapon specifically?
Thanks Gents!
Regarding the gun sound effects, yes we do. Fortunately all this stuff is pretty standard (that is, all together the US Navy uses 4 different light AA guns & machineguns, and the IJN two...) so we can go the extra mile pretty easily. Actually larger calibers will be more generic, for several reasons though - besides the fact they get fired less, naturally sources are also very, very... scarce on the sound they produce. At least, not to the point of being able to say "Hey that's obviously a US 8 inch gun, not a Japanese 20cm! What did you do!"
In regard of planes, it is also less of a daunting task as one might think, because it's not so much about the planes than it is about the engines themselves (and their variation when there are several of them). That brings the larger selection down to less than 10 different sounds models able to cover 40 or 50 different plane types, which comes in handy.
Regarding sound effects: for me a huge part is the 3D feeling of the direction of the sound effects and the delay caused by distance. It produces a feeling of "being there" rather than viewing something on a screen. Given the top notch quality of the graphics, it could lead to an incredibly immersive gaming experience.
When can we some actual gameplay? From stategic planning to execution to result of an attack.
Very nice.
But, you had me at Battle Generator and Scenario Editor. :smitten: :hug: :notworthy:
Very cool. Looking forward to this. And a scenario editor. A good editor can be a game all by itself. :)
Music sounds kinda Civil War(ish) to me. I'm fond of something like the soundtrack from Tora, Tora, Tora! for the Japanese, or big band sounds for the allies. I'd like the night battle sounds from "In Harm's Way" too.
Quote from: Toonces on April 03, 2021, 12:37:59 PM
Very nice.
But, you had me at Battle Generator and Scenario Editor. :smitten: :hug: :notworthy:
...and Battle Replays :D
Hello there chaps!
Some bits of animated gameplay options for a change
As of late we've been posting a lot of 3D stuff, but it doesn't mean we've been inactive under the hood - quite the opposite actually. Although from the standpoint of aesthetics most remains to be done (it's somewhat there, just not cute enough to be showed according to our artists...), we have been very busy with the gameplay functions themselves.
One of the important features of Task Force Admiral are notably our advanced formation system, which will recognize two main types of formations - simple formations, and compound formations - which will be customizable and manageable to an extent that hasn't been done before in any game about the topic. This GIF from the formation editor within the mission editor proper gives you an idea of how easy and intuitive it is to move your ships around in a larger, multi-division task group. This destroyer division is being formed into a line formation, a bent line formation, a loose/customized formation, an arc formation, an echelon right and an echelon left formation using a few clicks.
This is not only necessary from a tactical standpoint, it is also the best way to ensure that we will be able to recreate meticulously historical task groups by placing ships where they ought to be when the information is available. The in-game configuration screen uses the same system, with an actual grid placed on your navigation table instead of a paper maneuvering board. Paired with the fleet defense interface that allows you to customize threat arcs and defensive air operations (Combat Air Patrols & Inner Patrols, mainly), the common interface allows you to remain familiar with the tools you use in both modes in order to achieve maximum efficiency.
Hope the wall of text didn't scare you! Feel free to comment, just bear in mind that it is very bare-bone. Don't worry, it gets only prettier from here ;)
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In other news, Yamato had a small tribute a few days ago too - I know some of you in here probably are fans of the Missy, so allow me to post a few good views of the Lady while I am at it ;)
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Very interesting stuff. It looks like your team is doing quality work. Looking forward to the finished product.
Love the design of the chart on the right, very period like looking. Like something out of a book rather than in a game. Nice touch.
The formation gif reminds me of something drawn on a ships map\plot room\course\charts. I like it.
Once again I really hope this game will not be a case of point ships in a direction and fast forward for 2hrs. That air battles are not just a case of watching all the effort the devs put in without appreciating all of the detail. Gotta get that feedback going to let the player know whats going on.... tighter turn, deflection shot skill used, go vertical boom n zoom etc. With ships... sighted, range problems etc
I hope their is some deep gameplay.
Please do NOT throw in a bunch of data points at the player during gameplay unless they're presented in a realistic manner reflective of the times. Leave that kind of detail out until the player reviews battles after the fact with the replay feature. The Graviteam Tactics games use this approach and it works very well.
Thank you all for the kind words and the feedback chaps :notworthy:
Actually, I haven't highlighted it elsewhere, but the true dope contained in this pic is probably the organization itself. As you can see, the force is organized into divisions (a CarDiv, a CruDiv and a DesDiv) and this is the primary maneuvering unit within the game once you get below Task Group level. It's a big departure from what is done today, although TF1942 & Fighting Steel both had that. It means that once you're engaged in combat, especially surface combat, your divisions can be detached without detaching each ship and reorganizing them - a handy tool for setting up crossfires or deliberate attacks (in particular torpedo runs) but we'll get there more details about that later ;)
Quote from: Destraex on April 11, 2021, 06:15:28 PM
Once again I really hope this game will not be a case of point ships in a direction and fast forward for 2hrs. That air battles are not just a case of watching all the effort the devs put in without appreciating all of the detail. Gotta get that feedback going to let the player know whats going on.... tighter turn, deflection shot skill used, go vertical boom n zoom etc. With ships... sighted, range problems etc
I hope their is some deep gameplay.
Well I can't say that you won't have moments like that - just like you'd have them in, say, Silent Hunter or John Tiller's naval wargames. The wait and intelligence collecting is part of the hunt, and carrier battles are a matter of punching in the dark until the climax is suddenly reached very fast within 2 or 3 hours of action, before another moment of R&R. We will add as much detail as possible to make lulls interesting, but lulls are lulls. When combat comes in, we sure intend to have a great audio environment, especially in terms of radio chatter, but don't expect labels popping up around the planes just yet - although having speech bubbles could be nice at some point :coolsmiley:
Quote from: Silent Disapproval Robot on April 11, 2021, 07:20:59 PM
Please do NOT throw in a bunch of data points at the player during gameplay unless they're presented in a realistic manner reflective of the times. Leave that kind of detail out until the player reviews battles after the fact with the replay feature. The Graviteam Tactics games use this approach and it works very well.
Hey there SDR - not sure what you mean by that - you mean data that shouldn't be available to the player at a realistic level (aka force levels, enemy ORBAT, score/victory level, etc...?) :)
If that what it is, yes, these packets of data are not expected to be made available to you at the highest level of difficulty, it's up to you to decide how much you want to be in the know. That was the topic of this update a few weeks ago, actually, if it can be of interest to you :peace:
https://twitter.com/DrydockDreams/status/1364565614560337921
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Thanks Admiral, Sim Mode looks like the one for me! (but I hope I can enable external views).
What I meant was I didn't want to see the types of data that the people in the field wouldn't have had access to in real time. When I play CMO, one of the things that pulls me out of the sim is the fact that they're giving you data such as the percentage chance to hit for weapons and the damage inflicted by each round. Seeing that kind of thing during the after battle report is fine but I don't personally care to see it during play. I much prefer a system like Mius Front. You can see your rounds impacting an enemy tank but you don't necessarily know what damage those rounds are doing (unless the poor buggers explode and catch fire). The tank might already be knocked out but your gunners can't know for sure so they keep hammering it.
I think a lot about what makes, to me, a good WW2 carrier-centric wargame.
I keep coming back to the belief that most of the important decisions are made before the strike is launched. It's the maneuvering and planning, usually taking place the night before, that leads to putting your force in position to land the first effective strike.
In order to do this, the player really needs access to time and sea room. Intelligence regarding enemy intentions and force construct is important, too, if only to help the player find ambush points, search arcs, and strike composition.
I don't know how you make that initial part exciting. For as sterile as the combat in WitP:AE is, I feel like it accomplishes the important pieces leading up to the CV vs. CV strikes very well. To me, the perfect TF:A game is going to give me enough scope pre-battle to move forces hundreds of miles a day, move and counter-move, but on strike day allow me to zoom in and make a few tactical decisions.
Frankly I'm not even sure I could write this game; to some extent I'll know it when I see it.
Ive seen what you want. there was a very old game that let you take control of a plane in a strike after you did all the strategy stuff.
so do the same here but expand it to scouts. time compression could be used and if somethings spotted it automatically resets to 1 or pauses.
the same would work for a plane you picked in a strike or as CAP or ASW patrol. fuck, you could almost make a sub-game of just playing the rescue PBY.
theres also the Homeworld approach wherein you can follow anything from an over the shoulder or cockpit view. you have no direct control of individual fighter size craft but you do control what they do and how as a squadron. the catch is its up to you to pay attention and know what might be interesting to watch while also conduction the rest of your fleets actions.
Quote from: GDS_Starfury on April 14, 2021, 01:54:08 AM
Ive seen what you want. there was a very old game that let you take control of a plane in a strike after you did all the strategy stuff.
Pacific Storm Allies ?
https://store.steampowered.com/app/11260/Pacific_Storm_Allies/
Whether you chart the conflict's progress from a strategic level or man a deck gun or get behind the controls of a fighter or bomber and personally take the fight to your foes, seize the day and rewrite history of some the most intense battles of World War II!
Rowan's old Battle of Britain game was like that. You could fight the war strictly from the map if you wanted or jump into an individual plane and fly it during the mission you planned. IIRC, Matrix still sells a version of it.
If you have nothing better to watch on the TV this weekend, allow me to point you in a fine direction, courtesy of the Military Aviation History channel :coolsmiley:
Admiral, did you watch history buffs first part of his midway movie review?
Aye a few days ago already - a friend of yours? :)
(in all honesty though I have felt that most of the contents seemed to be about the strategic picture more than anything, so I did fast forward a tad bit)
Was talking to Drachinifel yesterday, he has his own - so do I, and so does Chris. I guess even Bernhard has one. We all feel like there's something that should be said. Probably very different from what the history buffs channel focus on though :)
History Buff's first part is usually about the history and then the second part which will be out this week focuses on the movie itself and any mistakes. He is not a friend of mine, but I do enjoy his videos.
I have watched some of drachinfels stuff in the past. Not sure about the others you mention though, do they have youtube monikers?
Chris is Military Aviation History, Bernhard is Military History Visualized. :coolsmiley:
By the way Drachinifel just released an outstanding interview with Jonathan Parshall, co-author of Shattered Sword. Midway is approaching indeed O0
https://www.youtube.com/watch?v=lN79g34wjQA
Oh yeah. I watch the visualised guys all the time.
Quote from: The_Admiral on May 26, 2021, 07:53:43 PM
Chris is Military Aviation History, Bernhard is Military History Visualized. :coolsmiley:
By the way Drachinifel just released an outstanding interview with Jonathan Parshall, co-author of Shattered Sword. Midway is approaching indeed O0
https://www.youtube.com/watch?v=lN79g34wjQA
Great video!!!
Quote from: Destraex on May 26, 2021, 05:11:35 PM
History Buff's first part is usually about the history and then the second part which will be out this week focuses on the movie itself and any mistakes. He is not a friend of mine, but I do enjoy his videos.
I have watched some of drachinfels stuff in the past. Not sure about the others you mention though, do they have youtube monikers?
Second part came out.
I suppose it's useful as a vulgarization for the larger audience.
In regard of nit-picking clearly as always he is a great writer, but some of his researchers probably let him down. His description of most air operations show there was no specific research here, or more exactly a complete lack of (aka you can compare at 5:35 his rendition of the US launches that day with what was pointed out in the flight to nowhere vid). The mere fact that there is a total absence of sources just doesn't put this kind of work in the kind of category I am interested in as an individual - but obviously he also covers a much larger spectrum of topics time-wise, and it wouldn't fair to just criticize one vid while failing to take into account the amount of vastly different domains he tackles. Chris from MAH and him are not really in the same trade I would say, and it's fine, but it's not my kind of stuff. But to each his own :)
I told Chris he should definitely do a Midway thing at some point and could do the same with many works out there, but he feels more interested in actual research (like the latest video on German air ASW) than reviewing movies that are, truth be told, literally filled with inaccuracies, pretty much all of them - to a point where you'd wonder if trying to point at the wrong things won't make you end up with a longer video than the movie was itself.
I will watch the second part soon.
BTW I got the message on spacebook about your studio being interviewed by the single malt strategy guys. I sometimes listen to their podcast. It gets me all excited to play a grand strategy game.... that I realise I won't have time to play between multiplayer games with friends, usually after buying them :P
Hehe thanks for being a good fan Daes :coolsmiley:
Here's the link to tomorrow's happenin'. Feel welcome to join, all of you! Jo & Nils from the Sea Power team will be there too :)
Sweet x 2!!
Parshall and I attended the same tiny Midwestern liberal arts college, although he graduated three months before I got there! I actually looked him up on my alumni network to tell him what a fine job he'd done on Shattered Sword, and we traded a few e-mails. We even reminisced about a History prof or two we had in common... :)
I forgot about this book "the silver waterfall". Could be good background hype material to read before looking at TFAv1.
By the way I listened to the interviews on single malt strategy. Unfortunately my attention was split and I may have to listen again. My problem is making out who is who and what game they are talking about at any given moment because of the distractions. I did listen to the argument against WEGO that one of the turn based game guy made, not very convincing at all. Also listened to one of the chaps talking about going easy on the player with less FOG of WAR or the player will not believe the AI is not cheating. The example being one of the AI circling behind the player in a dungeon, without the player being able to see. The player getting upset..... well to me that was understandable because if the player cannot see how could the AI the whole time it was circling around behind the player!!!
I have to admit also that TFAv1 has me a little concerned in that I would like to see the action while playing at full realism. I want both at once. Perhaps you could allow on full realism a replay in full 3D of the action once the carrier the player is on gets a sitrep of the action. This way I do not sacrifice the action or the realism.
For example. A torpedo run goes in. I do not get to see it because the aircraft are out of radio range or too busy to report. Later on a few of the aircraft that survived land and a debrief happens. This prompts the game to show me the action. Maybe in a debrief room. Think of this as WELATE instead of WEGO ;)
I am just concerned that I might otherwise need to turn the game settings way down to see any action. Which would lead me to want to play the game less. Because I am not getting the reward for my harder work in full realism mode. Additionally I want to be able to learn visually looking at the footage. Remember the player character IRL may have real aviator or ship insight, but the player does not necessarily. So the irl character may visualise it in thier head when the reports come in but the player needs a visual aid to make it realistic :).... well that's my take anyways. Somehow give me realism, give me things to do and give me the movie like pay off, the experience.
Here is the fighter pilot podcast guys interviewing the author of the silver waterfall.
I was just thinking as well. Will the player have any influence on the tactical battle. Say by determining tactical doctrine before hand. Perhaps also influencing things by choosing the squadron commanders and pilots, the moral and trust of the men. This sort of thing is hard to do because the player finds the most efficient combination anyways which kind of renders the whole exercise moot. The choices always being the same.
I guess most of the game from the perspective of the player will be choosing where to put ships and when to launch aircraft, what to load them with. That will be the whole game. The rest will be chance and waiting.
Will either side have any chance to discover solutions for things like dud torpedos (i think something was mentioned in the podcast) or for the japanese the water situation ruse? Will these things be mini games? You know the players who know their history are just going to choose exactly the right research tree to make these crucial factors work for them. Same goes for the us players using their torp bombers as defoys because they know they are ineffective. I'd say let them research new torps that may or may not fix the problem like in real life, but having the player either go in blind or forced to sacrifice one of theirnown ships or be detected testing the torps on a japanese ship.
Its very hard to do a good strategy game. Most of my lack of interest in larger scale strategy games in the past has been because you cannot innovate like real commanders to solve problems AND you cannot converse with other commanders to work a plan or problem. As the commander you are usually just playing a game of simple attrition. A game of simple math based on stats. Real life just isnt like this most of the time.
Quote from: Destraex on June 04, 2021, 09:29:58 AM
I did listen to the argument against WEGO that one of the turn based game guy made, not very convincing at all.
Well I love WEGO as a system so I am not much of a relevant player here - I am kinda biased towards Combat Mission old style due to personal memories of course, but also naturally by WitP, which is certainly to me one of its most convincing and glorious applications considering the scale.
QuoteAlso listened to one of the chaps talking about going easy on the player with less FOG of WAR or the player will not believe the AI is not cheating. The example being one of the AI circling behind the player in a dungeon, without the player being able to see. The player getting upset..... well to me that was understandable because if the player cannot see how could the AI the whole time it was circling around behind the player!!!
Well FoW is yet another complex matter. Our game integrates it to an extent that it might feel we built some of our features all around it. Feedback is very important in order for the player not to feel he/she is being cheated, and that's why we'll have a replay function at all.
QuoteI have to admit also that TFAv1 has me a little concerned in that I would like to see the action while playing at full realism. I want both at once. Perhaps you could allow on full realism a replay in full 3D of the action once the carrier the player is on gets a sitrep of the action. This way I do not sacrifice the action or the realism.
I don't know if this worry derives from the realism options draft I might have posted here earlier, but all these functions can be enabled/disabled selectively. You are totally allowed to keep free camera external views while keeping other realism switches on - but by definition it is obviously not "full realism" to any extent anymore ;)
This is a recurring feature in flight simulators that came out after 1998 - it is akin being stuck in the cockpit with external views disabled. We're toying with the idea of probably allowing for orbital cam around your flagship still (doesn't cost too much and you're still within immediate visual range) but that will be the very extent of what would be allowed with that switch enabled. Some players just know they wouldn't resist the urge of getting to know everything that happens, and needs to have a mean to reign themselves in.
On the other hand, there's a replay function that we want integral to the experience so as people who played at full realism can enjoy 20/20 hindsight capability when checking for the events, their mistakes and the AI's decisions. I did learn a lot from my own games when playing Wargame European Escalation back in the day. When you'll run the replay, you'll have access to all logs, including on the other side of the fence, which will hopefully give explanations to any hiccup you couldn't explain back then in the midst of the action. Some of these battles and the way they happened could only be explained much later after the war (and sometimes not even satisfactorily enough until ground breaking new thinking as in the case of Midway & Pearl Harbor in the 21st century) so it's ok not to be given all the tools to understand during gameplay if it is what you want to experience, as long as we give you a fair option to review your performance and that of the AI after the battle. The replay function is also naturally the only way we can make sure that wargamers & youtubers can make proper AARs - sometimes action can happen at simultaneously in two very remote areas (think Coral Sea for instance) so you'll need a powerful tool to be able to swap from a place to another, and rewind so as not to lose one bit of the action that took place, whether you had external views enabled or not.
Quote
For example. A torpedo run goes in. I do not get to see it because the aircraft are out of radio range or too busy to report. Later on a few of the aircraft that survived land and a debrief happens. This prompts the game to show me the action. Maybe in a debrief room. Think of this as WELATE instead of WEGO ;)
Bomb/Battle Damage Assessment (BDA) is part of the debriefing process. It comes in as testimonies which get consolidated by your air staff. You'll have the choice to act based on whatever is told to you. You'll also have a few pictures hopefully, as we are trying to give the choice of providing the flight with a command section led by the CAG (Commander Air Group) relevant for both sides (in terms of strike coordination for the Japanese, and BDA for the US). Historically in a section like that a plane would be tasked with taking pictures & filming the action, and if it is available, then I do plan to allow you to see it. Separate BDA is obviously available as part of a dedicated recon flight too (akin the one Spruanced launched to get a clearer picture of Mogami & Mikuma).
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I am just concerned that I might otherwise need to turn the game settings way down to see any action. Which would lead me to want to play the game less. Because I am not getting the reward for my harder work in full realism mode. Remember the player character IRL may have real aviator or ship insight, but the player does not necessarily. So the irl character may visualise it in thier head when the reports come in but the player needs a visual aid to make it realistic :)
Historical reports back then are a mess. Just check the sort of intel Spruance got from the fliers on June 5 regarding task forces that didn't exist, Tanikaze classified as a light cruiser all day long, or Mikuma & Mogami being mistaken for a cruiser and a battleship because one had lost her bow an the other one looked bigger as a result! No, really, there's no way you're going to cheese your way into having external views branded as a must-have for the most realistic level for personal contentment, that I can say already and I am sorry in advance for it ;)
QuoteI was just thinking as well. Will the player have any influence on the tactical battle. Say by determining tactical doctrine before hand. Perhaps also influencing things by choosing the squadron commanders and pilots, the moral and trust of the men. This sort of thing is hard to do because the player finds the most efficient combination anyways which kind of renders the whole exercise moot. The choices always being the same.
If by determining tactical doctrine you mean making choices between different tactics, yes you have that sort of power. Right now, no you won't get to pick who flies a plane though, that's not the area of expertise of the flag officer (beyond grounding the CAG of course). Besides, I couldn't come up with a satisfying system in order to assess skill, moral or trust. IRL people don't get stat bars over their heads and this kind of stats would be immersion breaking in addition of being wholly unrealistic in regard of the choices they lead to historically.
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I guess most of the game from the perspective of the player will be choosing where to put ships and when to launch aircraft, what to load them with. That will be the whole game. The rest will be chance and waiting.
I'd guess it would be better to wait for the game to be seen in action before making such guesses if I may :)
Especially considering the experience itself will be highly impacted by the realism settings. Playing it like a RTS, like Carriers at War or like TFA just makes it into three very different experiences.
QuoteWill either side have any chance to discover solutions for things like dud torpedos (i think something was mentioned in the podcast) or for the japanese the water situation ruse? You know the players who know their history are just going to choose exactly the right research tree to make these crucial factors work for them.
Sorry I don't quite understand the latter reference (are we talking the AF = Midway water thing?). This is a tactical game, any depot or CONUS-based solution for defective ordnance or Pearl-Harbor-based intel nugget is totally out of scope here. There is no research tree or whatever. Frankly Des I try to worry about you mistaking us for another game ;)
QuoteSame goes for the us players using their torp bombers as defoys because they know they are ineffective. I'd say let them research new torps that may or may not fix the problem like in real life, but having the player either go in blind or forced to sacrifice one of theirnown ships or be detected testing the torps on a japanese ship.
Besides the Mk13 will work properly whenever it has to (that is when you are carrying around Mod 0s, as most carriers did before June). For the rest, as mentioned, absolutely out of scope, sorry.
QuoteIts very hard to do a good strategy game. Most of my lack of interest in larger scale strategy games in the past has been because you cannot innovate like real commanders to solve problems AND you cannot converse with other commanders to work a plan or problem. As the commander you are usually just playing a game of simple attrition. A game of simple math based on stats. Real life just isnt like this most of the time.
We hope to gear up the overall immersion in regard of command structures & player options in that regard, but don't fantasize about it either, it's not a RPG. And as far as historical commanders go, I can tell you, Real Life is very much about playing an attrition game eventually. Force levels and risk taking to influence them are pretty much all carrier combat is about ultimately ;)
Cheers
Well I look forward to seeing more details in a preview. I would really like some strategic options that allow less predictable battles. I understand that players will not determine some things, but it would be good if the players superiors as well as how the war is going at a grand strategy level are modelled in such as way as to change the TFA's experience every time.
That is assuming the battles occur in a small area of the pacific. I cannot remember now whether you said we had the whole worlds ocean to play in? If we have the whole world to sail our carriers in and the intelligence (maybe the Americans cannot read the Japanese code randomly) and Japanese (as well as American) strategy are changed by the game AI before it starts. Perhaps then we will not get a battle at midway every single time the scenario is played?
Well you know, I am one of these guys who do believe that Midway wouldn't even have happened the way it did if it hadn't been for the Torpedo Squadrons (which played their own role by simply being there & sacrificing themselves). Play Midway again without launching the torpedo guys, and you might very well have found yourself with a full KB counterstrike against TF17 and TF16 in the air minutes before the SBDs got in position. Not to mention that KB running in one direction for 20 mn launching the birds would have perhaps made it impossible for the Enterprise bombers to find the Japanese carriers in time at all.
It's not all clear-cut - the usefulness of a weapon system or its platform goes way beyond pure destructive efficiency. You just have to make sure one's engine allows you to account for that, which hasn't been done much until now. Let's see if we can help with that one effort ;)
QuoteThat is assuming the battles occur in a small area of the pacific. I cannot remember now whether you said we had the whole worlds ocean to play in? If we have the whole world to sail our carriers in and the intelligence (maybe the Americans cannot read the Japanese code randomly) and Japanese (as well as American) strategy are changed by the game AI before it starts. Perhaps then we will not get a battle at midway every single time the scenario is played?
No these are "small areas" - but again I have the feeling that you might be operating here under a few wrong assumptions. The distance between Rabaul & Lunga is more than a 1000 clicks. That's the distance between Paris & Madrid.
I urge you to keep your mind wide open, because what we're making doesn't look like anything that has been done before (at least not mixed this way) and trying to make sense of it the way you do it now is really sending you on false positives & cold trails, I am afraid!
Cheers :)
That distance still sounds very "set piece" to me for a carrier battle. Are the "scenarios" linked at all with causalities carrying over?
I will always get the same carrier force units as well? No opportunity to see what would happen if the Japanese chose not to send carriers North initially and had them down south?
I still think you need a total war style strategic map with a total war (1000 mile) tactical battle area once battle. One that allows re-enforcements if they were already steaming in of course. I guess I am thinking "rule the waves 2" where even though a scenario might happen in a specific area, that does not preclude sailing around the world after starting if you need to or are ordered to.
I am sure you are acutely aware of rule the waves 2. Although I do not think it has the tactical battle detail you guys will have or of course the 3D physical battles modelled.
Don't worry. I am still very interested in seeing your game and hope their will be a preview soon.
I wouldn't want to be in the Carrier Battle game developer seat because, honestly, I don't know where I'd draw the game's boundaries. This is one of the reasons I'm really excited to hear more about, and see, how TF:A develops as a game.
I've been dabbling a bit with Carrier Battles 4 and one of the things I like is the ability to randomize the scenarios a bit. But even then, I sometimes find myself wondering how to push the randomization even further, without taking to an operational Total War-style game. What I mean is, consider Midway. The only way Midway makes sense is if the Japanese somehow walk into the ambush (for example, first strike must go against Midway regardless of ship sightings). As a scenario, both sides know what happened historically, and if you remove the fog of war, the U.S. should lose ever time unless fate decides otherwise. It would take an awful lot of poor die rolls for the IJN to lose that scenario, IMO.
I find myself feeling like a game like TF:A would really benefit from some sort of operational layer. In a perfect world, a game like TF:A would serve as a mechanism to game out the tactical battles of WitP or something of that nature. War on the Sea was going in the right direction with their operational layer, but then chowed it up with the points mechanics for purchasing units, IMO. A better approach would be to give both sides the correct forces, objectives, and then let the fights develop on a large map over weeks.
I don't know...this is a tough genre to get just right. There has to be some sort of fog of war/randomization to any given scenario (unless you're deliberately gaming out an historical scenario). There also has to be space to maneuver meaningfully, and time for the battle to develop. At the end of the day, choosing the composition and timing of that first strike given imperfect information really is the culmination of the game. I would be challenged to make the "perfect" carrier game myself. I'm still not entirely sure what it would be.
Quote from: Destraex on June 11, 2021, 06:25:08 PM
That distance still sounds very "set piece" to me for a carrier battle.
Dunno what to tell you about that part Des ???
I mean, the SOPAC map is going all the way up north from New Ireland to Australia, there's something in the vicinity of 1.100 miles between Kavieng & Cairns. That's amply enough to represent all the fighting that took place during that time, whether it involved carriers or not
(https://cdn.discordapp.com/attachments/662183200344375316/853225244377481306/unknown.png)
(done from the phone, so it's a bit more or less of an affair)
At any rate, sorry if the first version of this game might seem narrow to your eyes. RTW2 is what it is, but it evolved from RTW1 & Steam & Iron (that's, like, development that began 10 years ago as a least estimate) and it's full 2D. We had to build everything from the ground up and we only have marginally more means at our disposal to do so. There was no reason to go on the 2D market compete with as fine a system as RTW either. We have to do with what we have, and do with limitations that are not pleasant to hear but are still there.
At any rate even if I could have the full Pacific theater in real time for a given job, I just wouldn't use it. I expect our game to run on my father's computer, not on the next cray unit. ;)
Trying to remake Carriers at War in 3D & Fighting Steel. Expect no less tactically wise, much more actually, but we have little time nor margin for going beyond that if I want the first game to come out before I retire in another 20 years :2funny:
Scenarios are not linked. These are set piece scenarios, like in Carriers at War or Doorkickers, or whatever works this way. Variations will be there, and so will be a battle generator. But excuse me to point it out Des, it's all written in full details over there at our website. If you don't want to be further disappointed, please just check our relevant pages and our FAQ. Right now I feel a bit sad about replying to you regarding features that we have stated often just won't be there at launch or in volume 1 at all. I'd rather be given the opportunity to discuss what
is in there instead, and why it will be designed as it is.
QuoteThe only way Midway makes sense is if the Japanese somehow walk into the ambush (for example, first strike must go against Midway regardless of ship sightings). As a scenario, both sides know what happened historically, and if you remove the fog of war, the U.S. should lose ever time unless fate decides otherwise. It would take an awful lot of poor die rolls for the IJN to lose that scenario, IMO.
Midway sure will have its own battleset of course at any rate - many interesting scenarios there, aka Zuikaku joining, the Americans falling for the original "trap" - except it wouldn't be so obvious of an outcome in my opinion (attrition after bombing Midway for 2 days would be quite something, and remember that the US reacting would mean FOUR carriers headed your way, as Saratoga was a few days away too), other axis of approach, etc...
At any rate there's zero way Midway happens again exactly the same way it did from the moment the day broke, period. The amount of SNAFU on both sides was just unprecedented. What games haven't tried before is to make sure that in case the historical SNAFU doesn't happen (hint, it never ever has in any game to date by the way) provisions are made for some new crazy stuff happening. We'll see how we succeed in making all of this a great mess indeed. :))
At any rate, as far as operational stuff goes, you'd start usually a couple days before the action - it's up to you to decide what sort of approach to pick. I don't plan on having you start on the morning of the Lae strike - you'll get to start days before when the first movements are reported and Wilson Brown gets to decide his course of action (he did toy with the idea of raiding Rabaul or raiding Huon gulf by the Southeast, which would have been a fun affair at any rate). Anything beyond that is asking for trouble development-wise as long as we don't have the base game on our hands.
Any operational business is better left to rest for now, we just don't have the means to get it right until we get the tactical game done right. And truth be told, I hope this is the last I get to talk about this non-existing feature until we even get to show you how the tactical part works at all. I mean, it's not that I want to discard the concept as being something silly or whatever - I think it is something we will obviously get to all in due time - but right now we're 4 guys, including a single dev, and we'll do what we can to make the original experience a clean affair, and that will be quite an achievement in its own right already if you ask me. Thanks in advance for your understanding guys :-*
Cheers!
I look forward to seeing the previews *soon* hopefully. I also really appreciate the lengthy replies. A lot of effort and care in those. O0
I will not mention operational stuff again.
Appreciate the peek behind the green door, Admiral!
To be clear, I was trying to pay you and your team a compliment. I wouldn't even know where to start - and where to draw the boundaries - if I was to attempt what your team is doing.
You already have my money, now you just gotta sell me the game!
Thanks for the kind support guys :)
Here's our latest update, it's mostly a video with a compilation of past deeds & a little word about project from a friend team of ours :)
https://www.kickstarter.com/projects/338597945/fighters-of-the-pacific?ref=f2q5hm
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/4650378d92439f85d59b67bb853d10aa3448a8f4.jpg)
https://www.kickstarter.com/projects/338597945/fighters-of-the-pacific?ref=f2q5hm
There you go, enjoy the ride :)
I'm in !
I had a small wall-of-text moment just today regarding the GUI & the command structure. Might interest some of you :coolsmiley:
https://www.reddit.com/r/hoggit/comments/o8vaox/weve_done_a_small_compilation_of_the_latest_work/h37kpid/?utm_source=reddit&utm_medium=web2x&context=3
I backed Fighters of the Pacific, then backed out again once they simplified their rules (it was already at the very low end of what I think would be appealing to me), but then jumped back in again because of all the toys that were unlocked. I'm a weak, weak man.
Quote from: The_Admiral on June 12, 2021, 06:50:28 AM
(https://cdn.discordapp.com/attachments/662183200344375316/853225244377481306/unknown.png)
You may want to extend that map a little to the south as my understanding was that most of the major RAAF/USAAF airbases where located around Townsville rather than Cairns.
Well we would if we could - ideally we would need Noumea on the map, or Nauru. We'll have to do with what we have here for technical reasons, as we're stretching the limits as it is. That's still, in terms of size, several times whatever space is available in a tactical instance exists or is being made. :-\
Remember it's a 1:1 thing in full 3D, I wish I could go all the way to Tokyo Bay but we gotta make a few choices ;)
Ideally whatever might need to come from mainland Australia that wouldn't be based from Cairns will possibly be popping up from the map border (we might go for an off map gimmick), or will simply be based from an alternate field at Cairns. Same with the Catalinas & Fortresses operated from Noumea or Koumac. Planes flying against Rabaul from Townsville will have to fly from Port Moresby, just like they used to back then (the pit stop was necessary, so they'd spend the night there). These will be needed concessions I am afraid. To all intents & purposes, real estate north of Rabaul all the way up to Kavieng are more important to the scenarios proper. :P
Hi guys
Long time no see! :peace:
We've been a bit busy, but here's a little post to play catch up. Hope the contents will be relevant enough to keep you interested :coolsmiley:
I'll leave the links to the twitter feed - this is not easy to integrate to the forum, and honestly it would really clog the post. Just click on the stuff and it will bring you there, no worries ^-^
* * * * * * * * * * * * *
The genesis of the player's office from our artist Julien from the outline to the prototype artwork. Remember your games from the 90s when you could click around on silly stuff in the museum or academy part of your favourite sim? Time (and money) will tell if we manage to turn it into 3D, but at the very least, if not, you'll get to click on classy 2D. It will be used for all in-game reference stuff (historical overview, 3D object database, player performance, OST, etc...)
I'm sure you can guess some of its most obvious functions too, but I'll let your imagination run wild!
Kuddos if you can see & identify the smaller details, like what's on the table on the left!
(https://pbs.twimg.com/media/E94LoYyVQAU_BcL?format=jpg&name=4096x4096)
We also had a little sneak peek at our in-game view system (the switch between Strategic, Tactical & 3D World mostly)
https://twitter.com/DrydockDreams/status/1416416686803013632
These are not interchangeable, all three have their own functions:
- The World View is mostly a scenic view - although objects can still be selected, it is primarily used to let you set your preferred viewing angles, see the action for yourself, travel around, between units, and much beyond if your realism settings allow it ;
- The Tactical 3D Map can be accessed at all times by pressing space bar, whether you're in the 3D world, looking at the strategic map or wandering around in the flagplot, and will return you to your previous location once closed. It is used as to give tactical orders (aka when you need to give firing orders to ship during a surface engagement, for instance). This is probably the main inteface you'll be using during combat.
- The Strategic 2D Map on the other hand gives you a general view of the battlefield and of your naval task forces & aircraft groups. Allied, enemy forces, along with unidentified contacts are also indicated. The player uses the map to give general navigation and combat orders to friendly units, mostly when they are not engaged and over larger distances & greater lengths of time. Here task forces are all pointing in the same direction for prototyping purpose - don't you worry, icons do look in the right direction otherwise.
Absolutely work in progress, ofc!
https://cdn.discordapp.com/attachments/708311508488028271/878627792709881926/Tac-Strat-World_mode_swap.mp4
https://twitter.com/DrydockDreams/status/1408794530514567172
And some tweets of less strategic value, but still somewhat enjoyable I guess
https://twitter.com/DrydockDreams/status/1428035475726495747
https://twitter.com/DrydockDreams/status/1427841633563811844
https://twitter.com/DrydockDreams/status/1425052868575330313
https://twitter.com/DrydockDreams/status/1418950411159887872
https://twitter.com/DrydockDreams/status/1421469643718283266
https://twitter.com/DrydockDreams/status/1413835455661953027
https://twitter.com/DrydockDreams/status/1410244832350535687
https://twitter.com/DrydockDreams/status/1411383968985845763
Cheers!
:D
I've always said, women and seamen don't mix.
:-[
Seriously, either this or Seapower needs to come out soon. I'm going flipping crazy here. :knuppel2:
Quote from: Toonces on August 30, 2021, 01:56:47 PM
I've always said, women and seamen don't mix.
Is the result called Seamew?
That would probably explain why all the planes named after that are disappointing lame ducks with very big expectations & very small engines :coolsmiley:
I always thought that Sailors called their ships, 'She' to remind them of who back home they were getting away from by going to sea. ^-^
Hi guys
A lot of smaller stuff on-going these days (especially in regard of ship maneuvering, formations & all) but it certainly requires a full update on its own. Still gotta find time for that though.
In the meantime, if some of you were in need of a new wallpaper with Japanese carriers on it (it's pretty specific but still, some people have weird fetishes) don't hesitate to have a look at our latest fashion show 8)
Cheers ^-^
(https://cdn.discordapp.com/attachments/708311508488028271/896425192602087464/photo1-wallpaper-ONI.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896728769195298846/photo2-wallpaper-family.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896729205348384829/photo3.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896729215557308457/photo4.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896729186125873162/photo5.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896729196951392327/photo6.png)
(https://cdn.discordapp.com/attachments/697170463272730624/896729223568441384/photo7.png)
Awesome. So I can't help but notice that there are 1944 paint schemes in there...
:D awesome indeed
Toonces will need to change his Depend adult undergarment after seeing the above.
It will be a Blast sinking these flat tops ;D
Quote from: Silent Disapproval Robot on October 10, 2021, 11:45:58 AM
Awesome. So I can't help but notice that there are 1944 paint schemes in there...
They're planning ahead...
Hehe thanks for the kind words guys ;)
More like actually the 44 skins are just our 3D artist having fun. For the family group photo it just didn't feel right to just clone the guys, so considering all the three classes there had one survivor in 1944, with its shiny I-am-no-carrier camo, he decided to oblige & allow us to dodge some boring repetition.
About the other updates, alas there's no twitter widget integration in here, so if it's ok with you I'll just post the links to our latests twitter updates & a few pics with the content sourced from there. Don't hate me too much. But there was just so much to show in regard of actual wargamey in-game integration, can't really leave a bunch of grognards hangin', can I!
Our tactical map visuals being done (that is the usual tactical map we all get in games like that). Decided to go for a special look using our 3D models as smaller figurines in order to innovate a bit, we'll see in action how it feels (so far so good). It directly zooms in & all, you've seen that in our previous updates. Here's the order system in action & the cute little miniatures along with them.
First we start were we left off last time: the selection system in our tactical environment (that was before we got to integrate the miniatures)
(video)https://twitter.com/DrydockDreams/status/1432891181042573314
The aforementioned miniatures, being made...(https://pbs.twimg.com/media/E_UxbuyVcAcfwMC.jpg)
(https://pbs.twimg.com/media/E_UxbuxVcAEXG6s.jpg)
(https://pbs.twimg.com/media/E_UxburUYAMtFaA.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1438110034039173124)
The order system being prototyped in-game
QuoteVERY early WiP look for #screenshotsaturday with our trials regarding tactical pre-planning & waypoints. You'll be able to pre-plan your moves so as to implement complex tactics. Turning can disrupt formations & decreases firing accuracy, so plan carefully!
(https://pbs.twimg.com/media/E_A1fI5VEAEg5NL.jpg)
(https://pbs.twimg.com/media/E_A1gntUUAQkkOj.jpg)
(https://pbs.twimg.com/media/E_A1oL4VIAk2f5n.jpg)
(https://pbs.twimg.com/media/E_A2quIVcAARjs6.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1436708690866814987)
(video)https://twitter.com/DrydockDreams/status/1438810801041666052
And the cute little miniatures in gameQuoteThese baby 3D ships actually look pretty neat! Miniatures are definitely a good pick for the tactical chart. They scale up/scale down nicely & keep the whole tactical situation readable at all times. Next step: cruisers & formations!
(https://pbs.twimg.com/media/E_kpIyRVkAU78lG.jpg)
(https://pbs.twimg.com/media/E_kpJxXVEAIvhe5.jpg)
(https://pbs.twimg.com/media/E_kpKt1VgAI4n-k.jpg)
(https://pbs.twimg.com/media/E_kpMV6VgAAPD-I.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1439227379172327439)
A series about formation maneuvers (or the seemingly difficult art for AI ships in game history not to bump into each other)QuoteThe next stage for AI behavior: making sure that simultaneous turns work for full divisions (here, a column - a "simple formation" as the book says). Seems like the whole affair is "drawing" to a good conclusion!
(https://pbs.twimg.com/media/E_5qyx4UUAIH_WA.jpg)
(https://pbs.twimg.com/media/E_5q0DEVQBA04Ry.jpg)
(https://pbs.twimg.com/media/E_5q1KNVcAshQ7U.jpg)
(https://pbs.twimg.com/media/E_5tMjlVgAQYtLR.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1440796799099281408)
QuoteTurning in formation (aka "change of front") is actually much harder to process for an AI than a simultaneous turn. Time to teach them the ropes!
Here, doing their best to keep the original line straight. Kinda works for now!
(https://pbs.twimg.com/media/FAdZMsyXIAIR44U.jpg)
(https://pbs.twimg.com/media/FAdZPJ1WYAIZR_F.jpg)
(https://pbs.twimg.com/media/FAdZRn4XEAUWJvt.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1443220518551887877)
And a few examples of how sensors & contacts are handled.Quote
Our 3D world might not be curved, the horizon is still there to play with your senses & sensors!
Provided with the same radar at different mast heights, the carrier is able to detect two enemy contacts while the escort can only see the closest one
(https://pbs.twimg.com/media/E-sKU2XVcActRdE.jpg)
(https://pbs.twimg.com/media/E-sKWMkVUA0escN.jpg)
(https://pbs.twimg.com/media/E-sKVG4UcAM_tGM.jpg)
(https://pbs.twimg.com/media/E-sMavPVIAUJATB.jpg)
(original tweet: https://twitter.com/DrydockDreams/status/1435254580846075906)
Etc... A surface bogey, and air bogey, unidentified air & friendly air
(https://cdn.discordapp.com/attachments/708311508488028271/873601136932847646/ship_radar.gif)
(https://cdn.discordapp.com/attachments/708311508488028271/873545779019657266/air_radar.gif)
(https://pbs.twimg.com/media/E8h6iCqUYAAHkcl.jpg)
(https://cdn.discordapp.com/attachments/708311508488028271/875087602770935858/unknown.png)
And some art too!First concept art for the flagplot...
(https://pbs.twimg.com/media/E_zxv_2UYAormR5.jpg)
(https://pbs.twimg.com/media/E_zyAPPUUAklCYp.jpg)
...our water effects in action (sea states)...
(https://cdn.discordapp.com/attachments/708311508488028271/883687892650721310/sea_state_demo.gif)
... and some more for them good old treaty hulls!
(https://cdn.discordapp.com/attachments/708311508488028271/893862511110152272/Portland_-_gif.gif)
There was some other stuff left & right, but I guess it will be good enough for today :buck2:
Hope it will keep the fire burn a little longer. We're still there and we're still moving forward. At a slow pace, but a steady one still :coolsmiley:
This game is clearly going to be totally epic. :notworthy:
My head is going :D with hypefever.
I all looks sooooo good :bd:
Incredible looking! I especially like the look of the minis.
I haven't been following this all that closely but I have to say it looks spectacular.
So what are we talking about? Christmas 2021? 2022? Best guess?
I wonder if it would be legal to marry this game? Other than in Arkansas I mean. I wouldn't even mind paying this game alimony. :D
Quote from: Jarhead0331 on October 11, 2021, 09:54:33 AM
This game is clearly going to be totally epic. :notworthy:
So true.
Wow, you guys are like a bunch of adolescents salivating over a supermodel! For the game to last we`ll have to see what's inside.
Quote from: bobarossa on October 12, 2021, 10:44:36 AM
Wow, you guys are like a bunch of adolescents salivating over a supermodel! For the game to last we`ll have to see what's inside.
Thanks for posting this...I was thinking along the same lines but didn't post it. I thought of movie trailers. I've seen some outstanding trailers but when released in theaters the movie was pretty bad. Not saying it about this game, I'm on board hoping it will be awesome but let's wait and see some actual game play.
BUT IT'S SO SHINY
WHAT!? Someone here injecting common sense into my Obsessive/Compulsive addiction? :o Thanks, I needed that! :wow:
Quote from: Sir Slash on October 12, 2021, 11:55:09 AM
WHAT!? Someone here injecting common sense into my Obsessive/Compulsive addiction? :o Thanks, I needed that! :wow:
It's part of my job description to be a wet blanket.
Well it occurred to me as I clicked on the latest dev post that this thread is exactly two years old.
So, while I'm quite excited, I'm not quite walking around with moist loins anymore.
I did like those shots of all the carriers on one page. It really gives one a sense of the differences in sizes and design.
The drying of formerly moist loins is the saddest type of drying.
Quote from: bobarossa on October 12, 2021, 10:44:36 AM
Wow, you guys are like a bunch of adolescents salivating over a supermodel! For the game to last we`ll have to see what's inside.
Not me. Slobbering on exteriors has always been my policy.
Well well, allow me to intrude here and add a bit to the conversation, hopefully in a constructive way. :knuppel2:
QuoteWell it occurred to me as I clicked on the latest dev post that this thread is exactly two years old.
As Toonces points out in his own way, good things take time. I am rather happy to say that not a single month since that day we announced the mere existence of this game went undocumented - aka, we never disappeared from the face of the Earth. You a free to check us out on Twitter and Facebook - I might have missed altogether 2 screenshot Saturdays over the course of 24 months, and these were most probably Christmas-related. We went for an open-development model and we accept the risks of it - on the other hand you'd be hard pressed to find a comparable venture in the field today. Some do it better than we do for sure (I am thinking of GHPC in particular). Some others like our friends at Sea Power just don't have time for that (each and every member in the team being a creative). Too many of other comparable teams, unfortunately, just explode in flight way before they reach the end of their journey. We pray everyday that nothing too serious happens to the members of our small family, which have all gone through their own personal ordeal, but the game has always remained there in development, alive and kicking.
We move forward, at the snail-like pace of a single-dev team, but we do - and the pics I posted above were to prove that we're past mere good looks. The selection & maneuver thing, which you can see in action in the video, are there. Might not seem like much, but these are solving decades-old problems - even more problematic ones in the age of in-game physics. To date, Task Force 1942, Fighting Steel & Ultimate Admiral Dreadnought were the only notable games in my book to allow for actual division-based maneuvers, and in the case of the two latter to display actual turn trajectory. But even then, they wouldn't allow you to pre-plan your moves in a fashion comparable to ours - something of relatively little need as command in these games is of the classic, omniscient type. On our end, we need to make sure that you can provide all the orders you need before losing contact with your units due to distance or LoS, it brought in new problems that we went on solving. :pullhair:
Besides, none of these games elected to go with a mechanic for an actual change of front - which is, during a turn, making sure that the resulting formation will be a mirror of the original one. I can tell you, after hours debugging the thing, it is easy to understand why, especially as it matters so little during tactical fights as most combat formations are made of a columns. Still, the last thing we want is ring formations to become a cluster**** of ships crashing into each other each and every time a carrier has to turn into the wind for air ops. There's a reason absolutely zero simulation-oriented naval combat game since the 90s has allowed you to launch carrier planes in a realistic tactical setting, especially one that would require pre-launch/recovery fleet maneuvers - it's just too much bother for the hassle, it seems. We got there eventually, but it wasn't without a few buckets of sweat. We end up with a strong tactical navigation component which will certainly set us apart in term of design, but it took the better half of a couple months to get there. :peace:
Altogether, not asking for a blank check from the community. Nobody is ever in any obligation to get hyped. I don't get hyped easily myself, so I can understand those who don't, and I can only praise further those who do. What is true too is that we will never get to the point of trying to sell you something that you wouldn't see in action first, most probably in the hands of capable people like Wolfpack, MagZ and many others who already offered to cover our stuff the day it's made available to them. By then you won't have spent a dime on us yet and you'll be able to see for yourself if we're offering the dope you were waiting for. At worst, you're in for a disappointment. At best, for a reward for all the time you waited, while expressing hopeful thoughts along the way :smitten:
In the meantime, although I do acknowledge that Sir Slash probably doesn't really plan to wed our girl (not that he wouldn't be a good gentleman and make a respectable in-law) or that rocketman's body temperature probably didn't noticeably rise above normal levels when peeking at Portland swapping outfits, know that every single of these enthusiastically-worded act of kindness do mean the world to us and fuel us into keeping the whole machine go forward, day after day. I have nothing against skepticism, but the same way I won't try to convert you, just so you know, before you try to spread it further the other way around, it does help with the motivation, the mood and the hopes of the team, more than everything else. Won't be asking for your money anytime soon, but in the meantime your dopamine will be our serotonin and we can't get enough of these, so keep them coming if you can ;)
Just my 2 cents, so as to try to convey what it means to us at the end of the day :coolsmiley:
Cheers!
Damn Admiral, you've deduced my plan to marry into the family and reap the benefits of your efforts. I guess I've underestimated you. ^-^ Won't happen again. No game will ever be perfect nor should we expect one to be. But we can hope. And I don't see a reason not to at present so, carry on and get it done right. O0
Just to be clear, I consider the images of plotting movement to be the "insides" I was talking about. Very exciting to see them.
Quote from: The_Admiral on October 12, 2021, 08:47:51 PM
Well well, allow me to intrude here and add a bit to the conversation, hopefully in a constructive way. :knuppel2:
QuoteWell it occurred to me as I clicked on the latest dev post that this thread is exactly two years old.
As Toonces points out in his own way, good things take time. I am rather happy to say that not a single month since that day we announced the mere existence of this game went undocumented - aka, we never disappeared from the face of the Earth. ....
Clearly this is a labor of love for you guys. Take all the time you need to make a great simulation. The gaming audience will always support a realistic simulation.
You noted ships crashing into each other... If you can manage to realistically work it in, both the Allies and Japanese had issues with collisions (the Japanese worse than the Americans), sometimes affecting the course of battle (Mogami and Mikuma at Midway for example). In "Japanese Destroyer Captain" Hara mentions the tension over maneuvering at night in formation because of the risk of collision. So somehow keeping the chance of collision in the game would be a nice touch.
Indeed, take the time needed to make it just right. It already looks far above expectations, so if the simulation is close to spot on it will be an achievement to marvel about. I can wait :dreamer:
A little video that is showcasing something else entirely - our prototyping for our animated briefings, which will illustrate the more traditional full text orders/intel/OOB (which you shall access too, of course).
I'll just quote my original presentation and add a little comment
QuoteAlthough there's nothing special on the technical side of things, we tried to innovate in regard of how the information is constructed & delivered. We went through actual archives & well-known books so as to try to provide the player with a realistic level of intel contents🗺️📚📰
Doing so, we also tried to provide as much context as possible so that you don't need to be an actual WW2 PTO buff to understand the stakes. One of our inspirations were the briefings you had in Silent Hunter 4, others might see DNA from Silent Service 2 too!❤️
Arguably though, so as to provide anything useful, the player still gets to know more than his/her historical counterpart... In this case Admiral Fletcher went to war with a limited amount of info. Actually few days before the battle, he knew more about the enemy than he did about the forces available to SWPA!😅
Tulagi & Rabaul's pronunciation are still on the grill, as we wonder if it's best to have an American voice actor pronounce it as they look at first by his standards, or try to go for the actual genuine pronunciation instead - at the risk of not sounding too authentic considering the setting. We'll decide eventually. Until then, our apologies to anybody who might object to this. Besides, we are aware of other discrepancies or possible objections (Vanuatu being known as New Hebrides in English sources in 1942, or the US flag here showing bases where US forces are present instead of national "ownership" flags) and we will address that in the final product.
Old hands might see that we're trying to give the players some clues as to what to do or expect based of what happened historically - more of a more obvious venue of approach considering it is what took place (aka for instance detaching TF-44 from the main force) or some events the battle is remarkable for (that same TF-44 being bombed by AAF bombers which mistook it for Japanese ships). It's a difficult exercise to keep newcomers and veterans entertained & comfortable with the same content, I hope we'll get there eventually.
Hi there gents,
(https://uploads.mudspike.com/optimized/3X/c/3/c357ab403989eea2f1470d7dec457e7b987a5f3f_2_690x388.jpeg)
Sorry for the hiccup, long time no see - had an issue with the boards, and it felt unsolvable despite our own JH's holy intervention, but it so happened that I also needed on my end to flush out all cookies & other stuff so as to enable my access again. Did it on one of the computer and swapped to another country, seems to be doing the trick ^^
So, what have we been doing?
(https://cdn.discordapp.com/attachments/697170463272730624/935183214715236382/logo_GIF.gif)
We had a little interview with Tim Stone (see letter M) which covers some of the latest developments
https://tallyhocorner.com/2021/12/a2z-12/
It does contain some eye candy I'll allow myself to repost just below
(https://uploads.mudspike.com/original/3X/3/6/36e03c83a0c4f25eff4c2a0dad185f9b8c0b6213.gif)
(https://uploads.mudspike.com/original/3X/8/3/83912a9cafc3ee3748e90d39734b6da900e3a2c0.gif)
Larger part of the late Fall was dedicated to AI work in order to solve a long-lasting issue with the naval simulations, that is friendly (or enemy) AI not being able to foresee trajectories when maneuvering, to the point of looking a bit ridiculous. The ancestors shouldn't be blamed, it really is hard to find a satisfying answer to the problem. Hopefully after some new thinking and a lot of sweat, our Dev JB seems to have overcome the larger difficulty. We've been making some stress tests all around to check for weaknesses, but so far so good. The ships depicted in the media below are all asked to swap stations within the Task Force on opposite sides of it - the kind of things you don't do, except for science. Fortunately, worked well-enough so far.
(https://cdn.discordapp.com/attachments/697170463272730624/935173359401066506/cropped_crossing.gif)
(https://cdn.discordapp.com/attachments/697170463272730624/935173360445440010/bazar_quick.gif)
And here, you have a destroyer being overtaken by a carrier - again, not the sort of things that happens everyday, but when operating in close quarters (for instance as a plane guard) you gotta make sure that these situations will not break the whole system. So far so good.
(https://cdn.discordapp.com/attachments/697170463272730624/935173361384960110/overtake_carrier.gif)
Ah yeah, right, the other big news is the formation editor, which we use during the game, and when making scenarios too. It is one of four planned modes for the fleet board / maneuvering board you see on the right of the main command console. It was not easy there again, because as always human brains for these are much better than the AI or any sort of automated system, but I think the final result will allow you to reasonably make most of the formations you'd expect for the era.
(https://pbs.twimg.com/media/FGUu02zUUAEvo7i.jpg)
(https://pbs.twimg.com/media/FGUu2xUUUAIryDb.jpg)
(https://pbs.twimg.com/media/FGUu5bCVgAEUptk.jpg)
(https://pbs.twimg.com/media/FGUu8_kVUAM28dP.jpg)
We also went into GUI territory outside of the gameplay proper - here's our prototype for the single scenario menu (although our single scenarios can last a week, as you can see - so I start to wonder if I shouldn't be selling that under another name so that nobody bothers me with campaigns this or campaigns that for the time being... anyway ^^). Good news is that work progressing along the very same lines, it will look 1:1 in-game if we don't encounter any technical issue during production.
(https://pbs.twimg.com/media/FJtJnR7aAAAtMfg.jpg)
And some Pearl Harbor art to finish? Enterprise leaving port, December 9th, after her quick pit stop while Pearl Harbor is still burning in the background - by our artist Julien.
(https://pbs.twimg.com/media/FGLaEpUUUAQsLC8.jpg)
Hope you enjoyed the ride, Gentlemen. Cheers!
(PS: some new clouds too, more on these in a few weeks I guess ^^)
(https://pbs.twimg.com/media/FFZ2sm_akAIAPRr.jpg)
Can't wait.
Looks utterly amazing.
Can't wait to see this. :)
:clap:
Some amazing footage floating around...
https://youtu.be/JPzDsUCpy-k (https://youtu.be/JPzDsUCpy-k)
Best regards
Thomm
Why no updates for some time?
I'm just glad to be caught up on the prior posts -- gosh, I was most of a year out of date!
Quote from: planetbrain on April 17, 2022, 05:15:41 PM
Why no updates for some time?
The screenshots look phenomenal but my concern with this project has always been about the scale of the ambition and the capacity of a small team to deliver that vision. I hope I am proved very wrong but until we see any actual gameplay showing capable AI consider me sceptical.
Their Facebook page is very active.
The most recent updates covered an example of an in-game knowledge base video, situational awareness AI for pilots, the GUI screen for fighter direction, and a bit on how the game implements sailing into the wind for carrier launches.
The Admiral, at times, has had trouble accessing the website. For some reason his VPN sometimes puts him on an ip that is associated with banned spammer accounts. It's an intermittent problem that seems to come and go.
I've reached out to him to check in. Clearly, though, the game remains in very active development. Lots of updates on Facebook too.
Quote from: Silent Disapproval Robot on April 18, 2022, 06:42:14 PM
Their Facebook page is very active.
The most recent updates covered an example of an in-game knowledge base video, situational awareness AI for pilots, the GUI screen for fighter direction, and a bit on how the game implements sailing into the wind for carrier launches.
Exactly. I've also been following them on Facebook where the developers are very active.
Good to hear.
As someone who equates Facebook with the Pits of Hell I cant follow its development on that monstrosity but there are some fine, more tolerant fellows on here who will no doubt help with any breaking news ;)
I too am inclined to not go to Facebook but I am glad to see that TFA ver1 still progresses.
https://steamcommunity.com/games/1281220/announcements/detail/3206008758348208424 (https://steamcommunity.com/games/1281220/announcements/detail/3206008758348208424)
oopsie, double post, sorry!
Thanks for keeping the flame burning, SDR!
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/6b3012f20736c1576ed7cb610b1f8c8fd76b1591.jpg)
Yes, as your resident leatherneck overlord said, got a few issues accessing the forums. But truth be told, I have held a bit on the dissemination side of things as of late as I focused on social media platforms. As I explain in our last update posted above - allow me to post it again: https://steamcommunity.com/games/1281220/announcements/detail/3206008758348208424 - as of late I try to make the most of the available time so as not to overburden myself and the team and focus on the game proper whenever we could. If we had to make a choice in that regard, the game would come first - and whenever we wouldn't be on the game proper, we'd be attending our IRL matters. Still, I think we have stockpiled enough contents to allow us to make monthly updates all the way to the - you know what - moment whenever that one shall come, so here we are :)
QuoteAs someone who equates Facebook with the Pits of Hell I cant follow its development on that monstrosity
Well, I am not too much of a fan of how it works to begin with myself, but it is what it is - a sizable part of the community is out there (in the thousands to the very least) and it has the perk of allowing low-technical effort high-exposure reward posts (the magic of social media vs, for instance, Steam's more lengthy process). But as a compensation, there's still Youtube - we started to use their community platforms posting our weekly bits over there too, and I suppose it is as good an alternative to Twitter & Facebook as it gets:
https://www.youtube.com/c/DrydockDreamsGames/community
Cheers & thank you all for your support :smitten:
Take good care of yourselves and all your loved ones.
Hello all!
I am going to keep it short because I am only seeing the forum through a degraded mode (still have some issues with the IP address I am afraid ^^) but here's our latest Monthly update, which is focusing this time on fighter air combat and everything that makes it happen: the AI, the physics, the flight models, the historical research, etc...
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/0dbd5f09cd1f9938f127c784c6872bf65e834745_400x225.png)
There you go, enjoy the read (hopefully!)
https://store.steampowered.com/news/app/1281220/view/3335491052029662093
Cheers & take care, all of you
O0
:dreamer:
Thanks chaps
Ive been told I should post the videos too so as to encourage people to actually click on the links, so here they are :coolsmiley:
A little update about what's been brewing over the past few weeks.
We've been working on the GUI - in the larger sense, that is, both the environment of the GUI and its actual avatars, be them the fleet information screens or the integration/modding tools, for instance. Here are a few screens which might or might not find their way into the next update - so better put them somewhere in any case 8)
(https://pbs.twimg.com/media/FViXJkMVUAESDzq.png)
(here for the big version: https://pbs.twimg.com/media/FViXJkMVUAESDzq?format=jpg&name=large)
(https://pbs.twimg.com/media/FViXMD4UUAADZ1g.png)
(here for the big version: https://pbs.twimg.com/media/FViXMD4UUAADZ1g?format=jpg&name=large)
(https://pbs.twimg.com/media/FU_Mv9eVEAAYffp.png)
(here for the big version: https://pbs.twimg.com/media/FU_Mv9eVEAAYffp?format=jpg&name=large)
(https://pbs.twimg.com/media/FU06rIEUEAsuTaH?format=jpg&name=medium)
(https://pbs.twimg.com/media/FU06o3NUAAAY9Ul?format=jpg&name=medium)
(https://pbs.twimg.com/media/FViXONNUEAAR8Qj?format=jpg&name=medium)
Pretty incredible details!
Makes me want to walk around the ship and talk to the crew.
Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet?
Is it ready yet?
Quote from: Silent Disapproval Robot on June 18, 2022, 09:06:50 PM
Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet? Is it ready yet?
Is it ready yet? NO!! :'(
;D
(https://media4.giphy.com/media/3oEjI80DSa1grNPTDq/giphy.gif?cid=790b7611662e17b91a8d4992a5396bfa503309df9739afa2&rid=giphy.gif&ct=g)
^Silent, but not a robot :dreamer:
hhhmmm, maybe an android? :-\
Haha doesn't have the same ring to it
(https://media2.giphy.com/media/Ab2tLKySwKI48/giphy.gif?cid=ecf05e47pp7y908cfn7xnxjg0lkhd14zf6tdivnoypn7tgdv&rid=giphy.gif&ct=g)
I know those snapshots in b/w weren't supposed to look noirish, but...! :smitten:
Well I did call it TFA Noire & made a joke about Humphrey Bogart...
Although despite his service & his contribution to the naval genre, most will remember him as a Navy character for that one with ice cream & frozen strawberries, which might seem unfair - but hey, you enter the hall of fame by whichever door they open to you, I suppose ^^
(https://dv2oc5tyj18yr.cloudfront.net/reel13/files/2019/10/ViewerGuide_TheCaineMutiny.png)
Ok. There's a steam update incoming, but I don't feel like making you wait too long for the meat proper (nah, I meant the meat of the update Gus, not yours) so, there you go. A longer showcase that starts to look like a game, for a change :)
Cheers!
Nice.
There is no wait for mine, fyi.
Wow! To say this looks fantastic would be an understatement. Do you plan on adding zombies? :idiot2:
My first favorite part of the video was the text that faded in at 1:45 https://youtu.be/Es4J8cIRiSE?t=105 (https://youtu.be/Es4J8cIRiSE?t=105) describing the player's role in the game.
"As the Flag Officer, you are basically a passenger aboard USS Yorktown. You manage all the ships, aircraft, and men placed under your command."
My second favorite part was the old Microprose styled physical big box graphic that faded in at 10:26 https://youtu.be/Es4J8cIRiSE?t=626 (https://youtu.be/Es4J8cIRiSE?t=626) because of nostalgia for their old games like 1942: The Pacific Air War and Task Force 1942 which were more of aircraft and ship simulators with a bit of added tactical and operational decision making.
Between those two points in the video there's a lot of evidence Drydock Dreams Games are adding in details that I used to imagine in my minds eye when playing those old Microprose games and wishing they were more focused on the command perspective rather than the sim point of view.
Quote from: Lowenstaat on June 30, 2022, 03:55:04 PM
My second favorite part was the old Microprose styled physical big box graphic that faded in at 10:26 https://youtu.be/Es4J8cIRiSE?t=626 (https://youtu.be/Es4J8cIRiSE?t=626) because of nostalgia for their old games like 1942: The Pacific Air War and Task Force 1942 which were more of aircraft and ship simulators with a bit of added tactical and operational decision making.
Between those two points in the video there's a lot of evidence Drydock Dreams Games are adding in details that I used to imagine in my minds eye when playing those old Microprose games and wishing they were more focused on the command perspective rather than the sim point of view.
That I can relate with for sure - that game would not exist if it hadn't been for these two :)
And the box thing will be addressed all in due time, hopefully rather sooner than later by now!
Thank you all for your kind words, for your support - and your valiant patience too of course ^^
There'll be a physical edition?!
This game looks absolutely amazing, but my guess is it's going to be out of my league. I sense that it's going to have a very high learning curve and at my age and lack of attention span, I doubt this would a good purchase for me. Stunning game though.
Quote from: Gusington on July 01, 2022, 08:54:46 PM
There'll be a physical edition?!
Well, the end screen here as in the last video were specifically & sneakingly designed so as to elicit this sort of response among those who might still have a thing for them big box ^-^
Personally, considering the amount of art we have already produced, our commitment to a fat manual design around classic MPS early 90s lines and the relative easiness of making cool goodies in this day and age, I'd say not having a physical edition would be quite a waste. Especially as a part of a kickstarter campaign that would have its own merit in terms of communication, which would be a sound move at some point when the gameplay loop is more complete.
Quotemy guess is it's going to be out of my league.
But is it really though? I mean, is that the impression you get from that slice of gameplay? I am interested in hearing more from this.
To put the things simply, accessibility game design-wise was made along the lines of a game like Task Force 1942 - it is my reference in terms of complexity considering I learned playing it when I was 9, couldn't speak English, and enjoyed yet the support of a good manual in my own tongue.
In that regard I shape the intuitiveness of our design on that reference, while I do believe it is also somewhat easier to comprehend than a game like Carrier at Wars, all things considered, thanks to the lesser amount of elements that needs to be abstracted thanks to the 3D world, simulation-based paradigm we're going for. I'd say the level of complexity we are on track to deliver remains relatively mundane compared to what a mind has to process nowadays to play Hearts of Iron (let alone Victoria) efficiently. Doesn't require the speed you'd need for an actual RTS either - and everything is pausable, and active during the pause, so breath is not really an issue :P
So if you find anything overwhelming or way too complicated don't hesitate to tell us - not sure we can solve that, but it's always good to know for the future O0
Sweetness. I would definitely purchase a physical edition with phat manual :D
Quote from: acctingman on July 02, 2022, 08:43:36 PM
This game looks absolutely amazing, but my guess is it's going to be out of my league. I sense that it's going to have a very high learning curve and at my age and lack of attention span, I doubt this would a good purchase for me. Stunning game though.
peeve of mine -- a high learning that is a curve means one with a high slope. That is the learn rate is high.
A low slope learning curve means it is hard to pick up.
Example:
/
/
/ high learning curve (more learned ======/ low learning curve (less learned per unit time)
^ / per unit time) =======/
| / =====/
amount learned time ->
(apologies for the ASCII art attempt at a graph)
Quote from: The_Admiral on June 30, 2022, 01:32:02 PM
Ok. There's a steam update incoming, but I don't feel like making you wait too long for the meat proper (nah, I meant the meat of the update Gus, not yours) so, there you go. A longer showcase that starts to look like a game, for a change :)
Cheers!
Do you intend to have crew on the Aircraft Carrier or other ships moving around the deck.
I was kind of thinking of the supercarrier in DCS putting crew in that controlled the deck and made it kinda like top gun or tora tora tora... i.e. alive.
I remember SES Jutland also had crew manning the guns etc. World of Warships I think had some and defo War Thunder. I know they are not the same games or even genres. But hey... points of difference. Especially if their is not that much player interaction to begin with. Should be easier. Gotta feeel the moral and spirit of the troops if you know what I mean. Maybe they could shout and cheer when moral is good.
Quote from: Gusington on July 03, 2022, 03:13:32 PM
Sweetness. I would definitely purchase a physical edition with phat manual :D
Thank you my kind Sir.
Now that's one customer in the bag I guess, just gotta write that darn manual. And make that darn game ^^
Quote from: Destraex on July 09, 2022, 08:06:14 PM
Quote from: The_Admiral on June 30, 2022, 01:32:02 PM
Ok. There's a steam update incoming, but I don't feel like making you wait too long for the meat proper (nah, I meant the meat of the update Gus, not yours) so, there you go. A longer showcase that starts to look like a game, for a change :)
Cheers!
Do you intend to have crew on the Aircraft Carrier or other ships moving around the deck.
I was kind of thinking of the supercarrier in DCS putting crew in that controlled the deck and made it kinda like top gun or tora tora tora... i.e. alive.
I remember SES Jutland also had crew manning the guns etc. World of Warships I think had some and defo War Thunder. I know they are not the same games or even genres. But hey... points of difference. Especially if their is not that much player interaction to begin with. Should be easier. Gotta feeel the moral and spirit of the troops if you know what I mean. Maybe they could shout and cheer when moral is good.
I hear you Des! But I don't quite get why everybody left & right seem to think that adding small guys moving around has to be an easy thing. There's a good reason why people don't even make Wargames in 3D, the same goes for the small people - they take time to model & animate, that's energy that can be mobilized in a larger team that has an in-house animator, but because a hamper in a team like ours with a single dev. If it ever comes, it will come when the game is ready, not before that. I mean, just look at how long it takes ED to come up with a supercarrier and you'll have your answer in regard of absolute workload ^^
Coming up with something akin Battlestations, but with more... Logical paths for the crew (that is stuff that makes sense when they move around the deck) is our goal ultimately, but it's a discussion for another time (as a kickstarter goal for the physical edition for instance, that fits the bill)
I get it, don't worry. It's hard to do ship crew. A few pixels high and trying to make them as high fidelity as the much higher polygon count aircraft they are beside etc. Most games use sprites to do crew. Remember Age of Saile 2 Privateers Bounty? Believe it or not one of the main reasons I liked that game was looking at the little guys running around on the deck. Same with Ultimate Admiral Age of sail and further back, ancient art of war at sea. Same with the game Naval Action.
I imagine carriers with full crews on the deck and BBs with thousands of little guys manning the AA guns. You just don't see that, you always see lifeless empty decks in most games. Probably because it's hard to do well and not many dev crews can do it. But I really think it's worth it to see that human element. That famous photo of the listing carrier with hundreds of men on deck also comes to mind. We won't see that or DDs picking up survivors to transfer to another carrier as a gameplay element?
I mean because of the way this game works most animations are canned and need little interaction by the player that a first person sim like DCS would need?
You could kinda stylise crew like AOE IV building animations?
See the gold outlines of people. They move around in a kind of time lapse animation while the building is built.
(https://gamertweak.com/wp-content/uploads/2021/11/rotate-buildings-in-aoe-4.jpg)
I mean most of peoples time will be spent looking at the carrier right?
Quote from: Destraex on July 09, 2022, 10:52:57 PM
I get it, don't worry. It's hard to do ship crew. A few pixels high and trying to make them as high fidelity as the much higher polygon count aircraft they are beside etc. Most games use sprites to do crew. Remember Age of Saile 2 Privateers Bounty? Believe it or not one of the main reasons I liked that game was looking at the little guys running around on the deck. Same with Ultimate Admiral Age of sail and further back, ancient art of war at sea. Same with the game Naval Action.
Haha, reading from that I think I haven't made my point clear about how hard it is - not for matters of pure craftship, but in regard of pouring the amount of resources they call for for the little amount of gameplay they bring (that is, none, as you said it youself).
Making crewmen for a few hundred polygons isn't the hard part. They will obviously be nowhere close to the level of fidelity of the ships & aircraft - but it's fine, even the level of detail of those you see in Carrier Deck would be enough I'd say. I have some of them ready already after some tests - that is, in a static role around artillery pieces, mainly.
The issue is providing them with a skeleton. Then draw paths for them on each ship. Then animate the skeleton. Then create triggers for the skeletons (aka when some are needed to push or launch a plane). Then make sure that avoidance works so as never have them cross the path of aircraft being moved around, even though they would phase through them - but contribute to kill immersion while doing so.
As for the little function they bring to gameplay, this can be achieved easily enough with limited objects (small guys in rafts, like Silent Hunter does it, and like we have shown already with the dinghy for air rescue) so it's independent from the atmospheric kind of "little guys". I know they all look like "little guys" but from a game design perspective they are different objects, which will answer to different laws in the world (some being here for the looks, the others as graphical trigger of a gameplay function)
That's why my 3D artist ain't working further on crewmen as long as there's still an aircraft or a ship to model, and that mustering the skill & funding resources necessary to animating them won't happen before there's a single gameplay-related function or secondary yet hardly time & funding consuming cosmetic left to implement before them. They are high on the list of extra cosmetics, but it is still far off in terms of work pipeline. I am happy for all these other games which got them right, but we ain't Relic, ED or even Game-labs.
Quote from: The_Admiral on July 10, 2022, 01:21:29 AM
Quote from: Destraex on July 09, 2022, 10:52:57 PM
I get it, don't worry. It's hard to do ship crew. A few pixels high and trying to make them as high fidelity as the much higher polygon count aircraft they are beside etc. Most games use sprites to do crew. Remember Age of Saile 2 Privateers Bounty? Believe it or not one of the main reasons I liked that game was looking at the little guys running around on the deck. Same with Ultimate Admiral Age of sail and further back, ancient art of war at sea. Same with the game Naval Action.
Haha, reading from that I think I haven't made my point clear about how hard it is - not for matters of pure craftship, but in regard of pouring the amount of resources they call for for the little amount of gameplay they bring (that is, none, as you said it youself).
Making crewmen for a few hundred polygons isn't the hard part. They will obviously be nowhere close to the level of fidelity of the ships & aircraft - but it's fine, even the level of detail of those you see in Carrier Deck would be enough I'd say. I have some of them ready already after some tests - that is, in a static role around artillery pieces, mainly.
The issue is providing them with a skeleton. Then draw paths for them on each ship. Then animate the skeleton. Then create triggers for the skeletons (aka when some are needed to push or launch a plane). Then make sure that avoidance works so as never have them cross the path of aircraft being moved around, even though they would phase through them - but contribute to kill immersion while doing so.
As for the little function they bring to gameplay, this can be achieved easily enough with limited objects (small guys in rafts, like Silent Hunter does it, and like we have shown already with the dinghy for air rescue) so it's independent from the atmospheric kind of "little guys". I know they all look like "little guys" but from a game design perspective they are different objects, which will answer to different laws in the world (some being here for the looks, the others as graphical trigger of a gameplay function)
That's why my 3D artist ain't working further on crewmen as long as there's still an aircraft or a ship to model, and that mustering the skill & funding resources necessary to animating them won't happen before there's a single gameplay-related function or secondary yet hardly time & funding consuming cosmetic left to implement before them. They are high on the list of extra cosmetics, but it is still far off in terms of work pipeline. I am happy for all these other games which got them right, but we ain't Relic, ED or even Game-labs.
Thanks for the explanation. But I did get you the first time. I am though just that keen to see my little pilots rush out and board their aircraft. Or run for cover etc.
I just waaaaant it. Because even though you do not think it adds to gameplay in a mechanical way. I don't think you can underestimate the value of character and personal touches. I think it's what a lot of companies get wrong. Obviously you have to get the bread and butter ship models out first.
I really hope though that you get to it at some point. What is the pay off for playing this game? Sinking enemy ships? I can do that in Battleship by putting tokens in a hole on a plastic wall. Location C3 please. Remove that featureless plastic carrier. Ok ok. Now I am being facetious. After all, nobody is going to zoom in and look at the ship models in detail during operations.
You had me though when you said "my 3D artist" and I realised their is only one of them!
P.S. Please read the above with a more postive and excited for the game voice. Not a harsh critic kinda voice. It's not meant to denigrate what is already a really nice looking game. It's just me wanting to see things I have not seen in a game before. ww2 carrier strategy game with a fully functional centre of the game... the carrier and its operations. I guess I need to go watch tora tora tora or the latest midway again to get that fix :)
No worries Des, no offense taken of course. Great to have you aboard. I just hope we won't let you down, considering your high hopes :coolsmiley:
In other news: the trailer from a few weeks ago was remastered with a new voice over & some extra trivia + some sweet additional gameplay at the end. Cheers! :P
Hi there gentlemen O:-)
Another video for your entertainment. It's long, but we added some cute pictures, it helps in regard of enduring my babbling :smitten:
Quote from: The_Admiral on July 13, 2022, 01:07:02 PM
No worries Des, no offense taken of course. Great to have you aboard. I just hope we won't let you down, considering your high hopes :coolsmiley:
In other news: the trailer from a few weeks ago was remastered with a new voice over & some extra trivia + some sweet additional gameplay at the end. Cheers! :P
A lot of work has been put into this and it shows. Looking forward to it.
Wow, that is very impressive. I like the voice acting, too. He seems like a credible "voice from 1942" without being over-the-top.
This game looks amazing! Going to be day one purchase for me.
Apoll
Thank you all chaps, always great to read these nice comments, days will get colder but the warmth of the fans will still be there :coolsmiley:
The monthly update has arrived, a bit late perhaps to fully qualify as an August item - but it's there. And to be honest, it's still last month in Midway, Ive just double-checked, so it's all fine ;)
Click on that big pic to reach it.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/621e37b6ae8794c30479cc20141d70ade0070918.jpg) (https://steamcommunity.com/games/1281220/announcements/detail/3332122306741823239)
Hope we'll provide you with a good read for your morning coffee or commute! At any rate, take good care & stay safe.
Quote from: The_Admiral on September 01, 2022, 05:36:02 AM
Thank you all chaps, always great to read these nice comments, days will get colder but the warmth of the fans will still be there :coolsmiley:
The monthly update has arrived, a bit late perhaps to fully qualify as an August item - but it's there. And to be honest, it's still last month in Midway, Ive just double-checked, so it's all fine ;)
Click on that big pic to reach it.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/621e37b6ae8794c30479cc20141d70ade0070918.jpg) (https://steamcommunity.com/games/1281220/announcements/detail/3332122306741823239)
Hope we'll provide you with a good read for your morning coffee or commute! At any rate, take good care & stay safe.
Very informative update as always. The skeuomorphic approach, while sounding like the ideal way to go, doesn't always work out in practice. Something this complex needs to expand beyond that point. I think the strategic map prototype counters are heading in the right direction.
By the way, what does this statement mean? Hopefully, we'll see each other again for great news by the end of the Fall. :dreamer:
I recently started taking a multi-vitamin so I'll be alive long enough to play this game! :smitten:
Good advice. Looking epic Admiral. O0
Quote from: MC on September 01, 2022, 07:58:42 AM
Very informative update as always. The skeuomorphic approach, while sounding like the ideal way to go, doesn't always work out in practice. Something this complex needs to expand beyond that point. I think the strategic map prototype counters are heading in the right direction.
By the way, what does this statement mean? Hopefully, we'll see each other again for great news by the end of the Fall. :dreamer:
Thank you MC!
Yeah indeed, issue being in this case that there is no real stuff to support the idea that people back in the day would use anything fancy for this job. Literally we have pics of staff using pins with a piece of white cotton or paper. Perhaps a colored head? Or even black beans or something like that, as you can see on the maneuver board in the last gameplay video I wouldn't be able to say. Point is, they kept it at such a simple level, helped by the fact that they were assisted by a staff readily available to tell them everything about each pin, that it would be impossible to satiate the expectations of a modern player using means of the day, especially the kind that expects stuff on the screen to actually be useful, data-wise, and convey some sort of info. Some have advised NTDS symbology, but besides the fact that it looks a bit too modern, it is also wholly inadequate unfortunately to stand for Task Forces by illustrating their mission, as they are only functional as tactical symbols. Even then, I tried modern symbology, and it's just not in phase with the era.
We end up using good old recipes - actually WitP does that, with a different silhouette for each mission. The difference is that it was much more visible fifteen years ago when we played WitP on a 1024x768 monitor than it is now on a widescreen, so we had to find another way to make it more obvious without being too flashy. The current method allows us to display icons in 128x128 & 64x64, so the player will actually be allowed to pick between two sets (the 128x128 one being especially useful on very big, widescreen configs). I also plan on providing another choice with a set of icon that puts the name of the TF type where the silhouette currently stands, but it ain't really a priority right now.
These little things take time now because we're preparing for the future - everything done right now won't need to be invented later, and these things better be called now rather than in a few months from now.
As for what happens in a few months from now... I have plans but it all depends on our progress. Can't call it slow, but I can certainly call it frustrating ^-^
As for Toonces & Sir Slash, keep eating vitamins (staying healthy can't hurt, hehe!) but be aware that I am in as much a rush as you are. I'd like to have that game out before I retire or the world goes to crap, and seeing how fast the world is going to crap, options are few & limited - so, yeah, we're working hard on ironing the big part, and hopefully we'll all live to see how it looks like in the end, even if we end up playing it in a bunker, hehe :crazy2:
Hey there guys!
The latest monthly dev update for Task Force Admiral, all warm from the oven. We talk AI, GUI, little (blue & khaki) men, rivets: the usual intel! :knuppel2:
There you go, click on the pic:
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/65d2b219709b2cd8ab99fa8bf5652e9b989b114a.png) (https://store.steampowered.com/news/app/1281220/view/3282585172170900069)
Enjoy the cruise ya'll and have a great Friday!
Our new Task Force Admiral dev update for October is live! With a few extra pics even those following us on our social platforms haven't seen just yet - & a lot of gibberish too. But no worries, if you're into PTO carriers, you'll probably like it still! :coolsmiley:
Big thanks in advance for all the shares & likes on Steam! Rest assured that It always helps :smitten:
Cheers & enjoy
https://steamcommunity.com/games/1281220/announcements/detail/3389548200201300023
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/f663c5ce9c11b8ac2b0330c0a233b9453720e876.png) (https://steamcommunity.com/games/1281220/announcements/detail/3389548200201300023)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/0841d9ac2d213e5a916b448d23a300a0829fbb2c.jpg)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/d95009e1da7428b695a14240921e98a7c02bf713.jpg)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/7d16bbdce42f725ffeddf1e90002f22cd9e6a3d0.jpg)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689795/4cbd8f5b6c8bf65a80e756a5644f52ced8e86e5c.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/7ecad698b116428de80a51115c6d5a55df1640f7.jpg)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/632c5cb1530568bf697df6d4d32ab5216f4ce5e6.jpg)
Sweetness :D
Looks beautiful. It's going to be hard for a sim head like me to see all these beautiful planes and not fly them. Especially since I just watched this enigma YouTube about how the sim community is in a dire need of a pacific combat flight sim and no one wants to tackle it. His community organized a 100 player event in old IL2 1946 cause there's nothing out there since that covers pacific war. But either way, this game looks like a day one purchase.
I could have sworn I read something, somewhere, that the Il-2 BOX guys were working on a Pacific theater sim. Maybe I dreamed it.
TF:A is looking tasty, Admiral!
Task Force Admiral looks amazing. A game I never thought possible back in the
pre-historic days when playing something like the old "Action Stations".
Looking good Admiral. :smitten:
Quote from: Toonces on October 31, 2022, 01:07:58 PM
I could have sworn I read something, somewhere, that the Il-2 BOX guys were working on a Pacific theater sim. Maybe I dreamed it.
TF:A is looking tasty, Admiral!
A very long time ago their were iirc, but I think they shelved it due to lack of Japanese aircraft sources.
There was another Guadalcanal game being worked on several years ago that looked a bit like this, but it vanished.
Hello guys! :crazy2:
As always, the latest dope for the month is online! This way please :coolsmiley:
Enjoy the ride O0
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/44077e607e9a1a46209079fc7111c92a4fd17ef0.png) (https://store.steampowered.com/news/app/1281220/view/3634997551241374623)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/4f2dc55608f0eff5d9a20eba8737e4bdaec724e0.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/4c9016dd7287162ce29f1e17cd07b54645f30bec.png)
I knew today would be a better day.
Looking great Admiral. :bd:
I am excited to have a look at this. Thanks Admiral. :notworthy:
Quote from: The_Admiral on November 30, 2022, 01:34:09 PM
Hello guys! :crazy2:
Those dive-bombing attacks look like the ideal dive-bombing attacks: very steep and releasing very low. Are you going to simulate other factors with the dive-bombing? Such as wind direction,
less-than-perfect pilots?
Thanks guys, kind words are always appreciated :coolsmiley: :smitten:
As for the question above:
Randomizing pilot performance is not a technical issue, it will be in there - what I'd like to have though is to make sure this randomization can, to a certain extent, reflect an absence thereof. Unrandomized & pre-defined experience that is, when certain squadrons - or, if we can manage to get more granular, certain pilots - are known to be especially good at what they do, or quite the opposite. To summarize, WitP AE in 3D, pretty much.
That's on one hand, what I'd like us to have down the line. On the other hand, in the immediate future, the complete absence of anything like that out there in 3D (the direct comparison being WotS' handling of pilot skill) means that it is not super high on the priority list. We'll first focus on trying to make attacks convincing before we start to add new parameters to them. Fortunately, when covering 1942, knowing each side pretty much had their A-team in the air kinda helps streamlining all that and give us a good jumping point for further refining.
Quote from: The_Admiral on December 01, 2022, 07:20:15 AM
Thanks guys, kind words are always appreciated :coolsmiley: :smitten:
As for the question above:
Randomizing pilot performance is not a technical issue, it will be in there - what I'd like to have though is to make sure this randomization can, to a certain extent, reflect an absence thereof. Unrandomized & pre-defined experience that is, when certain squadrons - or, if we can manage to get more granular, certain pilots - are known to be especially good at what they do, or quite the opposite. To summarize, WitP AE in 3D, pretty much.
That's on one hand, what I'd like us to have down the line. On the other hand, in the immediate future, the complete absence of anything like that out there in 3D (the direct comparison being WotS' handling of pilot skill) means that it is not super high on the priority list. We'll first focus on trying to make attacks convincing before we start to add new parameters to them. Fortunately, when covering 1942, knowing each side pretty much had their A-team in the air kinda helps streamlining all that and give us a good jumping point for further refining.
Yes. I'd say those dive-bombing attacks were pretty A-team and in the first half of 1942 that is probably what people saw.
I'm impressed by the carrier tilting during the turn! Smoke and flames already look good to me.
Really impressive
Brings home how important station keeping skills are on a fleet to prevent ships colliding during an engagement. You can see that this is critical required experience for successful fleet engagements and the US built this capability through continuous deployments while Japans eroded.
Hi there Gentlemen!
Hope you had a hell of an evening :coolsmiley:
Allow me to introduce you to our latest update, along with a few snippets, available now on Steam O0
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/baae2f941fa23020bffe074a88a0800637376dc3.png) (https://store.steampowered.com/news/app/1281220/view/3636125350393350041)
And before anything else, allow me to wish you all along with all your loved ones a fantastic, healthy & happy 2023. Cheers all :peace:
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/7007355daa812159a51adda5e06d5ccab8b4924b.jpg)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689795/2e021b4eef84e2cfda16d098fb985924d0c030d3.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/b1e331f36402cc753ab230d30ca0d9925d2c2268.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/219e6f66df22838d7c855b9d408dfc5dc63b4b40.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/6306c45e2ed60549b99419861f0c86314fa8250c.png)
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37689795/b5348f99815493b541acce9b11af5353fc2383e2.png)
Looking good Admiral, you won't catch any flak from me about this latest sneak-peak. :bd:
Well done! Can't wait to see more.
Thank you guys, your kind support is always appreciated :peace:
+1 on the Kudos Admiral. I really appreciate the small details you are putting in. These always help with immersion and keep me playing.
I realize it may not be possible, and that's okay, but those snapshots make me want to walk all over those ships.... :smitten:
Thanks guys!
A little harmless video released yesterday about the matter of camera PoVs. Will refilm it with a ship that has a final skin (that's the original 3D mesh, so it's a little bit bare & clean)
Had some nice feedback about it, so let's have a go in here too! ^^
Looks fantastic ..... as always! :bd:
I seldom buy games on day 1, but this game is going to tempt that.
Loving these bite sized updates. Easily a day 1 purchase.
Quote from: The_Admiral on January 08, 2023, 10:28:56 AM
Thanks guys!
A little harmless video released yesterday about the matter of camera PoVs. Will refilm it with a ship that has a final skin (that's the original 3D mesh, so it's a little bit bare & clean)
Had some nice feedback about it, so let's have a go in here too! ^^
Looks good. Like a movie. Which is good. Really looking forward to gameplay that explains the practical role of the player and what the players duties will be, especially during tactical battles. Will we assume the role of the squadron leaders in the air or be limited to watching the movie play out? o7
Just added another small featurette today. Just uploading them as they come. Hope it's showing some progress :coolsmiley:
This time (unlike the last battle scene) these are all in-game sounds.
Quote
Looks good. Like a movie. Which is good. Really looking forward to gameplay that explains the practical role of the player and what the players duties will be, especially during tactical battles. Will we assume the role of the squadron leaders in the air or be limited to watching the movie play out? o7
We'll have a battle from the beginning to the end soon enough :) but it is mostly a wargame, so I am afraid it is also mostly about your giving orders & the movie playing out based on your script.
At the end of the development cycle though, as you can see, there's much potential left to allow you at a 20mm station or even in the sky in a Wildcat, but we'll probably get to that before we actually let you give orders to your squadron, to be honest ~
There's still WotS for those who want to play it that way - we'll focus on the layer above, and soon enough on the layer below too so that everybody will have a reason not to feel bored!
Cheers 8)
Quote from: The_Admiral on January 09, 2023, 11:02:55 AM
Just added another small featurette today. Just uploading them as they come. Hope it's showing some progress :coolsmiley:
This time (unlike the last battle scene) these are all in-game sounds.
Well done. The sound is superb. The only thing missing are planes.
Happy to know that you fancy it ^-^
Next item - implementation of our water effect with a kinda cool angle. Will do a longer video on Saturday :smitten:
(https://yt3.ggpht.com/Sgnu66H7kIV520UcTZ0EGHmzOGFxk-4vc18dD1IsXSKzE8fmU2jrr7AIcwsx-k1k17ZubWABB2IW3g=s600-nd-v1-rwa)
Here's the video version with sound.
https://twitter.com/DrydockDreams/status/1613177469972152321
Damn, that was so close, I had to get a towel to dry-off with!
And in time for your Sunday coffee, the latest entry, which aims at the player wetting his pants, just not Gus-style of moistening though I am afraid...!
Unfortunate.
Way ahead of you Admiral. My pants are always wet these days. Still, great looking scene. :ThumbsUp:
Improved, now with the right amount of whiiiiiiiz
https://twitter.com/DrydockDreams/status/1616133550755164161
and vrooom
https://twitter.com/DrydockDreams/status/1615589902925856769
Also, tweaking the in-game Fovy (Field of view y-axis) & well, it sure delivers. Put simply, play around that setting and every shot becomes a keeper. What a few degrees of different bring to the sexiness of it all is outrageous.
Like everything else, camera-wise, it is entirely toggable on the fly using / and * on your numpad so that you can take your shot in-game (and in the replay mode, when there will be a replay mode).
I thought some of you might appreciate the... Mojo value of these shots. You tell me. Don't know if it will play well, but AARs sure will look cool! :cool:
(https://cdn.discordapp.com/attachments/702910717711482891/1066348162874359858/1674302959308.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348163419615322/Screenshot_2023-01-21_20-25-30.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348163897761904/Screenshot_2023-01-21_20-36-25.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348165181218836/Screenshot_2023-01-21_20-39-01.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348165768429609/1674305717226.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348166317879326/1674305751952.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348166879912016/1674303307288.png)
(https://cdn.discordapp.com/attachments/702910717711482891/1066348164619190373/1674303127558.png)
The Val is one of my all-time favorite planes...loved flying it way back in Battlehawks 1942 on my Amiga circa 1989 :Dreamer:
Yowza! :notworthy:
Will I be able to sleep at night after playing this game? And does the price of the game include prescription coverage for Valium?
Well, there's always the booze. If your flag officer cabin doesn't have one readily available, you can still get a small bottle from the Doc. Best universal remedy there is :tongue:
Small question today gents.
https://fxtwitter.com/DrydockDreams/status/1619286776337821697
So, the Binocs thing, more of a hinder during gameplay or an immersion factor? Note that even if we have it on, it is set to disappear along with the rest of the interface when you hide them (tab is the currently assigned key)
Also, had some more carnage earlier this week. Cheers!
https://fxtwitter.com/DrydockDreams/status/1618426185750581256
Having some free time today gents? I'll find a way to make your weekend even less productive than it is already.
It's live! Our dev update for Task Force Admiral is now (belatedly) online on Steam. This one took its sweet time, but it was worth the wait. 2023 begins with a few hot videos. Thank you for your shares & your likes, it would mean a lot! ❤️
Cheers & have a great Sunday all of you!
https://store.steampowered.com/news/app/1281220/view/3671032056785639317
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/5cd3913189ae36688b9c7f194ead19c90b44023a.png) (https://store.steampowered.com/news/app/1281220/view/3671032056785639317)
WAAAAAHHHHHHHnnnnnt! :hair: :Dreamer:
Hello there Grognards ~
A small mid-month update. Hope you'll enjoy the contents ^^
Cheers
-------------------
Hello there gentlemen,
Some new content, nothing too drastic. An update about our damage model
https://twitter.com/DrydockDreams/status/1624390366253441026
A few unsung heroes
https://twitter.com/DrydockDreams/status/1625494641230618625
Another batch of silent heroes
https://twitter.com/DrydockDreams/status/1626928456771698691
And last but not least, a big mamma delivered in a MP4 file for you to make a nice animated wallpaper for your Windows desktop
https://twitter.com/DrydockDreams/status/1627193757765599238
Here's the link to the video file proper
https://cdn.discordapp.com/attachments/708311508488028271/1076504455136157736/Yummy_Yammy.mp4
As for how to find a proper, clean, free & no nonsense open source animated wallpaper & screensaver software and use it with it, there you go:
- Download the latest release of the free, open-source software Lively Wallpaper (available from the Windows store or GitHub, no difference, except the GitHub version is usually newer it seems)
http://www.rocksdanister.com/lively/
- Install it
- Grab & drop the Yamato video in there
- Customize (multiscreen, sound/muted, re-sizing, etc...)
- And there you go, enjoy!
If it kinda proves popular, we will probably provide more of these in the future, they will happily complement our static wallpapers after all.
There there. Enjoy your Sunday, all of you ^^
We're getting all geared up for our usual monthly update early next week - until then, a few other goodies - or more like, teasers of things to come. Enjoy & have a great Sunday, all of you! ^^
https://twitter.com/DrydockDreams/status/1629447024579088384
https://twitter.com/DrydockDreams/status/1629108262120615938
And there we go - Our latest dev update is live! Happy reading to you all ^^
Cheers :)
The link to the said dope:
https://store.steampowered.com/news/app/1281220/view/3666530992735276544
The corresponding video:
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//37689795/93889b6311e6c9ac22bf54f675df744df361eb4c.png)
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/ee15682d1774bf80b2b2307e3b3d2551f29fa186.png)
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//37689795/5f8efa64f9f7ceaec3dfecdbe852015b4526de5f.png)
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/a3ec488f74ffb1eac982077ca00754375533110d.png)
:omg_2:
This thread should be the Webster's definition of "internet porn"
This is coming along very nicely. Very attractive presentation. :ThumbsUp:
Thanks for the kind words guys :notworthy:
Quote from: The_Admiral on February 26, 2023, 06:38:48 AMhttps://twitter.com/DrydockDreams/status/1629108262120615938
I love this idea of filters, I've often wished to be able to play flight sims in sepia or black & white.
Any chance this releases in 2023? Asking for a friend.
I am a might concerned the fonts might be a bit blury, but that's probably just the image compression.
Really looking forward to seeing how the gameplay makes carrier ops interesting for a player over the long hours this game would play out for. Would be cool if you played Battleship so to speak against a friend with time compression in less than two hours. I might have to read silver waterfall which I have owned for a while when this release comes near.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/a3ec488f74ffb1eac982077ca00754375533110d.png)
Quote from: Destraex on March 05, 2023, 04:42:08 AMWould be cool if you played Battleship so to speak against a friend with time compression in less than two hours.
Hasbro released a very interesting version of Battleship long ago, back in the days of FMV, which took the basic gameplay and stretched it as far as feasibly possible -- it used modern ops, not WW2 (although it was still set in the Pacific), but looked amazing (for the time) and played surprisingly well. You set up task forces (which could be as small as one sub on the standard BShip 'grid') and went out on a strategic map to area-control and hunt the enemy; once combat started, the usual BShip rules applied, with some stretching for platform types (if I recall correctly), and FMV/CGI showing the action of maneuver, fire, damage, loss. Too bad Hasbro won't let GoG rejig it for modern systems! -- I still have my discs but I wonder if they'll even work nowadays...
^I think I actually remember that version of Battleship.
Quote from: Jarhead0331 on March 05, 2023, 02:59:18 AMAny chance this releases in 2023? Asking for a friend.
Hopefully. At the very least something playable by the larger crowd.
Quote from: DestraexI am a might concerned the fonts might be a bit blury, but that's probably just the image compression.
Really not blurry in here, you're sure your monitor is alright Des? Any issue with the pic, guys?
Of course the original pic is here https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/a3ec488f74ffb1eac982077ca00754375533110d.png but you need to click on it to display it at normal size (it's native 2560x1440 so it will show up scaled down on most browsers).
Cheers :pilgrim[1]:
Font is clear but not the easiest to read when I click through the above image...for me anyway.
I had that too!
Hi guys!
Ahead of our next dev update (doing fewer of them, too busy with IRL stuff, game included), we uploaded a few of the videos we'll be using. Hope some of them will be to your liking :)
See you on Tuesday for the blah blah that comes with it :tophat:
Quote from: Gusington on March 13, 2023, 12:03:17 PMFont is clear but not the easiest to read when I click through the above image...for me anyway.
Yeah, without glasses, I couldn't play the game if I have to read a screen like that. I wear my glasses to play most games, but even with my glasses, I'd be lying if I said I wouldn't prefer to play on a slightly larger font.
Will the game come with a "font size" option? That would solve any problems nicely.
The game is looking very sharp.
My take on the matter
https://steamcommunity.com/app/1281220/discussions/0/3819659084194391172/
:twirl:
Very nice Admiral.
Thank you Des!
Here it is, finally, the Spring dev update devlog on Steam for our game Task Force Admiral !
Please have a look, please share, please leave a like, & even a word to cheer us up if you can!💕
Have a nice day, all of you😎
👉https://store.steampowered.com/news/app/1281220/view/3696935994336770856
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37689795/bf72b27af7b833f8a44b74d821e0c5dba52e8e12.png) (https://store.steampowered.com/news/app/1281220/view/3696935994336770856)
Hi guys - here are the latest micro updates posted over the last few weeks ~
First, a video on Youtube, about a few tricks one can come up with our embedded camera system & filters:
As for tracers, indeed, they've been freshly implemented too, along with impact sounds & bullet whiiiiiz (direct link to the video file below):
https://twitter.com/DrydockDreams/status/1661030732209487873
https://cdn.discordapp.com/attachments/708311508488028271/1110589604119195718/Jake_tracers.mov
Our scenario selection / briefing screen / loading screen system is now operational. It allows for handy extensive editing of the briefing details using markdown & is provided w/ an embedded video player allowing MP4 to be played in order.https://twitter.com/DrydockDreams/status/1664997083600830464
Although it's purely about cosmetics (we ain't going to add much in there at this point & aircraft still go through each other as we hide hangar activity behind the curtain) the inside view is still kinda cool, even at this limited level of detail, so here's a look!(https://media.discordapp.net/attachments/708311508488028271/1113879557020323900/Screenshot_2023-06-02_00-49-51.png)
(https://media.discordapp.net/attachments/708311508488028271/1113879557351669922/Screenshot_2023-06-02_00-49-39.png)
(https://media.discordapp.net/attachments/708311508488028271/1113879557938892812/Screenshot_2023-06-02_00-50-41.png)
(https://media.discordapp.net/attachments/708311508488028271/1113879558291198002/Screenshot_2023-06-02_00-48-41.png)
"All I wanted to do was to make something beautiful".
Well, it all started with this one.
Or so is Jiro Horikoshi often quoted as saying - but then again, coming from Myazaki, there's always a bit of a fable involved, who knows!
Anyway. The A5M in Task Force Admiral !(https://media.discordapp.net/attachments/708311508488028271/1113095744308658206/mmexport1685452491802.png)
(https://media.discordapp.net/attachments/708311508488028271/1113095744883282000/mmexport1685452482586.png)
Lowpoly, even in 3D realism-oriented games, doesn't necessarily mean low effort, or ugly results. Here's Rizki's optimized 3D work shining under Julien's paintbrush in Task Force Admiral.
When you have a few dozens of these in a scene, you're happy they aren't eating away your frames!(https://media.discordapp.net/attachments/708311508488028271/1116388022498377819/5_inch_A.png)
(https://media.discordapp.net/attachments/708311508488028271/1116388022783582218/5_inch_B.png)
(https://media.discordapp.net/attachments/708311508488028271/1116388023102341403/Chicago_A.png)
(https://media.discordapp.net/attachments/708311508488028271/1116388023429513246/Chicago_B.png)
And finally, last but not least, something more akin strategy gamers might be expecting from a wargame:
Here's a quick demo of our interactive dynamic map features Task Force Admiral. Strategic & tactical maps both allow you to display the wind & the cloud cover, so as to ensure you are aware of what it means to turn around into the wind to launch your birds!🐦
https://twitter.com/DrydockDreams/status/1667540873322840065
https://cdn.discordapp.com/attachments/708311508488028271/1117112783486586950/Map_features_demo_small.mov
There there. As always, thanks for following us ;)
Cheers & have a fine Sunday!
:notworthy:
:Party:
Thanks guys!
Here's the next wave...
Unfortunately, Twitter has stopped providing embedding services to non-members, but fortunately some of the vids can be accessed on Discord. Life ain't getting any easier I am afraid... Anyway
:cheer: Click below for a Val barbecue
https://cdn.discordapp.com/attachments/708311508488028271/1125831689466290290/Vals_overkill_mini.mov
https://vxtwitter.com/DrydockDreams/status/1676271187704553472
https://vxtwitter.com/DrydockDreams/status/1672612245136875520
:ThumbsUp:
Great looking aircraft. Haven't played a Pacific-based game (outside of Order of Battle) in so many years.
A few updates of note over the last few weeks 🙂
(now that Twitter... I mean X is back it's easier)
Allow me to cripple your Twitter post budget for the day ~
https://vxtwitter.com/DrydockDreams/status/1681918703401590784
https://vxtwitter.com/DrydockDreams/status/1683519185832353794
https://vxtwitter.com/DrydockDreams/status/1683792207369625600
https://vxtwitter.com/DrydockDreams/status/1684200871918292998
https://vxtwitter.com/DrydockDreams/status/1684930103019819008
https://vxtwitter.com/DrydockDreams/status/1685234018252713984
The balance between the ocean graphics and the objects on the ocean graphics is just right. Spot on! I feel like in many naval titles I can barely make out anything but ocean.
I'm not even sure that a cold shower would help after that! A real furball for sure! And that torpedo was so close, I was leaning over in my chair trying to help the carrier. Looks like a totally Class Act coming our way. :notworthy:
A nice update video from Onkel Neal & Wendy over at subsim.com
https://www.youtube.com/watch?v=XtdF3GZjs24&t=679s
Some youtuber is saying you will eventually be able to fly the aircraft and man AA gun? To me this is incongruous with the rest of the "simulation". On the one hand you have a very detailed cutting edge wargame simulating things faithfully and realistically. On the other you will have a simplified flight model and simplified AA physics and gun model for players to FPS in? In battlestations midway this drew a lot of people in, but I don't consider that a wargame. A lot of people who play Task Force Admiral will also be interested in flight simuilators. They will no doubt be dissappointed by the simplicity of things at one end contrasted by the complexity at the other?
Just food for thought.
I think maybe Garyowen instead of Wagner. :leprachaun:
Quote from: em2nought on August 14, 2023, 10:48:44 PMI think maybe Garyowen instead of Wagner. :leprachaun:
Aye, but finding a royalty free Garry Owen is harder than it looks ;)
This Wagner one was part of the Youtube free asset library, so it did not get us in trouble - but even over there at Facebook I had to answer to a copyright claim just for that.
Besides, not sure who will hate me the most between our Navy or our Army followers if I was to dare to try to edit a Cavalry tune together with a USN dogfight. It's like good recipes & food, even with the best ingredients you cannot mix certain things together, y'know ^^
Quote from: Destraex on August 14, 2023, 10:36:12 PMSome youtuber is saying you will eventually be able to fly the aircraft and man AA gun? To me this is incongruous with the rest of the "simulation".
This was an interpretation of the contents of our readme. To be clear, platform-based combat is very much namely envisioned as a Kickstarter goal (aka extra feature), not as a core game feature right now. The possibility exists (among other gameplay options, like a SOPAC campaign for instance). If not within the frame of the KS, then as a natural DLC.
QuoteOn the one hand you have a very detailed cutting edge wargame simulating things faithfully and realistically. On the other you will have a simplified flight model and simplified AA physics and gun model for players to FPS in? In battlestations midway this drew a lot of people in, but I don't consider that a wargame. A lot of people who play Task Force Admiral will also be interested in flight simuilators. They will no doubt be dissappointed by the simplicity of things at one end contrasted by the complexity at the other?
Just food for thought.
As for flight models & ballistics, these answer to the same rules whichever mode you'd be. These are simply not up to true platform simulators standards (aka Il-2 or DCS) in terms of complexity & fidelity. It's still more than a classic wargame (aka mere pre-defined values or "apparence" of physics). It is, to some extent "Graviteam on Sea" - I like the moniker even though it is not the most adapted image considering Graviteam does have a higher ceiling for simulation than us for certain things - not necessarily on others (aircraft, for instance, these not being a focus of a Graviteam game obviously). Besides lack of sources & the fact that we don't want to release in another 5 years, simplification of the flight model or ballistics is the reason why you can still run the game at x10 with 150 planes & 30 ships shooting at each other. Gotta find a middle ground, and I think we have that.
TLDR: it's about putting you at the commands of a 20mm mount or flying a Wildcat, physics & ballistics are those you'll be experiencing already in-game in wargame mode, doesn't imply any streamlining or simplification - but the simulation itself is not as hardcore as some might think, to begin with. :tongue:
Cheers
I like pineapple on pizza thx ;)
Quote from: The_Admiral on August 15, 2023, 01:53:32 AMQuote from: Destraex on August 14, 2023, 10:36:12 PMSome youtuber is saying you will eventually be able to fly the aircraft and man AA gun? To me this is incongruous with the rest of the "simulation".
This was an interpretation of the contents of our readme. To be clear, platform-based combat is very much namely envisioned as a Kickstarter goal (aka extra feature), not as a core game feature right now. The possibility exists (among other gameplay options, like a SOPAC campaign for instance). If not within the frame of the KS, then as a natural DLC.
QuoteOn the one hand you have a very detailed cutting edge wargame simulating things faithfully and realistically. On the other you will have a simplified flight model and simplified AA physics and gun model for players to FPS in? In battlestations midway this drew a lot of people in, but I don't consider that a wargame. A lot of people who play Task Force Admiral will also be interested in flight simuilators. They will no doubt be dissappointed by the simplicity of things at one end contrasted by the complexity at the other?
Just food for thought.
As for flight models & ballistics, these answer to the same rules whichever mode you'd be. These are simply not up to true platform simulators standards (aka Il-2 or DCS) in terms of complexity & fidelity. It's still more than a classic wargame (aka mere pre-defined values or "apparence" of physics). It is, to some extent "Graviteam on Sea" - I like the moniker even though it is not the most adapted image considering Graviteam does have a higher ceiling for simulation than us for certain things - not necessarily on others (aircraft, for instance, these not being a focus of a Graviteam game obviously). Besides lack of sources & the fact that we don't want to release in another 5 years, simplification of the flight model or ballistics is the reason why you can still run the game at x10 with 150 planes & 30 ships shooting at each other. Gotta find a middle ground, and I think we have that.
TLDR: it's about putting you at the commands of a 20mm mount or flying a Wildcat, physics & ballistics are those you'll be experiencing already in-game in wargame mode, doesn't imply any streamlining or simplification - but the simulation itself is not as hardcore as some might think, to begin with. :tongue:
Cheers
Oh but it does imply streamlining and simplification. Because once you zoom down to such a granular level as to allow control of an aircraft from inside the cockpit, you then need to amplify the realism to match what it was at the macro level of the simulation. Physics of individual aircraft do not matter as much at the macro level the simulation is set in but at the micro level, less than flight simulation physics model all of a sudden is more noticeable to those who have flown high fidelity flight sims. The mind of a grog is not easily fooled under a microscope of such magnitude. If I cannot adjust my dive flaps, arm my bombs, navigate with my magnetic compass and trim my aircraft amongst a multitude of other things, it will feel arcade like. I'd prefer something like advanced radio chatter to being able to physically fly or man an AA gun.
As for the simulation not being hardcore.... what exactly is not as realistic as it should be? Is it not comparable to command modern operations but with 3D graphics?
I'm going to take the opposite stance. I do not want to arm my bombs, extend my dive flaps, and navigate with my magnetic compass. There are already games/sims that do that.
What I want is to be working the operational and tactical picture of my fleet, but also be able to jump in and experience things from the first person perspective. I can completely accept something far less than DCS-level physics. It's optional, anyway.
It's this reaching for every increasing "realism" in games/sims that is holding us back from some truly magical games IMO. I still remember how much FUN I had playing those old Microprose sims in the 90's. I wish we could get back to that. Everything doesn't have to be so serious.
Maybe I'm just an old dog that can't learn new tricks.
Quote from: Destraex on August 15, 2023, 02:57:01 AMOh but it does imply streamlining and simplification. Because once you zoom down to such a granular level as to allow control of an aircraft from inside the cockpit, you then need to amplify the realism to match what it was at the macro level of the simulation. Physics of individual aircraft do not matter as much at the macro level the simulation is set in but at the micro level, less than flight simulation physics model all of a sudden is more noticeable to those who have flown high fidelity flight sims. The mind of a grog is not easily fooled under a microscope of such magnitude. If I cannot adjust my dive flaps, arm my bombs, navigate with my magnetic compass and trim my aircraft amongst a multitude of other things, it will feel arcade like. I'd prefer something like advanced radio chatter to being able to physically fly or man an AA gun.
Nah you really don't. It's two games in one. Then again, even our command side of things isn't that hardcore to begin with. We create conditions for hardcore conditions based on the environment and the fog of war, or realism when it comes to aircraft numbers, heading into the wind, etc... But I don't see how these should translate into a specific experience at platform level. You won't need a PhD to play either aspect of the game, but you can perfectly see them as different experiences, just like (as Toonces implies too) the Carrier Battle module & the flight sim part of Pacific Air War did.
Nobody ever complained, I think, that the PAW carrier battle tactical aspects were much simpler than the flight sim. People were just glad that it existed to provide another layer of gameplay. Same with Task Force 1942's Campaign vs surface combat, or even WotS' campaign vs its tactical instance. I am of said school and tradition, and I intend to honor this tradition, while slightly innovating by having them coexist within the same game instance, the same engine & the same standards (that is, unlike Pacific Air War or Task Force, switch from a module to another for a different experience). Hope it makes sense.
QuoteAs for the simulation not being hardcore.... what exactly is not as realistic as it should be? Is it not comparable to command modern operations but with 3D graphics?
I might be wrong (if Dimitris is around he's free to kick me in the nuts I won't defend myself ^^) but the level of fidelity expected from CMO when it comes to air & sea maneuvers by platforms is somewhat linked to the absence of native embedded micro 3D view. It also allows the simulation of a very broad array of platforms at the cost of some of the granularity as far as their behavior is concerned. Obviously this choice has never bitten them in the butt because you never get to watch the game unravel in full detailed 3D, so it was absolutely the right call and makes CMO's versatility overall a very strong aspect of its inherent qualities & successful design.
But if you were to watch a Tacview replay of a DCS game and its equivalent from a CMO game, you will see the obvious differences which derive from this yet again different approach in terms of granularity (that is, in the way the AI reacts to threats or engage in acrobatics for instance - but still, remarkable in regard of the scale of what CMO simulates). On our end, we have a diversified set of constraints deriving from being half-way (or half-assed) in two directions - the full 3D spectrum which is common with that of a sim like DCS or Il-2, and the larger scale command side that is common with that of a realtime command simulation like CMO. It means that we have to seek a balanced compromise on both aspects, and cannot be expected to please the expectations of both crowds fully either. Some might say it's a risky affair. I am ready to test that hypothesis.
I think I agree with Toonces, I'm such a total, 'Suck' as a pilot I would rather watch the action than drive it. :embarrassed:
Riding along in first-person view, and getting to shoot some AA if I want to, is fine with me. If I want DCS I'll play DCS. I don't even expect Battlestations-level control performance (although if there's that, too, I won't complain!)
In this case "I won't complain" is my motto. I'm just grateful the game is being made. :Nerd:
I'm liking everything I'm seeing and hearing so far. Looking forward to this experience; could be one of my "exit games."
Wolfpack345 demos the game! Just dropped an hour ago!
Actual commentary starts at 2:00; not sure if the first bit is his own gameplay or a formal demo film. Is that the music in the game? Very punchy! Reminds me somewhat of Michael Giaccamo's score from the first Medal of Honor shooters (where he's channeling John Williams.)
It looks like these are real gameplay videos by DiplexHeated !
Quote from: JasonPratt on August 15, 2023, 04:35:39 PMWolfpack345 demos the game! Just dropped an hour ago!
Actual commentary starts at 2:00; not sure if the first bit is his own gameplay or a formal demo film. Is that the music in the game? Very punchy! Reminds me somewhat of Michael Giaccamo's score from the first Medal of Honor shooters (where he's channeling John Williams.)
It is gameplay - as in, the AI playing against each other using tools that will be available to the human player, but still need to be designed properly in the way they will be turned into a proper General User Interface.
Music is made of the prototypes for the in-game tunes, yes indeed :)
By Aleksi & Jonathan. Aleksi Aubry Carlson was the composer on Atlantic Fleet, Cold Waters & War on the Sea. He'll return along with Jonathan Figoli in Sea Power (and obviously TFA).
Cheers :)
The_Admiral,
I enjoy watching your videos, because everything is looking so damn good, especially the explosion and impact effects in water.
But that makes me wonder: Are the explosion effects for bomb hits on ships final? These look a little bit cheap and out of place. They do not look like actual explosions in the sense of rapid events to me.
Also the fire effects. It does not look good that the fire sprites just 'pop up' to full size out of nowhere. They should somehow grow in size.
If these are work in progress, just ignore my comments. It is just that you set the bar so high with the water hit effects that I find it remarkable that the other hit effects do not reach the same standard, especially since hits on ships should be the highlights of the gameplay.
I'm fine with the explosions and fire effects. A balance has to be struck between how they'd look close-up, and how much invisible 'work' is being done on them from far away.
Impressive video by Wolfpack, and I liked the footage. Impressive detail on the ships, aircraft.
Quote from: The_Admiral on August 15, 2023, 01:45:10 AMQuote from: em2nought on August 14, 2023, 10:48:44 PMI think maybe Garyowen instead of Wagner. :leprachaun:
Aye, but finding a royalty free Garry Owen is harder than it looks ;)
This Wagner one was part of the Youtube free asset library, so it did not get us in trouble - but even over there at Facebook I had to answer to a copyright claim just for that.
Besides, not sure who will hate me the most between our Navy or our Army followers if I was to dare to try to edit a Cavalry tune together with a USN dogfight. It's like good recipes & food, even with the best ingredients you cannot mix certain things together, y'know ^^
I was kind of thinking "Butch O'hare", I forget about all those pesky laws we have sometimes.
I'll probably just load my "Tora! Tora! Tora!" soundtrack into my CD player like I do for any Pacific Theatre game. :ThumbsUp:
Task Force Admiral is looking swell!
Quote from: JasonPratt on August 15, 2023, 04:35:39 PMWolfpack345 demos the game! Just dropped an hour ago!
Actual commentary starts at 2:00; not sure if the first bit is his own gameplay or a formal demo film. Is that the music in the game? Very punchy! Reminds me somewhat of Michael Giaccamo's score from the first Medal of Honor shooters (where he's channeling John Williams.)
The music reminded me a bit of the combat sequences in the movie "The Battle of Britain"
Hello Microprose? Hello The_Admiral?? Hello?? Any updates about any upcoming Microprose games??
I've see the Admiral lurking around here so he's alive and well...perhaps they are just really busy on getting this ready for release!?
No word from the Admiral for more than a year...I hope all is going well...
Me too. :sad:
Still posting updates on their FB page.
Quote from: Silent Disapproval Robot on September 26, 2024, 06:32:37 PMStill posting updates on their FB page.
Good tip... I did check out the FB page and there are definitely recent updates there.
Saw the Admiral on another thread helping comment about an upcoming game soon. Don't recall exactly where, but in the past week.
Update: apparently I saw older posts in a thread I hadn't ready recently! Forum engine says The Admiral hasn't posted on the forum since late this January.
Also MIA with the Admiral are Sir Andrew D (not since Feb13) & GDS Star_Fury (Apr29). I wonder if comments were made that offended them?
Star is on administrative leave, for now. Thought I saw Sir Andrew more recently, but I suspect I was just reading old threads. :undecided:
Saw this tidbit while browsing the TFA discussions on the Steam page:
QuoteAs for the others who remain, thanks for staying put and for your kind patience. We're a couple weeks away from the announcement. :steamthumbsup:
(wish there was a heart emoticon)
https://steamcommunity.com/app/1281220/discussions/0/6194225039798197012/#c4846526727955721639
...and that was on Oct 2nd. Hopefully some news "soon".
Big update today.
Kickstarter was an unexpected choice. I'm a little sad to see the Kickstarter campaign won't open until Q1 2025 as that means the game will be even later than that. Oh well. It looks like it's shaping up well. I just hope they add the ability to play as the Japanese soon.
https://store.steampowered.com/news/app/1281220/view/4470479417177538593 (https://store.steampowered.com/news/app/1281220/view/4470479417177538593)
I didn't read the whole thing, but I'm pretty confused by this. Why would a developer with the backing of a publisher like Microprose even consider a KS campaign? I don't recall ever seeing something like that before.
They said they weren't doing it to raise funds as they already have alternative revenue and funding streams. From what I can gather, the main focus of the Kickstarter is for the production of a 1990s style physical boxed set with a thick manual, maps, keyboard overlays, etc.
Quote from: Jarhead0331 on November 11, 2024, 07:57:34 PMI didn't read the whole thing, but I'm pretty confused by this. Why would a developer with the backing of a publisher like Microprose even consider a KS campaign? I don't recall ever seeing something like that before.
Hmmm...board game publishers, particularly non-wargame ones have been doing KS for years...starting to spill over into wargames now.
My miniature/fantasy gamer friends salivate over new KS campaigns and think nothing of sending KS $100 for the latest iteration of some boardgame with plastic dragons and demons.
I guess it's one way to feed the kids if you are still far away from something that is releasable. This project has been going on so long I gotta believe the bills are piling up.
Quote from: ArizonaTank on November 11, 2024, 10:38:09 PMQuote from: Jarhead0331 on November 11, 2024, 07:57:34 PMI didn't read the whole thing, but I'm pretty confused by this. Why would a developer with the backing of a publisher like Microprose even consider a KS campaign? I don't recall ever seeing something like that before.
I guess it's one way to feed the kids if you are still far away from something that is releasable. This project has been going on so long I gotta believe the bills are piling up.
But isn't that what a publisher is for, at least, in part? To pay the bills of the developer so they can keep developing? Otherwise, why have a publisher at all?
Quote from: Jarhead0331 on November 11, 2024, 10:53:26 PMQuote from: ArizonaTank on November 11, 2024, 10:38:09 PMQuote from: Jarhead0331 on November 11, 2024, 07:57:34 PMI didn't read the whole thing, but I'm pretty confused by this. Why would a developer with the backing of a publisher like Microprose even consider a KS campaign? I don't recall ever seeing something like that before.
I guess it's one way to feed the kids if you are still far away from something that is releasable. This project has been going on so long I gotta believe the bills are piling up.
But isn't that what a publisher is for, at least, in part? To pay the bills of the developer so they can keep developing? Otherwise, why have a publisher at all?
I would normally agree... Maybe the publisher is out of patience? Maybe they don't want to do Early Access because it eats into full price sales? Maybe it's just the new way... Capitalism 101 says it's always better to spend someone else's money than your own when you can. Maybe they just figure that if folks are willing to back the project...why not?
As I said, the board game publishers are drifting in that direction, and seem to be having success.
Quote from: Silent Disapproval Robot on November 11, 2024, 10:30:57 PMThey said they weren't doing it to raise funds as they already have alternative revenue and funding streams. From what I can gather, the main focus of the Kickstarter is for the production of a 1990s style physical boxed set with a thick manual, maps, keyboard overlays, etc.
I love old school MiceoProse boxes. I would definitely back this.
Quote from: Silent Disapproval Robot on November 11, 2024, 10:30:57 PMThey said they weren't doing it to raise funds as they already have alternative revenue and funding streams. From what I can gather, the main focus of the Kickstarter is for the production of a 1990s style physical boxed set with a thick manual, maps, keyboard overlays, etc.
Still don't understand why they don't just sell that directly at a premium. I wonder if maybe Microprose refused to back that.
It's a sign of the passion they have for the project if they are trying to outsource this component because it was refused internally. Kinda makes sense as well. I'd imagine the company executives groaning at the thought of complicating release so much and imagining the community whinging about the huge cost advertised. Especially if it's going to be direct through steam. I wonder if steam is the problem here.
Quote from: Destraex on November 12, 2024, 01:57:20 AMIt's a sign of the passion they have for the project if they are trying to outsource this component because it was refused internally. Kinda makes sense as well. I'd imagine the company executives groaning at the thought of complicating release so much and imagining the community whinging about the huge cost advertised. Especially if it's going to be direct through steam. I wonder if steam is the problem here.
I asked them about it on Steam and they got pretty grouchy. I think what you say makes sense. There's just something... off about the whole thing to me.
Ok have not posted here in forever. This has always felt overambitious and reeks of a scam/vaporware. Never had a good vibe from that guy "Admiral" this game has been talked about for years and years and still nothing.
I dunno. He posts lots of updates with new video footage. I'm optimistic about the title and looking forward to its release.
Yeah
I feel like we should support any war gamer title. Let's not be surprised if our niche hobby falters due to resources and business risks
It only becomes scammy if money is given and promises made
Quote from: Con on November 14, 2024, 12:52:43 PMIt only becomes scammy if money is given and promises made
Well, the whole issue here is they're now asking for money through a parallel and seemingly disconnected channel.
Quote from: CaptainKoloth on November 12, 2024, 01:50:20 PMQuote from: Destraex on November 12, 2024, 01:57:20 AMIt's a sign of the passion they have for the project if they are trying to outsource this component because it was refused internally. Kinda makes sense as well. I'd imagine the company executives groaning at the thought of complicating release so much and imagining the community whinging about the huge cost advertised. Especially if it's going to be direct through steam. I wonder if steam is the problem here.
I asked them about it on Steam and they got pretty grouchy. I think what you say makes sense. There's just something... off about the whole thing to me.
Yes, I do tend to get grouchy when faced with repeated light-hearted insinuations. It's not exactly encouraging to keep hearing doubts or vague accusations about something "smelling fishy," especially without much in the way of substantive argument beyond intuition, coming from a single source. That said, I'll take another shot at explaining, but with this sort of kangaroo court approach, it's not surprising I'm not eager to hang around and engage regularly.
This isn't about lacking budget or publisher support. Physical game boxes aren't exactly lemonade stands these days—they don't sell naturally out of the blue, nor are they cobbled together in someone's garage. They are no longer standard in today's industry (some of you might have realized that I am sure ^^). Producing them requires a robust sales platform (Kickstarter, GoFundMe, Amazon, or similar), a fitting marketing campaign, global logistics for physical delivery, integrated financial solutions, and a way to handle rewards — both physical and digital, with a rich tiered system that allows people to pay for what they like, and support it for how much they're comfortable with. Kickstarter happens to be an ideal fit: it has a built-in audience for video games and wargames, provides logistics and payment solutions, and creates visibility and discoverability through its marketing reach. It's a well-known platform that helps projects like ours find their footing.
What's frustrating is how quickly one would jump to implying there's a shady or suspect move going on. While I understand skepticism, I would encourage questions that seek to understand the strategy behind the decision. Asking for insights into the thought process or logistical considerations might have been more productive than assuming there's something inherently off or suspect about it. It's not 4D chess — it's just that there's more to this than meets the eye, and money is only part of the equation. We chose Kickstarter because it aligns well with these needs, and the choice wasn't made lightly.
So yes, when the tone is one of grumpy skepticism and assertions, it breeds a reply that might very well reflect that initial take. But I hope this clears the air a bit. Constructive curiosity is always welcome, and I'd be glad to discuss further if approached in that spirit, rather than put on a stand.
Quote from: Blucher on November 14, 2024, 06:14:33 AMOk have not posted here in forever. This has always felt overambitious and reeks of a scam/vaporware. Never had a good vibe from that guy "Admiral" this game has been talked about for years and years and still nothing.
As a matter of fact, do not feel obligated to reply to a thread on the sole basis that somebody mentioned the word "grouchy" ^^
Quote from: The_Admiral on November 17, 2024, 09:50:46 AM....
This isn't about lacking budget or publisher support. Physical game boxes aren't exactly lemonade stands these days—they don't sell naturally out of the blue, nor are they cobbled together in someone's garage. They are no longer standard in today's industry (some of you might have realized that I am sure ^^). Producing them requires a robust sales platform (Kickstarter, GoFundMe, Amazon, or similar), a fitting marketing campaign, global logistics for physical delivery, integrated financial solutions, and a way to handle rewards — both physical and digital, with a rich tiered system that allows people to pay for what they like, and support it for how much they're comfortable with. Kickstarter happens to be an ideal fit: it has a built-in audience for video games and wargames, provides logistics and payment solutions, and creates visibility and discoverability through its marketing reach. It's a well-known platform that helps projects like ours find their footing.
....
Thanks for the explanation.
Not only did we get a good explanation, but we also discovered how to get your attention. Its a win-win. :notworthy:
Quote from: The_Admiral on November 17, 2024, 09:50:46 AMQuote from: CaptainKoloth on November 12, 2024, 01:50:20 PMQuote from: Destraex on November 12, 2024, 01:57:20 AMIt's a sign of the passion they have for the project if they are trying to outsource this component because it was refused internally. Kinda makes sense as well. I'd imagine the company executives groaning at the thought of complicating release so much and imagining the community whinging about the huge cost advertised. Especially if it's going to be direct through steam. I wonder if steam is the problem here.
I asked them about it on Steam and they got pretty grouchy. I think what you say makes sense. There's just something... off about the whole thing to me.
Yes, I do tend to get grouchy when faced with repeated light-hearted insinuations. It's not exactly encouraging to keep hearing doubts or vague accusations about something "smelling fishy," especially without much in the way of substantive argument beyond intuition, coming from a single source. That said, I'll take another shot at explaining, but with this sort of kangaroo court approach, it's not surprising I'm not eager to hang around and engage regularly.
This isn't about lacking budget or publisher support. Physical game boxes aren't exactly lemonade stands these days—they don't sell naturally out of the blue, nor are they cobbled together in someone's garage. They are no longer standard in today's industry (some of you might have realized that I am sure ^^). Producing them requires a robust sales platform (Kickstarter, GoFundMe, Amazon, or similar), a fitting marketing campaign, global logistics for physical delivery, integrated financial solutions, and a way to handle rewards — both physical and digital, with a rich tiered system that allows people to pay for what they like, and support it for how much they're comfortable with. Kickstarter happens to be an ideal fit: it has a built-in audience for video games and wargames, provides logistics and payment solutions, and creates visibility and discoverability through its marketing reach. It's a well-known platform that helps projects like ours find their footing.
What's frustrating is how quickly one would jump to implying there's a shady or suspect move going on. While I understand skepticism, I would encourage questions that seek to understand the strategy behind the decision. Asking for insights into the thought process or logistical considerations might have been more productive than assuming there's something inherently off or suspect about it. It's not 4D chess — it's just that there's more to this than meets the eye, and money is only part of the equation. We chose Kickstarter because it aligns well with these needs, and the choice wasn't made lightly.
So yes, when the tone is one of grumpy skepticism and assertions, it breeds a reply that might very well reflect that initial take. But I hope this clears the air a bit. Constructive curiosity is always welcome, and I'd be glad to discuss further if approached in that spirit, rather than put on a stand.
Thanks for the update, looking forward to playing the asap and am always impressed with your screenshots.
Not sure what the BS is about. Looks like it will be a great game and only wish you luck in getting there
Thank you for your kind words guys :afro:
We had another update yesterday. It should give you more details about the contents of the Kickstarter itself, the timeframe we're setting for the rewards and the contents of the demo. It's all in there, along with a link to help us with a survey regarding feedback & audience profiling.
https://store.steampowered.com/news/app/1281220/view/4470481236622575279
You can also enter a contest to get one of the prints. The form is on this page.
https://www.microprose.com/tfa-kickstarter/
Here's a preview & the details for the tiers, as planned for now
(https://clan.cloudflare.steamstatic.com/images//37689795/4d19b86e486db6ffd7d536b1b377d82aabeddfbb.png)
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Hope it will resonate with some of you here - and reassure you that we're not going just for a quick pre-order grab scheme.
Thanks in advance to all those who'll take the time to have a look!
Cheers
Can't think of a title that I'm looking forward to more than this.
Thanks Em2 ^^
First of all, happy 2025 to you all, and all your loved ones. Let's hope it will be a blessed time for you - as it will be hopefully for us :)
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Tim Stone over at Tally Ho corner posted a preview with a few very nice screens, got have a look if you're into fine writing.
https://tallyhocorner.com/2024/12/task-force-admiral-trial-tantalisingly-close/
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As for the rest, a series of a nice screenshots by JP Ferré of DCS fame, who's making our teaser trailer
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The team has nailed the right look on this one. I love the air plot. Its the stuff dreams are made of.
Thank you boss, appreciated ~
Soon to be in your hands for trial a bit ahead of everybody else, hopefully ^^
Quote from: The_Admiral on January 04, 2025, 02:20:22 AMThank you boss, appreciated ~
Soon to be in your hands for trial a bit ahead of everybody else, hopefully ^^
:notworthy: :Party:
Looking good.
AURORAS CONFIRMED IN GAME!! :grin: :Party:
Or considering the latitude, maybe that can be a time portal to the early 1980s. :Nerd:
More seriously, I do like the Christmas decorations on the carrier for the postcard. Hopefully modders will get on that pronto next winter! :Dreamer:
The other gameplay shots are drooly as usual, and I'm always glad to hear of progress toward release -- or even in just design progress generally. No point releasing half-baked! As Davy Crockett used to say, "First make it awesome, then go ahead." (paraphrased)
So much want!
Hi everyone
Getting close. Kickstarter planned for early next week along with the Demo (if it ends up going through that darn Steam validation process one day). Until then, a few screenshots from the testers & the CCs playing around the build!
Cheers
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Not a fan of the "human" story element artwork. I have never liked blurred crayon stylisations like this in general. It's just a strain for the eye to look at it's for half a second. They look like poorly exposed photographs from old school cameras that used wind up film. I'd prefer in game screenshots to these "impressionist" portraits.
The screenshots further down of the actual game look good though. The deck fire looks a little impressionist, but effects screenshots always have a good chance of looking horrible because they are in still form.
I love everything about how this title is looking. The maps, the charts, the briefings, the plotting systems, the art, etc. The demo can't get into our hands soon enough.
Needs more pin-up girls!
Quote from: Destraex on February 08, 2025, 07:56:17 PMNot a fan of the "human" story element artwork. I have never liked blurred crayon stylisations like this in general. It's just a strain for the eye to look at it's for half a second. They look like poorly exposed photographs from old school cameras that used wind up film. I'd prefer in game screenshots to these "impressionist" portraits.
The screenshots further down of the actual game look good though. The deck fire looks a little impressionist, but effects screenshots always have a good chance of looking horrible because they are in still form.
Well there's still room for improvement on the FX, but it's like everything - gotta go with something at some point if you wanna release some day. On the technical side though, these FX are first & foremost designed so as to give a good feel in every single angle - that's in opposition to the usual practice of using basic billboard explosions that might actually be flat once you rotate the camera, or might rotate along with these. We're pretty proud of the water columns for instance - these are, with no modesty involved, pretty cool to look at and convincing. The rest will improve as we go along.
As for the static 2D scenes, I needed backgrounds for victory conditions. We actually have 9 situations possible (any combination of a Strategic & a Tactical victory/draw/defeat), and wanted to stick with the Microprose tradition of these painted backgrounds in the Pacific Series (Task Force 1942 & 1942:The Pacific Air War). They are easy to customize though, so if you wanna add any sort of other background you can simply replace the files with anything you like, no worries. :azn:
QuoteNeeds more pin-up girls!
I am sorry SDR, the job position was already filled by Taffy. You might have to ask Gusington's authorization for the next round, he's the one calling the shots, obviously. As you know, he's been very busy lately touring the country in search for new talent and he's very demanding.
Still, Taffy sends her love.
(https://steamuserimages-a.akamaihd.net/ugc/16427546916251284/6D8160F29B9D693AB1FD9EF39C23135342103714/?imw=1024&imh=723&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
I'm with Jarhead. This is looking fantastic, and that demo can't get out soon enough! This is likely to be the dream game for me.
Strategy & Wargaming Demo Preview article
https://strategyandwargaming.com/2025/02/09/task-force-admiral-demo-exclusive-early-preview/
Nice article. Thanks Steve. :notworthy:
Hi Guys!
It's live.
The Demo below:
https://store.steampowered.com/app/1281220/Task_Force_Admiral__Vol1_American_Carrier_Battles/
And the Kickstarter below:
https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition/
Sorry, been totally overwhelmed by work over the last two hours, so it's coming a bit late, but there's still plenty of everything as far as backers are concerned ;)
Take care & thanks to all those who have stayed around for the journey!
Cheers :)
Looks like you already blew past your Kickstarter goal, Admiral! Congratulations! :Party:
Thank you Tripoli for still being around ^^
Sent you a mail earlier today, not sure you're still using the same address... So if you did not get it do tell me ;)
Installed it this morning. I'm still getting familiar with the interface but I'm loving what I'm seeing so far. Great job, admiral and team!
This is a great and important milestone for the team...Congrats on reaching it! I hope the demo is well received.
I'm also in the "downloaded, but haven't had a real chance to play" camp. Hope to change that ASAP.
i was sad to see that the demo is only going to be available through the kickstarter campaign. Hopefully, the demo will be updated and expanded and released at various other phases during what remains of development.
Quote from: Tripoli on February 18, 2025, 01:08:12 PMLooks like you already blew past your Kickstarter goal, Admiral! Congratulations! :Party:
I hope they blow past to animated crew. Not as interested in flying in this game myself though. So that goal does not interest me.
Just played around for an hour in the game
Gorgeous visuals - I really feel like I am there (apart from freezing like a hairless chihuahua in Boston right now).
Still figuring out controls as I am struggling to get perspective of the aircraft attacking and the task force firing on them. I keep ducking underwater when trying to orient myself to the different attack vectors. Lost the Lady Lex to a torp and bomb hit.
I can see myself spending lots of time with this one. Trying to decide what level of Kickstarter to engage in since this is something I have never done before.
Con
Yeah, I am enjoying it but also struggle with the camera controls. Is there a way to jump from aircraft to aircraft in a flight?
I gave this a quick run yesterday and enjoyed it - but I didn't have long so I'll be diving in at the weekend for a further play.
I would say options to change controls is essential - but I guess that's coming. I tried the aircraft mission, fighting a Japanese attacking force. I struggled without being able to reverse the mouse inputs. I ended up in the water every single time.
Most games have "mouse move forward" = DOWN...and the first thing I do in a game is to change that to UP. I simply can't play with how they default it - and that's why I wonder if I'm "odd"...all games have the movement of the mouse the other way which I guess means most people prefer it that way.
Anyway - watching the Lexington on fire and the flak all around the fleet. I had to end it before I saw what happened to Lady Lex.
But I am going straight to the Kickstarter page to see what's afoot there.
Gave the demo a go this afternoon while cooking dinner. Seems like a lot of fun.
I cannot see a way in the scenario to see the last heading of the sighting on the large map though (red circle).
EDIT: Tiny crewmen stretch goal passed!
Haven't played the demo, but from watching the video it looks a lot like the recent game Sea Power, except of course for the setting in WW2 rather than modern day. Am I wrong? BTW...this is a compliment, not a criticism.
Cover me...I think I'm going in for the Captain's Edition. Seems to be the best balance between physical and digital goodies with private beta access and cost that can be managed from a matrimonial perspective. :evil:
Quote from: Jarhead0331 on February 19, 2025, 09:27:20 AMCover me...I think I'm going in for the Captain's Edition. Seems to be the best balance between physical and digital goodies with private beta access and cost that can be managed from a matrimonial perspective. :evil:
I just did my first ever kickstarter for task force
Went captain
Best rank in the navy
Con
I watched Wolfpack 345's demo video last night, he had some camera control problems too. But the game looks delicious. There seems to be a whole lot going on at one time when the fighting begins and maybe a little overwhelming at times. A way to slow-down the action, or replay it, might be big help if it doesn't already exist. The strikes coming in were quite intense and I could see myself throwing shit at the screen when my bombs miss the enemy. :hair:
Quote from: Jarhead0331 on February 19, 2025, 09:27:20 AMCover me...I think I'm going in for the Captain's Edition. Seems to be the best balance between physical and digital goodies with private beta access and cost that can be managed from a matrimonial perspective. :evil:
It is so nice to know that I'm not the only addict here....I had absolutely no intention of doing the kickstarter. Then I started to down the list. I ended up with the Captain's Edition before I developed enough fiscal fortitude to go no further.... :laugh:
I think I picked barrel servicer or some other pleb rank.
Quote from: Silent Disapproval Robot on February 19, 2025, 12:32:03 PMI think I picked barrel servicer or some other pleb rank.
Barnacle scraper?
Almost at animated crewman stretch goal. After that is passed I think I might get the game after it is finished. But I hesitate as I cannot play the japanese.
What is the release eta and stretch goal delivery date?
I'm pretty impressed that the 20 Vice Admiral VIP Physical editions, the top 2nd top tier at AUS$925 each, are all gone. :martini: :ThumbsUp:
Quote from: Destraex on February 19, 2025, 04:44:35 PMWhat is the release eta and stretch goal delivery date?
Looks like Jan 2026 right now.
Quote from: JasonPratt on February 19, 2025, 10:01:07 PMI'm pretty impressed that the 20 Vice Admiral VIP Physical editions, the top 2nd top tier at AUS$925 each, are all gone. :martini: :ThumbsUp:
Have you heard of Star Citizen? They've sold many six figure ship packages. Yeah, apparently there are gamers out there with really stupid FU money to burn. :shocked:
Hi guys
Thank you for the kind and warm words, it's appreciated. Yes it was the culmination of many years of work, and there's still much work, but so far so good. The mood could have been much worse, it is at all times high. But jeez it's exhausting (sorry @tripoli I'll get back to the mail at some point, I promise :embarrassed: )
We'll unveil the new stretch goal later today, it is I think a reasonable development based on the existing stuff (particularly the mission generator) and will address one of the main issues (that is, a campaign-like gameplay mode). More importantly, all these stretch goals are treated on a strict "when it's ready" policy. They will show up, eventually, but the objective is to get the game as it is out ASAP, then add whatever was promised afterwards. It simply ensures that these bits are not hold back behind a paywall or put in doubt in regard of their eventual realization.
I hope the next stretch goal is being able to play the other side.. i.e. the Japanese.
Quote from: Destraex on February 20, 2025, 06:54:35 AMI hope the next stretch goal is being able to play the other side.. i.e. the Japanese.
My understanding is that this will require a monumental effort. It would, in essence, require the development of nearly an entire new game. It would be fantastic to have this, but its not as simple to pull off as some might think.
Yeah, I'd love to be able to play as the Japanese but I vaguely recall Admiral saying any such plans to add them in would be way down the line and dependent on how well the base game does. I imagine we'll be seeing Midway and possibly early war Japan against ABDA forces and raids on Ceylon before we get playable Japanese.
Side note: I lived the detailed laminated mission briefing. I LOLed when you added the Japanese search plane saying "nani?!" (なに,!) in hiragana like he was some anime villain.
I jumped in at the Lieutenant level. Pledges are closing in on the Controllable Anti-Air Mounts Battle-based Dynamic Campaign Generator!
Thank you Steve! ^^
But don't let the conversion system mislead you. We're way past that already (you are looking at AUD objectives with USD currency active I suspect). Our latest update will perhaps help clear things up.
https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition/posts/4318804
Cheers :)
Quote from: The_Admiral on February 20, 2025, 02:52:13 PMThank you Steve! ^^
But don't let the conversion system mislead you. We're way past that already (you are looking at AUD objectives with USD currency active I suspect). Our latest update will perhaps help clear things up.
https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition/posts/4318804
Cheers :)
Absolutely correct Admiral, I was. :doh:
Quote from: Jarhead0331 on February 19, 2025, 01:02:59 PMQuote from: Silent Disapproval Robot on February 19, 2025, 12:32:03 PMI think I picked barrel servicer or some other pleb rank.
Barnacle scraper?
I backed the Lt level. I'm in the same conundrum as you are with books and shelf space, but in my case it's board games and minis. Digital only for this hoarder.
I am entirely fine if a Japanese campaign is volume 2 or even volume 5. I mean, I would also love a Japanese campaign, but I'm happy with what's coming, and I'll be happy with incremental advancements along that line to other American (sides of) campaigns.
Or British for that matter. :tophat:
Quote from: JasonPratt on February 19, 2025, 10:01:07 PMI'm pretty impressed that the 20 Vice Admiral VIP Physical editions, the top 2nd top tier at AUS$925 each, are all gone. :martini: :ThumbsUp:
Physical edition? Couple of questions:
(1) Does it come with an actual aircraft carrier? That would go a good way toward explaining the price tag.
(2) Is $925 Aus enough to buy a can of vegemite?
Quote from: Jarhead0331 on February 20, 2025, 07:49:44 AMQuote from: Destraex on February 20, 2025, 06:54:35 AMI hope the next stretch goal is being able to play the other side.. i.e. the Japanese.
My understanding is that this will require a monumental effort. It would, in essence, require the development of nearly an entire new game. It would be fantastic to have this, but its not as simple to pull off as some might think.
There is always hope. I am used to most games coming out with two sides. This one is doing well so far kickstarter wise... so who knows.
Lots of hope for this title and I love the attention to detail and fidelity that you all have put into it so far!
I'm not a PMI-certified software development manager but I play one on TV sometimes. :tophat:
As you set your kickstarter goals, I hope you're building a generous cushion in. Even with a solid and well-designed code base and a good team, it takes a lot of money and resources to adequately polish a game once it "goes live"!
Quote from: FarAway Sooner on February 22, 2025, 02:54:53 PMLots of hope for this title and I love the attention to detail and fidelity that you all have put into it so far!
I'm not a PMI-certified software development manager but I play one on TV sometimes. :tophat:
As you set your kickstarter goals, I hope you're building a generous cushion in. Even with a solid and well-designed code base and a good team, it takes a lot of money and resources to adequately polish a game once it "goes live"!
They're being published by microprose. The kickstarter was really just to support the physical goodies.
The next goal is almost passed and is a dynamic campaign generator.
"$AUD 200 000 - Battle-based Dynamic Campaign Generator!
It's all very early in the concept phase, but we gave it some thought in the past already. Don't expect something like Highfleet - which went the way of a fantastic rogue-like setting for the campaign, go have a look if you're into fleet command stuff, it is really, really good - but something more akin what was done in Regiments, especially in its latest DLC winds of change.
Battles will be generated dynamically, using our existing scenario generator as a foundation.
Your available forces will be historically grounded obviously, but evolving based on previous battle results.
In-between each engagement, you'll have to make key strategic choices, picking between different battle opportunities that will affect the generated scenarios, possibly with some relevant manpower & logistics-related elements (aka leaders giving some bonus to their TF, supply-related matters, squadron rotation, etc...)."
Me mucking around with the demo. I really liked what I saw at this early stage.
It looks and plays well for something so early.
The HMAS Australia heavy cruiser always deserves a screenshot. She survived the war and I read a great book called "flagship" about her life by one of our ex 60 minutes hosts here, Mike Carlton.
(https://i.imgur.com/n5BG8h9.png)
(https://i.imgur.com/ijtBeVn.png)
(https://i.imgur.com/NVXUoyW.png)
I really enjoyed seeing the aircraft move from the front or back of the carrier and back to prepare for launch or recovery. Very cool and atmospheric. cannot wait for the animated deck crew.
(https://i.imgur.com/VuAW4SF.png)
(https://i.imgur.com/YaScRDH.png)
(https://i.imgur.com/4l2YNZb.png)
(https://i.imgur.com/YdRlQgE.png)
(https://i.imgur.com/Q7y5CXs.png)
(https://i.imgur.com/buelhB4.png)
Quote from: glen55 on February 20, 2025, 06:07:46 PMQuote from: JasonPratt on February 19, 2025, 10:01:07 PMI'm pretty impressed that the 20 Vice Admiral VIP Physical editions, the top 2nd top tier at AUS$925 each, are all gone. :martini: :ThumbsUp:
Physical edition? Couple of questions:
(1) Does it come with an actual aircraft carrier? That would go a good way toward explaining the price tag.
(2) Is $925 Aus enough to buy a can of vegemite?
Well for that price, you got a talking Koala delivering you the vegemite can in person I guess!
Quote from: Destraex on February 23, 2025, 02:47:17 AMMe mucking around with the demo. I really liked what I saw at this early stage.
It looks and plays well for something so early.
Thanks Des ~
Yes that's pretty much the point of this demo - a proof of concept testing the waters to see if there's potential/an audience/a fun game beneath it all. All these points were validated, so we are very much at ease with future prospects.
Thanks to all the Grogheads backers in this thread. Happy to have you around!
Last stretch goal reached/passed. :twirl:
@The_Admiral. Congrats.
Now a question. What is the "Extra Deluxe Digital Key"? Just an extra Steam key? I believe it first shows up in the Rear Admiral: VIP Physical Edition tier. TIA
Thanks!
Aye, yes, it is just an extra key with the associated perks of the digital deluxe edition - to gift/use on another account.
This may well be the first game that I shall buy without even downloading it.
Reason:
To be honest, I am not terribly interested in the gameplay, but I view it as a piece of art that gives me joy just by watching YouTube videos.
And that alone deserves my support!
Tacview stretch goal met! Keep it rolling fellas'!
Congrats to The_Admiral et al for wrapping up a successful kickstarter and for hitting that last stretch stretch goal: TFA Battlestations (https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition/posts/4332243) :Applause:. Somehow I missed it when you guys added it.
Credit card charged. Now, the waiting begins with me pestering the dev team weekly with the 'is it done yet?" posts. I feel it helps motivate people and generally elevates everyone's mood.
OK, I'm going to be a bit of the stick in the mud here, because it looks like this demo is getting near universal admiration from what I've seen, but I'm really struggling to have fun with it, mostly because I'm finding the interface really baffling. I know the devs hang around here, hopefully they'll take this in the spirit of constructive criticism.
There are two things I'm really struggling with in the game. First, a lack of uniform design language in the UI. I realize that the UI by intent is trying to replicate different aspects of carrier operations, but I have one view of the 3D map, another completely different interface with different buttons for the "radar view', another totally different one for planning CAP, yet another completely different one for managing aircraft operations, yet ANOTHER for planning strikes, etc. I think there's a happy balance that can be struck between art and functionality, and art and immersion certainly have their place, but what ends up happening is it feels to me as if (I realize this isn't actually how the game was built) 10 different people made each interface screen without talking to each other. It's like I'm switching to a completely different game between, e.g., planning a strike and planning a CAP, and I am struggling to get used to it.
The other thing that's making me bounce of this a little bit is some really important information that seems to be either not well documented or hidden. For example, I still don't fully understood the relationship between spotting a strike and launching it- it will appear in the timeline, but if I don't actively press launch on the strike it won't go (which as far as I can tell is not documented in the quick start manual), and sometimes even when I do it doesn't seem to launch for reasons I don't understand. Similarly, I THINK that when an enemy contact is detect the AI air officer vectors the CAPs toward the target, but that is not documented anywhere and I get no in-game feedback confirming that that is going on. Another example is the 3D view - I have perfect, no fog-of-war knowledge of what each aircraft is seeing and looks like, but no information about, e.g., their fuel state, ammo, etc. (at least, not that I can see).
So the net result to me is that I constantly feel like I'm at war with the interface to understand what is going on, what buttons to push, and what the state of my forces is (and I don't mean in the sense of the actual fog of war the game simulates, but just because the information is not well organized or clear). I LOVE the quality of the game, the polish, the immersion, but I think it really needs some work with the interface and some thought regarding what information is being provided and how before it becomes, in my mind, playable. I realize this is a minority opinion, however.
I think constructive criticisms like yours are critical for the developers to see, particularly since the feedback has been so positive. If the Admiral doesn't respond to this here, I think you should post your thoughts in a more visible place. It can only help to make a better game in the end!
Quote from: CaptainKoloth on March 23, 2025, 09:22:14 PMOK, I'm going to be a bit of the stick in the mud here, because it looks like this demo is getting near universal admiration from what I've seen, but I'm really struggling to have fun with it, mostly because I'm finding the interface really baffling. I know the devs hang around here, hopefully they'll take this in the spirit of constructive criticism.
There are two things I'm really struggling with in the game. First, a lack of uniform design language in the UI. I realize that the UI by intent is trying to replicate different aspects of carrier operations, but I have one view of the 3D map, another completely different interface with different buttons for the "radar view', another totally different one for planning CAP, yet another completely different one for managing aircraft operations, yet ANOTHER for planning strikes, etc. I think there's a happy balance that can be struck between art and functionality, and art and immersion certainly have their place, but what ends up happening is it feels to me as if (I realize this isn't actually how the game was built) 10 different people made each interface screen without talking to each other. It's like I'm switching to a completely different game between, e.g., planning a strike and planning a CAP, and I am struggling to get used to it.
The other thing that's making me bounce of this a little bit is some really important information that seems to be either not well documented or hidden. For example, I still don't fully understood the relationship between spotting a strike and launching it- it will appear in the timeline, but if I don't actively press launch on the strike it won't go (which as far as I can tell is not documented in the quick start manual), and sometimes even when I do it doesn't seem to launch for reasons I don't understand. Similarly, I THINK that when an enemy contact is detect the AI air officer vectors the CAPs toward the target, but that is not documented anywhere and I get no in-game feedback confirming that that is going on. Another example is the 3D view - I have perfect, no fog-of-war knowledge of what each aircraft is seeing and looks like, but no information about, e.g., their fuel state, ammo, etc. (at least, not that I can see).
So the net result to me is that I constantly feel like I'm at war with the interface to understand what is going on, what buttons to push, and what the state of my forces is (and I don't mean in the sense of the actual fog of war the game simulates, but just because the information is not well organized or clear). I LOVE the quality of the game, the polish, the immersion, but I think it really needs some work with the interface and some thought regarding what information is being provided and how before it becomes, in my mind, playable. I realize this is a minority opinion, however.
Regarding the uniform UI issue you mention. I believe that Task Force Admiral (TFA) has different UI for various tasks is because you use those different UI in real life, and the game is trying to replicate that. In the real world, navy personnel are constantly switching between measuring in absolute terms (Latitude/Longitude and true bearings) and relative terms (measuring from positions relative to your own ship or the guide unit). In the Flag Plot or CIC, you would have a chart to plot your TF and aircraft movement (this is called the "Strategic Map" in TFA). This is the most useful way of
navigating and displaying the movement of ships and aircraft across a wide geographical area, and it uses geographical coordinates (Lat/long or other similar systems).
Next, you have the "maneuvering board" or "Mo-board" (This is called the "Fleet Plot" in TFA). This view is best for displaying the
relative movement of units. Because of this, it is the best way of assigning the stations for the ships within a task force. For instance, the guide/flag ship is usually in the center of the formation, the plane guard is always astern the carrier at about 1 nm, the ASW ships are oriented along the axis of intended movement, etc. The Mo-Board is the most effective way of displaying this information (and before the era of computers was how we manually determined courses/speeds to maneuver to stations). The CAP station display is similar to the Mo-Board, but it has a larger scale. This easily allows the Fighter Controller to maintain the CAP stations at the proper
relative bearing from the TF to best cover the threat axis.
The other displays provide different information than the Charts and Mo-Board. The mission roster shows you the "flight schedule" so you can properly sequence your various air missions. Similarly, the Deck Plot shows how the aircraft are being spotted on the deck and their preparation status. The various screens in TFA reflect how carrier battlegroups (even today) actually manage these various aspects of battlegroup operations.
Regarding spotting a strike, That is actually the action of fueling, arming, and properly arranging on the deck the aircraft strike. You will notice that the TBDs are usually in the aft part of the deck, because with an underpowered engine and carrying a heavy torpedo, they need more deck space to take off. That is part of the spotting process, getting the aircraft fueled, armed, and positioned for takeoff. Launching the strike is just that. It is the actual engine warm-up, launching, and airborne forming up of the strike.
Just a little more on this topic: Below is an image of the CIC on the USS INDEPENDENCE (CVL-22) (source: https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/c/cic-operations-on-a-night-carrier.html). It shows at least two mo-boards: the plexiglass plot mounted in front of the radar repeater was to display the TF disposition based on inputs from the radar repeater in the center of the photo. Sailors would plot the current positions of ships and their assigned screen and contacts on this board. Depending on the scale used, CAP stations and air contacts could be plotted here. The "schedule board" to the right of this likely shows the flight schedule. Probably these are mostly CAP missions. The table to the right of the radar repeater is also a mo-board, and is likely used for planning the screen, while the one to the left is probably for planning of CAP stations. I don't see a geographical plot in this photo, but one will be in the CIC. I think the item to the far right of the photo is a Dead Reckoning Tracer (DRT), which isn't in TFA. As you can see in this photo, the CIC on a carrier had the same "data feeds" as TFA replicates. There isn't a "deck plot" or ouija board in CIC, as that would be located in Air Ops. However, there would be one onboard.
See https://www.smithsonianmag.com/air-space-magazine/how-things-work-the-ouija-board-10048217/
(https://i.imgur.com/cHuTxTK.jpg)
As I said above, I'm not questioning whether it's realistic or immersive- it is! What am I questioning is whether it's practical game design. Any game has abstractions and compromises from reality to make it playable. You don't do hours of paperwork before and after each flight in DCS. You don't write out orders by hand in whatever forms the Wermacht used during WWII and then wait hours for them to arrive in War in the East. You wouldn't want a game system in TFA where you're forced to actually wake up at 3 AM in real time, attend a briefing, and then wait minute by minute until launch time. I'm being intentionally ridiculous of course, but a more serious example in this context is none of the crewmen using the real stations in the examples you cited above commanded every position on the ship, or would have been expected to do so without training or documentation, understanding the impact of their actions, or who in the crew was responsible for what.
Every game has some realistic elements and some compromises to make it a playable and fun game. I'm not questioning the realism or accuracy, I'm questioning whether that balance has been struck to make it fun and understandable to play. Just having accurate forms and representations of stations in and of itself, if not well documented, clearly connected in a comprehensible manner to player actions, and leading to some series of interesting decisions, does not make a good game in isolation.
Sid Meier, has a number of axioms for good video game design. One of these is that you need to be cautious that the player is the one having the fun rather than the designer. Clearly, the designers are having a lot of fun coding an amazingly accurate representation of the stations on a WW2 carrier, but as the player, I'm still struggling to find the fun beyond seeing it as sort of an interactive museum exhibit (so far).
Quote from: CaptainKoloth on March 24, 2025, 01:06:35 PMAs I said above, I'm not questioning whether it's realistic or immersive- it is! What am I questioning is whether it's practical game design. Any game has abstractions and compromises from reality to make it playable. You don't do hours of paperwork before and after each flight in DCS. You don't write out orders by hand in whatever forms the Wermacht used during WWII and then wait hours for them to arrive in War in the East. You wouldn't want a game system in TFA where you're forced to actually wake up at 3 AM in real time, attend a briefing, and then wait minute by minute until launch time. I'm being intentionally ridiculous of course, but a more serious example in this context is none of the crewmen using the real stations in the examples you cited above commanded every position on the ship, or would have been expected to do so without training or documentation, understanding the impact of their actions, or who in the crew was responsible for what.
Every game has some realistic elements and some compromises to make it a playable and fun game. I'm not questioning the realism or accuracy, I'm questioning whether that balance has been struck to make it fun and understandable to play. Just having accurate forms and representations of stations in and of itself, if not well documented, clearly connected in a comprehensible manner to player actions, and leading to some series of interesting decisions, does not make a good game in isolation.
Sid Meier, has a number of axioms for good video game design. One of these is that you need to be cautious that the player is the one having the fun rather than the designer. Clearly, the designers are having a lot of fun coding an amazingly accurate representation of the stations on a WW2 carrier, but as the player, I'm still struggling to find the fun beyond seeing it as sort of an interactive museum exhibit (so far).
IMHO, it is a practical game design, but the game itself is for a certain audience. The use of historically accurate displays is immersive and effectively presents the information. It is complex, but that is the nature of carrier operations. Some people like more complex games, and some like simpler games. And sometimes, it depends on the mood you are in. After a long day of work, I may want something simple. Other times, I'm playing Command Modern Operations, including writing OPLANS (yes, I am one of those kind of people.... :Nerd: ). Games such as "World of Warships" are great when you want to blow off some steam. Games like "Dangerous Waters" are good when you are trying to understand the nuances of a topic, (or re-live your prior military service... :grin: ). There are several good carrier games out there. "Carriers at War" (see here for an AAR I did recently with it: https://www.grogheads.com/forums/index.php?topic=27722.0 and "Carrier Battles" come to mind. But TFA covers the topic at a lower tactical level than those two games. Plus, it has eye candy.... :grin:
[Edit]: Regarding your comment about documentation. It is a fair point to want good, complete and easy-to-understand documentation. I assume that the game manual will be significantly expanded and revised. For a demo, it is likely the manual is underdeveloped, as features have not been finalized. Also, with a printed manual coming out for the Kickstarter backers, it is likely they will significantly expand the manual.
I like the current interface but agree that it needs a good manual to go with it and some refinement. I cannot remember, but does the current game have tool tips when you hover over everything?
I'd love more detail or at least a way to get status reports on fuel levels etc, perhaps the abolity to show the cockpit instrumentation which I believe is probably coming with all the stretch goals.
What I am still concerned about is the single mission scenario orientation of the game. We really are limited to search and destroy i. A limited local area. Essentially their are only a few decisions to make, perhaps not enough to ensure longevity.
Eg
Decide where to scout
Decide where to attack
Defend against the enemy and decide to change course or not.
Hope your planes come back
Hope your AAA works
Hope you win
P.s. how do carrier pilots know where to come back to if I change course while they are on a mission? Give. Radio silence. I know there was some direction finding but how dangerous would this be to use with the enemy listening?
It's all very good brainstorming expressed in a most polite fashion, so no worries there. Thanks to all those who take part to the overall process (and to Tripoli obviously in particular ^^)
As far as I am concerned I'll just reply to a few ideas that were expressed in here
- "That game was designed so that the designer could have fun". Well certainly, the designer is a player too, and wanted to play just that. It's part of the whole process indeed. And although I might not be a professional designer, I sure am a very dedicated player :)
- In regard of the overall UI paradigm, the diegetic approach obviously has pros and cons. It's from a day and age when it is simply not possible to expect a diegetic system that would be close to a digital interface - unlike what you have, say, in CMANO or Sea Power, where the NTDS-like interface is perfectly in tune with the topic. But then again, suddenly, try to play a late 1940 scenario in CMANO and some of you might feel it's just off, precisely because your inner self knows that modern symbology & computer-like interfaces don't work intuitively with the era. The same way you wouldn't find merit in our approach if the interface was serving a cold-war purpose rather than a WW2 one. Just like the choices made in a game like Highfleet, it is a completely conscious if somewhat radical pick.
- As such, lot of things in regard of available info provided to the player will be improved upon, whether it's the UI or the view system. More info will be provided for pretty much everything. Tool tips made more visible perhaps (they don't appear over the choices, they appear over the categories in the interactive forms). We can only grow and improve from here, but don't expect the basics to be redone. For some time now we have been aware of the path we had chosen, and the recent developments in regard of pinpointing our audience has validated our (possibly) most controversial and divisive choices, UI included.
- Mission-type wise, no not everything will be limited to search and destroy. Hopefully some of the scenarios are about hide and seek (when you are tasked with attacking a given target) while others involve complex choices (such as covering the landings during Watchtower, or escorting supply convoys). Add to this all the missions expected from the surface combatants (which will be fully fleshed out, especially with the stretch goals we achieved) and additional gameplay options (cf. our basic campaign system) and if you get bored, then anything PTO would bore you eventually I am sure ^^
- About navigation on the way home - on the US side it's the YE-ZB beacon system (colloquially known as the Zed Baker). It was made somewhat complicated so that secrecy could be kept, but at the end of the day it was never discovered by the enemy from what I recall. The Japanese had their own beacons, that did not betray them either. The main issue wasn't so much the emitter than the overall unreliability of the airborne receiver (and the fact that it's a line of sight device, so the further home, the higher you need to be over the horizon)
More info here. https://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=704
At any rate hope it answers a few of the worries - and if not, it is what it is I guess :)
Quote from: Destraex on March 24, 2025, 10:19:18 PM.... I cannot remember, but does the current game have tool tips when you hover over everything?
....
What I am still concerned about is the single mission scenario orientation of the game. We really are limited to search and destroy i. A limited local area. Essentially their are only a few decisions to make, perhaps not enough to ensure longevity.
Eg
Decide where to scout
Decide where to attack
Defend against the enemy and decide to change course or not.
Hope your planes come back
Hope your AAA works
Hope you win
P.s. how do carrier pilots know where to come back to if I change course while they are on a mission? Give. Radio silence. I know there was some direction finding but how dangerous would this be to use with the enemy listening?
There are tooltips in TFA, but they probably should be expanded. For instance, tool tips that expand on the differences in the type of strikes. Possibly tool tips on basic aircraft specs, such as range, cruising speed and payload would be useful for planning.
Regarding how aircraft found their way back to the CV. Basically, it was dead reckoning (DR) navigation. Before take off, the pilots were told the expected battlegroup movements. Generally speaking, this was not too inaccurate, as the necessity of conducting flight ops into the wind limited the geographical movement of the carrier over the 3-4 hour mission time. The USN had a homing beacon that used two channels and a modulated signal so that without the proper receiver, it the signal sounded like static. https://timeandnavigation.si.edu/multimedia-asset/zb-1-radio-homing-adapter-and-security-cover ; https://www.mission4today.com/index.php?name=Knowledge_Base&file=print&kid=704&page=1 The IJN did not have such a system, believing in radio silence. Thus, USN aircraft occasionally were able to find their way back to the carriers in the dark (such as the Marianas operation), while the IJN aircraft occasionally got lost and tried to land on USN aircraft carriers (like they did at Coral Sea).
Regarding your comment on the game potentially being repetitive: For the demo, you are correct. However, I believe that the game on the release will, (as in real life) have more decisions for the player to make. For instance, the inclusion of submarines will force the player to make screening dispositions and course/speed decisions. Multi-day scenarios can potentially make players have to make fueling decisions. The inclusion of land bases and surface combat will make the battlespace a complex environment, requiring a lot more decisions on the part of the player. I believe the developer plans to incorporate many, if not all, of these aspects in the game. [Full Disclosure: I assisted briefly with the game several years ago, but I have no current knowledge of the developer's current plans other than what he has posted, and from what I can tell from the state of the current game engine]
Edit: I see the Admiral posted as I was posting. For obvious reasons, I defer to his post :notworthy:
Quote from: The_Admiral on March 25, 2025, 08:00:22 AMIt's all very good brainstorming expressed in a most polite fashion, so no worries there. Thanks to all those who take part to the overall process (and to Tripoli obviously in particular ^^)
As far as I am concerned I'll just reply to a few ideas that were expressed in here
- "That game was designed so that the designer could have fun". Well certainly, the designer is a player too, and wanted to play just that. It's part of the whole process indeed. And although I might not be a professional designer, I sure am a very dedicated player :)
- In regard of the overall UI paradigm, the diegetic approach obviously has pros and cons. It's from a day and age when it is simply not possible to expect a diegetic system that would be close to a digital interface - unlike what you have, say, in CMANO or Sea Power, where the NTDS-like interface is perfectly in tune with the topic. But then again, suddenly, try to play a late 1940 scenario in CMANO and some of you might feel it's just off, precisely because your inner self knows that modern symbology & computer-like interfaces don't work intuitively with the era. The same way you wouldn't find merit in our approach if the interface was serving a cold-war purpose rather than a WW2 one. Just like the choices made in a game like Highfleet, it is a completely conscious if somewhat radical pick.
- As such, lot of things in regard of available info provided to the player will be improved upon, whether it's the UI or the view system. More info will be provided for pretty much everything. Tool tips made more visible perhaps (they don't appear over the choices, they appear over the categories in the interactive forms). We can only grow and improve from here, but don't expect the basics to be redone. For some time now we have been aware of the path we had chosen, and the recent developments in regard of pinpointing our audience has validated our (possibly) most controversial and divisive choices, UI included.
- Mission-type wise, no not everything will be limited to search and destroy. Hopefully some of the scenarios are about hide and seek (when you are tasked with attacking a given target) while others involve complex choices (such as covering the landings during Watchtower, or escorting supply convoys). Add to this all the missions expected from the surface combatants (which will be fully fleshed out, especially with the stretch goals we achieved) and additional gameplay options (cf. our basic campaign system) and if you get bored, then anything PTO would bore you eventually I am sure ^^
- About navigation on the way home - on the US side it's the YE-ZB beacon system (colloquially known as the Zed Baker). It was made somewhat complicated so that secrecy could be kept, but at the end of the day it was never discovered by the enemy from what I recall. The Japanese had their own beacons, that did not betray them either. The main issue wasn't so much the emitter than the overall unreliability of the airborne receiver (and the fact that it's a line of sight device, so the further home, the higher you need to be over the horizon)
More info here. https://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=704
At any rate hope it answers a few of the worries - and if not, it is what it is I guess :)
Is it done yet?
Quote from: The_Admiral on March 25, 2025, 08:00:22 AMIt's all very good brainstorming expressed in a most polite fashion, so no worries there. Thanks to all those who take part to the overall process (and to Tripoli obviously in particular ^^)
As far as I am concerned I'll just reply to a few ideas that were expressed in here
- "That game was designed so that the designer could have fun". Well certainly, the designer is a player too, and wanted to play just that. It's part of the whole process indeed. And although I might not be a professional designer, I sure am a very dedicated player :)
- In regard of the overall UI paradigm, the diegetic approach obviously has pros and cons. It's from a day and age when it is simply not possible to expect a diegetic system that would be close to a digital interface - unlike what you have, say, in CMANO or Sea Power, where the NTDS-like interface is perfectly in tune with the topic. But then again, suddenly, try to play a late 1940 scenario in CMANO and some of you might feel it's just off, precisely because your inner self knows that modern symbology & computer-like interfaces don't work intuitively with the era. The same way you wouldn't find merit in our approach if the interface was serving a cold-war purpose rather than a WW2 one. Just like the choices made in a game like Highfleet, it is a completely conscious if somewhat radical pick.
- As such, lot of things in regard of available info provided to the player will be improved upon, whether it's the UI or the view system. More info will be provided for pretty much everything. Tool tips made more visible perhaps (they don't appear over the choices, they appear over the categories in the interactive forms). We can only grow and improve from here, but don't expect the basics to be redone. For some time now we have been aware of the path we had chosen, and the recent developments in regard of pinpointing our audience has validated our (possibly) most controversial and divisive choices, UI included.
- Mission-type wise, no not everything will be limited to search and destroy. Hopefully some of the scenarios are about hide and seek (when you are tasked with attacking a given target) while others involve complex choices (such as covering the landings during Watchtower, or escorting supply convoys). Add to this all the missions expected from the surface combatants (which will be fully fleshed out, especially with the stretch goals we achieved) and additional gameplay options (cf. our basic campaign system) and if you get bored, then anything PTO would bore you eventually I am sure ^^
- About navigation on the way home - on the US side it's the YE-ZB beacon system (colloquially known as the Zed Baker). It was made somewhat complicated so that secrecy could be kept, but at the end of the day it was never discovered by the enemy from what I recall. The Japanese had their own beacons, that did not betray them either. The main issue wasn't so much the emitter than the overall unreliability of the airborne receiver (and the fact that it's a line of sight device, so the further home, the higher you need to be over the horizon)
More info here. https://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=704
At any rate hope it answers a few of the worries - and if not, it is what it is I guess :)
The essential question here is whether I should be able to change course and expect my birds to make it home. Adding to that the need to calculate any extra fuel needed because of the course change. Should the game assume beacons will be reliable from the time the birds turn for home all the way back? Or should it be expected that if you make a task force course change it has to be built into the plan before take off or the aircrqft end up in the drink unless they are lucky?
P.s. I have no problem not having the info the historical participants did not have.
But then should we be choosing roles for strikes (task force or air wing) so that when radio silence is in effect proper lack of information is simulated? Would this even be fun?
I guess at rhe moment I can assess via watching strikes in person whether another strike is needed. But I guess we need to assume that the aircraft radioed back success or failure as per procedure?
Quote from: Tripoli on March 25, 2025, 08:02:27 AMQuote from: Destraex on March 24, 2025, 10:19:18 PM.... I cannot remember, but does the current game have tool tips when you hover over everything?
....
What I am still concerned about is the single mission scenario orientation of the game. We really are limited to search and destroy i. A limited local area. Essentially their are only a few decisions to make, perhaps not enough to ensure longevity.
Eg
Decide where to scout
Decide where to attack
Defend against the enemy and decide to change course or not.
Hope your planes come back
Hope your AAA works
Hope you win
P.s. how do carrier pilots know where to come back to if I change course while they are on a mission? Give. Radio silence. I know there was some direction finding but how dangerous would this be to use with the enemy listening?
There are tooltips in TFA, but they probably should be expanded. For instance, tool tips that expand on the differences in the type of strikes. Possibly tool tips on basic aircraft specs, such as range, cruising speed and payload would be useful for planning.
Regarding how aircraft found their way back to the CV. Basically, it was dead reckoning (DR) navigation. Before take off, the pilots were told the expected battlegroup movements. Generally speaking, this was not too inaccurate, as the necessity of conducting flight ops into the wind limited the geographical movement of the carrier over the 3-4 hour mission time. The USN had a homing beacon that used two channels and a modulated signal so that without the proper receiver, it the signal sounded like static. https://timeandnavigation.si.edu/multimedia-asset/zb-1-radio-homing-adapter-and-security-cover ; https://www.mission4today.com/index.php?name=Knowledge_Base&file=print&kid=704&page=1 The IJN did not have such a system, believing in radio silence. Thus, USN aircraft occasionally were able to find their way back to the carriers in the dark (such as the Marianas operation), while the IJN aircraft occasionally got lost and tried to land on USN aircraft carriers (like they did at Coral Sea).
Regarding your comment on the game potentially being repetitive: For the demo, you are correct. However, I believe that the game on the release will, (as in real life) have more decisions for the player to make. For instance, the inclusion of submarines will force the player to make screening dispositions and course/speed decisions. Multi-day scenarios can potentially make players have to make fueling decisions. The inclusion of land bases and surface combat will make the battlespace a complex environment, requiring a lot more decisions on the part of the player. I believe the developer plans to incorporate many, if not all, of these aspects in the game. [Full Disclosure: I assisted briefly with the game several years ago, but I have no current knowledge of the developer's current plans other than what he has posted, and from what I can tell from the state of the current game engine]
Edit: I see the Admiral posted as I was posting. For obvious reasons, I defer to his post :notworthy:
Thanks Tripoli. Your reply is still much appreciated.
Hello Des,
Not sure what to tell you right now considering most of these functions are expected to be there but aren't implemented yet. Down the line you will be able to do the following
Commands you mentioned that will eventually require a radio communication & might get intercepted and used against you (and provoke a change of stance from the enemy AI)
- Recall strikes
- Reassign targets to on-going strikes
- Signal your current position to guarantee recovery
Know that, for instance, the AI is already happy to send a ready strike down your way when a carrier type strike is encountered by one of their scouts even if they haven't spotted you. The strike will be sent on a reciprocal heading. That means that any positive triangulation of your position using radio finding gear might result in the same kind of search and destroy behavior, as these messages would be sent in the clear, with no code.
Your strikes & other missions (including fighters etc) will also have more chatter so as to update you on the way their mission proceeds, but they will probably not do so until they are actually sighted by an enemy element. The whole Hornet Air Group, save for VT-8, observed radio silence at Midway all the way, managing to never encounter a single Japanese aircraft or ship, even though the fighter escort got completely lost and had to ditch, VS-8 headed back to TF-16 on its own and VB-8 went to land at Midway before returning to TF-16, then again with absolutely zero feedback until Midway signaled Hornet. That's how tight communications were back then. We don't plan on making it a chatterbox for the sake of an immersion that would have no real ground for the era ^^
Did any of you backers receive the email for your beta access? I didn't get mine yet and I've been checking my spam folder religiously. The emails were supposedly sent out yesterday.
Quote from: Jarhead0331 on April 04, 2025, 08:20:40 AMDid any of you backers receive the email for your beta access? I didn't get mine yet and I've been checking my spam folder religiously. The emails were supposedly sent out yesterday.
I received mine yesterday at 1229 CST. If it helps you locate it, the subject line is "TFA Kickstarter - Your TFA Beta key & Discord Access!" and it came from Task Force Admiral Kickstarter Support <task-force-admiral@drydockdreams.games>
Thanks. I didn't get that.
I always get screwed. :tickedoff: :hair:
Jarhead: I just received an email for backers that may be of use. I will DM it to you
Thanks!
The issue seems pretty pervasive based on the comments on the KS page. Hope it gets sorted before the weekend! :Dreamer:
Just found mine, in the Spam folder.
I've looked absolutely everywhere.
Very disappointed.
On the bright side, there really isn't anything new with the beta version that wasn't in the demo. I'm sure you'll get a key and be able to jump in before any new goodies are added in.
They fixed the problem and everybody who did not receive a key now has a way to claim one. There is much rejoicing across the land. :twirl:
Yeah unfortunately Microsoft & Apple boxes have been very, very naughty.
No wonder people made a fortune in selling newsletter "curation" to help with reach. Both Mailchimp & Sender using OVH & Wordpress get bounced mercilessly, yet silently. Also pretty much means that a whooping 30% of all newletters we sent simply disappeared in a black hole in the past.
The new system worked for a couple hours before a Google bot decided it was fishing. I paid Mr Google and the new interactive form might hopefully survive the weekend.
Christ, how hard it has become to go through the day in 2025!
Have you tried problem drinking?
Quote from: The_Admiral on April 05, 2025, 11:01:54 AMYeah unfortunately Microsoft & Apple boxes have been very, very naughty.
No wonder people made a fortune in selling newsletter "curation" to help with reach. Both Mailchimp & Sender using OVH & Wordpress get bounced mercilessly, yet silently. Also pretty much means that a whooping 30% of all newletters we sent simply disappeared in a black hole in the past.
The new system worked for a couple hours before a Google bot decided it was fishing. I paid Mr Google and the new interactive form might hopefully survive the weekend.
Christ, how hard it has become to go through the day in 2025!
Perhaps a game should be made about the internet wars. I personally think you should be able to go down to your local post office, identify and register your traffic ahead of time.
Admiral,
Just wanted to give you all a massive thumbs up across the board.
First, the demo was awesome.
Second, your communication via kickstarter is beyond excellent.
Third, I was one of the folks that Outlook swallowed the key letter. Not only did your team implement a manner to get a key in the last KS communication (a big positive), your team went out of their way to respond to my message to you in KS about the failure with a follow up email with a key. So I dont have to go through the steps you put into place in the KS communication.
Above excellent in every. single. aspect. Absolutely phenomenal.
<clap>
Well I think I screwed up but not really sure
I had never done a kickstarter so I thought I'd gone in at the captain level
But I cant find an email acknowledging it and I cant find any matching transactions on Paypal or my credit card
So now I dont know if I actually did sign up correctly - I sure thought I did
Con
If its not shown up on your paypal or cc by now, you probably didn't complete signing up for the kickstarter. On the plus side, you can still get in on the kickstarter for at least another week.
QuoteLate Pledges Still Open (But Not for Long)
Late pledges are still open, but not for much longer! We plan to close the late pledge option around April 20, and will post a final public announcement to confirm the closing date very soon.
Being a kickstarter newbie what does late pledges get you?
Can I still get in the captain level because that is what would be ideal
Con
You should get the same rewards. Captain level still showing 133 out of 500 available. You should receive an email very soon after you pledge.
QuoteCaptain: Deluxe Physical Edition
367 backers 133 of 500 available
You like boxes? Why not go for the larger kind! Our Deluxe Physical edition includes the printed edition of the Art Books & USN Doctrine manuals, along with a set of thematic Playing Cards + all the perks of the Deluxe Digital Edition (with Private Beta Access) + the contents of the Regular Big Box. Ships to Anywhere in the world|
Estimated delivery Jan 2026
Includes
• 1 Deluxe Physical Megabox Edition (Jan 2026)
• 1 Regular Physical Big Box Edition (Jan 2026)
• 1 Private Beta Access & Private Discord channel (Mar 2025)
• 1 Steam PC Deluxe Digital Ed. w/ soundtrack & artbooks (Dec 2025)
• 1 20 x Hi-Res Digital Wallpapers (Mar 2025)
• 1 Discord Badge (Mar 2025)
Hi there gents!
A small update on our part on the Steam news page, with a release window (Q1 2026 if you don't wanna browse for it). It will be Early Access though, as the game gets completed overtime with the needed assets & extra functions born from the Kickstarter's success.
https://store.steampowered.com/news/app/1281220/view/609801530463223811
Cheers & take good care!
(https://clan.fastly.steamstatic.com/images//37689795/ec1b7b2aba96ad07396446a18c31a890f859e2a3.png)
(https://clan.fastly.steamstatic.com/images//37689795/547db445bfdefe60a9d6858eba3c12722f3ff6a2.png)
(https://clan.fastly.steamstatic.com/images//37689795/77276f2eaedfe6dfef21a3a427fd408a92b0a83e.png)
(https://clan.fastly.steamstatic.com/images//37689795/a388743516cb6dd775dbfc33e5bc87183e99e97c.jpg)
(https://clan.fastly.steamstatic.com/images//37689795/9299b231914c23cab3973257173bf2db4e42c03b.jpg)
(https://clan.fastly.steamstatic.com/images//37689795/e27f2375e74b2b4a6ce3e34097d4c8a35d6b1a40.png)
New demo is out on Steam. The Historical Gamer is posting some footage from the demo on Youtube.
https://www.youtube.com/watch?v=SMLMFrt6-AM
https://www.youtube.com/watch?v=zPaW066lBcU&t=2s
What's in the new demo vs the old?
No idea. I never played the old.
I still am really, really struggling with the interface (no change in the new demo vs. my comments from a couple pages back in this thread). I understand it's in the name of "realism", but I think it's sacrificing playability without a good gameplay reason.
i watched some of the historicalgamer on twitch. he was having trouble planning his first strike ie early spotting, timing, trying to cancel and re-plan etc... it's like he never played the game before and didnt do any tutorials or read the manual. i had to turn it off as it was horrible to watch.
Quote from: CptHowdy on January 02, 2026, 06:03:09 PMi watched some of the historicalgamer on twitch. he was having trouble planning his first strike ie early spotting, timing, trying to cancel and re-plan etc... it's like he never played the game before and didnt do any tutorials or read the manual. i had to turn it off as it was horrible to watch.
If the demo hasn't changed I'd recommend Wolfpack from the first go around
Quote from: CptHowdy on January 02, 2026, 06:03:09 PMi watched some of the historicalgamer on twitch. he was having trouble planning his first strike ie early spotting, timing, trying to cancel and re-plan etc... it's like he never played the game before and didnt do any tutorials or read the manual. i had to turn it off as it was horrible to watch.
I don't know if you've had a chance to play the demo, but this is exactly the point I was just making. I don't think it's that the historical gamer is super unprepared and too lazy to RTFM, it's that the interface is kind of (in my opinion) an unintuituve, poorly documented mess.
Release date announced : January 27.
Quote from: Pete Dero on January 06, 2026, 01:06:44 PMRelease date announced : January 27.
Early excess or a real release?
Quote from: CaptainKoloth on January 03, 2026, 02:21:54 AMQuote from: CptHowdy on January 02, 2026, 06:03:09 PMi watched some of the historicalgamer on twitch. he was having trouble planning his first strike ie early spotting, timing, trying to cancel and re-plan etc... it's like he never played the game before and didnt do any tutorials or read the manual. i had to turn it off as it was horrible to watch.
I don't know if you've had a chance to play the demo, but this is exactly the point I was just making. I don't think it's that the historical gamer is super unprepared and too lazy to RTFM, it's that the interface is kind of (in my opinion) an unintuituve, poorly documented mess.
We're ready to acknowledge that we made some radical - by 2020s standards - choices when it comes to the interface, but the level of redundancy of each function has been specifically made so as to open alternatives to many GUI habits, whether these are keyboard or mouse-based, wargame or sim-centric, etc..., a much needed approach due to the hybrid nature of this project. But let's meet in the middle - the same way it's obvious we have made choices that are more or less well-inspired (and a certain number of players do acknowledge that there's an underlying logic to them), I sort of suspect that those who complain the most loudly did not exhibit a remarkable effort in regard of reading extensively the manual or watching one of the few tutorial videos available on YT, a number of contents creators having put a few hours in them with extremely well-thought remarks.
Obviously the situation will be better once in-game tutorials roll out. We are exploring options to also provide each station with an help screen, beyond help tips. At the end of the day though, the "meat" of the GUI is here to stay, so if it clicks with people - that's great. If it doesn't, and people feel strongly about it, it's just not unfortunately the game for them. And it's very fine, it's not an universal product by any mean.
Somebody on Reddit said yesterday that Gary Grigsby might be preparing a carrier return, all hope is not lost for the genre ;)
Cheers
Quote from: The_Admiral on January 07, 2026, 11:04:59 PMQuote from: CaptainKoloth on January 03, 2026, 02:21:54 AMQuote from: CptHowdy on January 02, 2026, 06:03:09 PMi watched some of the historicalgamer on twitch. he was having trouble planning his first strike ie early spotting, timing, trying to cancel and re-plan etc... it's like he never played the game before and didnt do any tutorials or read the manual. i had to turn it off as it was horrible to watch.
I don't know if you've had a chance to play the demo, but this is exactly the point I was just making. I don't think it's that the historical gamer is super unprepared and too lazy to RTFM, it's that the interface is kind of (in my opinion) an unintuituve, poorly documented mess.
We're ready to acknowledge that we made some radical - by 2020s standards - choices when it comes to the interface, but the level of redundancy of each function has been specifically made so as to open alternatives to many GUI habits, whether these are keyboard or mouse-based, wargame or sim-centric, etc..., a much needed approach due to the hybrid nature of this project. But let's meet in the middle - the same way it's obvious we have made choices that are more or less well-inspired (and a certain number of players do acknowledge that there's an underlying logic to them), I sort of suspect that those who complain the most loudly did not exhibit a remarkable effort in regard of reading extensively the manual or watching one of the few tutorial videos available on YT, a number of contents creators having put a few hours in them with extremely well-thought remarks.
Obviously the situation will be better once in-game tutorials roll out. We are exploring options to also provide each station with an help screen, beyond help tips. At the end of the day though, the "meat" of the GUI is here to stay, so if it clicks with people - that's great. If it doesn't, and people feel strongly about it, it's just not unfortunately the game for them. And it's very fine, it's not an universal product by any mean.
Somebody on Reddit said yesterday that Gary Grigsby might be preparing a carrier return, all hope is not lost for the genre ;)
Cheers
Admiral. A very honest reply. I found it jarring going between rooms and getting to the external view points. Also found it hard to get into the action because I had to fast forward so much night time so slowly.
How would I fix this? With the current interface, adding a zoom feature that could zoom you both between rooms and outside of the ship would be cool. Maybe even a transparent carrier that showed rooms that you could click on to enter and then scroll back out of to choose another room. Their would have to be room labels of course.
If I press 1, 2, 3, 4 or 5 I want not only to be taken to an aircraft or ship but to see a big label over it's head saying what it is doing, where it is and what task force. This is probably already in game though right? I have not played the new demo yet because nobody could tell me what had changed except their being a first person flying mode which I have no interest in coming from a simulator like DCS background. I always considered FPS mode in a strategic game to be kinda cheating.
Iirc I tried zooming to aircraft to snap to them and follow them as they took off, but it did not d o anything if it's like the old demo. Is this interface console ready btw?
I do like the idea of the game. But without being able to play the Japanese and without being able to manage your tanker fleet and grander strategy of how your carriers got into these scenarios and placement of the rest of the fleet including landing ship fleets etc, I still think the game is a game of who spots who first.
I am one of those guys who hates canned historical scenarios whether it be ancients or carriers.
If this game is not too expensive I will probably grab it anyway, even though it is single player :P
Some people are gonna love this Admiral. Don't worry.
QuoteAdmiral. A very honest reply. I found it jarring going between rooms and getting to the external view points. Also found it hard to get into the action because I had to fast forward so much night time so slowly.
That is unfortunately very RAM-dependent indeed (the time-accel that is). Won't be easier in a Midway kind of situation with 500 aircraft around I am afraid.
Sor swapping between ships & aircraft (1-0 keys wouldn't suffice for sure) opening the left OOB panel (backspace) and using page up/page down will get you there. Camera wise, you get to orbit with enter (numpad or large enter), you release the lock (or recover it) using insert (0 numpad). When you're locked on an object, it is also highlighted in the OOB panel on the left. You can jump between these on the OOB panel too, if you don't do it in sequence using page up/down. Really, it's both keyboard & mouse friendly and there is always at least 2 converging ways to get to the same spot to do something. And no, consoles weren't a thought (and they probably won't be for this game - the next one possibly).
Really I encourage players to use modern tools in regard of these things. Uploading the manual to Notebook LM will allow you to ask questions about these things very efficiently without the added hassle to have to look for the specific info you want/need. Of course, it is only as good as the original material, and I am thinking about feeding a LM notebook a few good videos that really do the job.
As for the rest, what can I say - it really is people-specific. Literally 25% of all players who downloaded the demo (out of 40 000) played it for more than 2 hours. 14% played it for more than 5 hours. I have people who played it for 30 hours. These are deemed good numbers, above average when it comes to Steam data, and that's with perhaps 3% of the contents of the final game, and without any of the more advanced mechanics (replenishment, cloud cover, aircrew management, submarines...) yet to come. Some people just like it like that, aka a game of who spots who first. My father was an avid, experienced Silent Service 2 player, yet he only enjoyed Silent Hunter in the training session when he could use the AA guns to shoot at aircraft.
So I don't worry, but that game provides an emotionally complex experience, and we wargame & sim players are complex characters indeed. We can only have the ambition to be lucky enough to touch the interest of a minority. Will be quite nice already in itself if we get there! And that's what for the demo is here for: defuse as much as possible any risk of bitterness, so that you might know perfectly, before you get into the thick of it, what you're heading for :)
I got to admit, when I tried the demo it seemed cluncky. It won't deter me from getting the game. The ui clunckyness will probably take some getting used to. I actually like having the option for fps control of planes, will this be available for ships too ? Watching the historical gamer vid, the fps plane control looked more awkward to use than it being any kind of advantage. If you made the plane controls like war thunder, u'd probably not get any complaints.
Quote from: Skoop on January 08, 2026, 03:18:00 PMIf you made the plane controls like war thunder, u'd probably not get any complaints.
Possibly - but we could probably get sued in stead, which is a more tricky thing to deal with than player complaints (War Thunder mouse controls are patented) :tophat:
As for the rest, that fair Aussie chap Rimmy did an 8.5-hour stream of TFA:
https://www.twitch.tv/videos/2662214799](https://www.twitch.tv/videos/2662214799
As he mentions himself, it took him a couple of hours in the evening to try things out and explore the functions without looking at the instructions, just to find his way around the controls and the logic (and this is not just a claim — it shows when he plays). What the video also shows is that he is using about 30% of the game's shortcuts and views as of now, and has not even realized yet that there is a direct-control option — and he is still having a lot of fun. He is an average player, like THG, from a different gaming culture, though of the same generation. Wolfpack is too, of course, but he has an extremely professional, clinical approach to controls. This goes to show how players with very different levels of familiarity with the topic and with gaming systems can experience the current build in very different ways. It may infuriate those who consider themselves aficionados, if not experts of the era and the subject, yet fail to establish an emotional connection with the game as it is now, while others do not even need to — remaining unfazed by the UI despite its unfriendly learning curve.
The game is more like a buffet: being rich and full of content does not mean you will find exactly what you are looking for, or even that you will like the way the things you usually enjoy are cooked. We tried a lot of things; not all of them were successful, but as it stands, it is a coherent piece of craftsmanship that will be improved over the coming months. It won't be to everyone's taste, but it should be good enough to, hopefully, leave a small mark on some of our players. I'm fine with that :)
Cheers
A movie using your game would be great, with a few pauses to order recon or flights of bombers. I enjoy watching Tora Tora Tora and the latest midway film from time to time. Not a fan of the old Midway film with Charlton Heston though, not enough carrier action in that, I think it was just rehashed war footage which is not great at telling the story.
I cannot remember if this game has a grander campaign? A strategic layer?
Eugen's WARNO is a great example of a 500ish unit per side seamless zoom engine. I have played many a 10 v 10 where each person commands 50 or so units.
I gave the new Midway scenario a whirl. 70+ SBD attacks on Japanese carriers for 2 hits.
Tragic...
(https://clan.fastly.steamstatic.com/images//37689795/97d07b9da1d1f41e49e253d9ff72294d561b79e7.png)
Pricing at Early Access launch
Base price: $39.99 USD
10% launch discount
Optional bundles with other MicroProse titles (including ones you may already own)
:ThumbsUp:
If anyone is on the fence about it, I'm a playtester and can recommend it.
As a teaser, here is the latest release video:
A couple of my playtesting clips are used in the video. Now, according to Andy Warhol, the world still owes me 14:59 of fame... :laugh:
In my shopping cart instantly! Probably not the best idea as I had been avoiding buying new games at all this year so far (aside from some upcoming things like this), and now I have... um...... just under $155 of games in the cart.
:HideEyes: :HideEyes: :HideEyes: :HideEyes: :HideEyes:
Need to make some adjustments. But this stays in. :cool: (And probably Sea Power which I'm getting on a bundle discount with this.)
Quote from: Tripoli on January 27, 2026, 05:31:49 PMIf anyone is on the fence about it, I'm a playtester and can recommend it.
As a teaser, here is the latest release video:
A couple of my playtesting clips are used in the video. Now, according to Andy Warhol, the world still owes me 14:59 of fame... :laugh:
Well, that is a pretty lousy video. It has no hints of gameplay in it at all. No UI visible ever.
Quote from: Tripoli on January 27, 2026, 05:31:49 PMIf anyone is on the fence about it, I'm a playtester and can recommend it.
As a teaser, here is the latest release video:
A couple of my playtesting clips are used in the video. Now, according to Andy Warhol, the world still owes me 14:59 of fame... :laugh:
Yes thank you for always having been around when it counted Tripoli :smitten:
As for the trailer, it's a trailer. People who want to see how the game works nowadays are one click away from watching Wolfpack, Rimmy and others do that in all their glory. But that one wargame is betting on things the genre doesn't usually provides (looks & realtime immersion) and that's what we'll be banking on - that, and we have JP Ferré of DCS fame making the videos, so I am not going to tell him how to do his job :grin:
Quote from: JasonPratt on January 27, 2026, 06:51:19 PMIn my shopping cart instantly! Probably not the best idea as I had been avoiding buying new games at all this year so far (aside from some upcoming things like this), and now I have... um...... just under $155 of games in the cart.
:HideEyes: :HideEyes: :HideEyes: :HideEyes: :HideEyes:
Need to make some adjustments. But this stays in. :cool: (And probably Sea Power which I'm getting on a bundle discount with this.)
Thank you, my good man!
Here is the not 8.5 hour Rimmy stream! -- wow that sounded better in my head before I typed it...
To be clearer, this is his humorously compiled demo footage pre-release.
And Wolfpack's entry
It's amazing how much fun Rimmy is having JUST WAITING FOR HIS BIG WING STRATEGY! -- and realizing it isn't going to work, and why it isn't going to work.
This game is pure Pacific War porn. I'm still figuring things out, but this is simply a dream come true.
There is so much potential here! Right now I've just been playing with the battle generator, not the full scenarios. When the tools are released to create our own scenarios, this is going to be simply insane.
Well done!
Quote from: Toonces on January 28, 2026, 07:00:34 PMThis game is pure Pacific War porn. I'm still figuring things out, but this is simply a dream come true.
Meanwhile back to actual TF gameplay instead of possibilities 20 years down the line... :evil:
A little extra, with bits of poetry inside ;)
All these cinematics are very nice, but are there any videos that show gameplay and UI?
This way kind Sir
Besides, watching Wolfpack plays will get you through each command with added context.
Hope it helps!
Cheers
Also, Rimmy's videos show LOTS of gameplay and UI.
Here's his latest vs Midway! (Twice, including the harder variant providing a better Japanese plan.)