Just noticed, you're doing Gneisenau ATM, rather than Scharnhorst. And I suspect that by the time they had the taller foretop, both would have lost the cross-turret rangefinder on turret Anton, as had Bismarck by the time of her Atlantic sortie. Anyhow keep up the good work, Destroyer Command with better graphics and 11-inch guns is my idea of a good buy, when the time comes.
Well spotted 33lima! Yes, I used Gneisenau for the base model, while other parts are based on Scharnhorst. I decided to go fictional and make it a third Scharnhorst class ship for various reasons. But in any case the rangefinder on Anton should be removed, because this ship would have the same issues.
And beacuse of the lack of reference photos, sadly, the boiler room is actually based on Prinz Eugen from which I have more photos of the boiler room. 😀
A few screens from a session where I let a Town-class cruiser sink my ship. Most of the shells seems to just bounce off the armor, but eventually she sinks me.
Just noticed, you're doing Gneisenau ATM, rather than Scharnhorst. And I suspect that by the time they had the taller foretop, both would have lost the cross-turret rangefinder on turret Anton, as had Bismarck by the time of her Atlantic sortie. Anyhow keep up the good work, Destroyer Command with better graphics and 11-inch guns is my idea of a good buy, when the time comes.
interesting - i will have to look for the pics of scharnhorst without the rangefinder for my art references. May i just ask what is the "foretop" referring to
If you look at the director control tower just ahead of the foremast, it has an oildrum-like extension that is not there in this early pic of Gneisenau...
...but is there in this later pic, which looks to have the director turned aft, possibly to protect the 'matress' radar antenna.
I suspect the extension was to accommodate the radar operators for the later radar fit (Seetakt?). IIRC a hit here on Scharnhorst's similar foretop put her radar out of action at a critical point in the Battle of the North Cape.
This is Atlantic Fleet's Scharnhorst with the foretop director trained forward and (lower pic) to starboard with the main armament. It retains the rangefinder on turret Anton, which was at some point (as on Bismarck) removed and plated over as even with the 'Altlantic bows' fitted, these ships were fairly wet forward and spray inhibited the usefulness of that rangefinder. So I believe.
I am currently improving the water, below you can see the result so far. Finally I have some reflections on the water aswell, which makes a big difference since the actual skycolor is reflected in the water.
Keep up the good work, that looks very interesting. I have wanted a proper surface Combat sim in the WW2 era for a long time. Something more realistic than WoWs, and the only thing we got as naval Sims are U-Boot sims.
Problem is, I'm hopeless with Torps.........but hand me a naval gun and I can raise some hell!
Back when we tried to play SH3 my friends jokingly called me "Deck gun Wolf" due to an incident where I was so frustrated with the Torps, that I surfaced and shot up a few ships that way, and while doing that engaged in a gun battle with a Destroyer and Won!
We always joked that I should get the Bismarck and they would attach as a small U-Boot flotilla!
So they attack a convoy hook the Destroyers and I come steaming over the Horizon to blast them out of the water!
Or vice versa with Warhships......I bait them, lead them to the waiting U-boots and then we all sink them!
What Comes before a Good simulator landing? The Bad ones!^^ If you keep your humor, you will make it through the darkest of valleys.
Thanks! I am glad you like it! Currently my Patreons and supporters are testing the upcoming demo, so if there is no problems or too bad bugs, then you'll soon be able to try it.
It is time for a new little demo to show you the progress of Battleship Command! In this demo you can test your skills in handling a battleship in 5 different scenarios and get a feel for what I am working on. It is still rather (mildly speaking) unpolished and will require some time to get used to for the user. So do not expect a finished game, but rather a sneak peek into the hobby project of an amatuer programmer/battleship enthusiast
Be sure to check the manual on how to fire the guns at your target correctly! Press F1 key for help while ingame. There is no mission endings, simply press ESC when you are finished playing. The M-key and the map is curretly disabled...
You can download it here: obsolete... Please wait for demo 3.0
Next I am going to work on adding: -Friendly AI, for bigger battles and more strategy -Mission editor -Airplanes -Damage management -AI crew, helping you with guns/navigation/damage reports -Terrain and a map view -User interface
Hello Bracer, did a first test run of it, so far it's really fun, especially getting those guns on target and walking around on the Bridge and surroundings.
Figuring out the correct solution for the guns can be quite a challenge, with sometimes significant difference to the appearance in the stereoscopic rangefinder. Also like that he faster you go the more the ship "rattles" and the overall pitch and yaw. At what resolution is the demo running?
And is it just me, or is only the Top Rangefinder target stabilized? Could've turned off something by accident though. Turning off the stabilizer on the Top one at maximum zoom was quite an experience.....
What Comes before a Good simulator landing? The Bad ones!^^ If you keep your humor, you will make it through the darkest of valleys.
Hello Bracer, did a first test run of it, so far it's really fun, especially getting those guns on target and walking around on the Bridge and surroundings.
Figuring out the correct solution for the guns can be quite a challenge, with sometimes significant difference to the appearance in the stereoscopic rangefinder. Also like that he faster you go the more the ship "rattles" and the overall pitch and yaw. At what resolution is the demo running?
And is it just me, or is only the Top Rangefinder target stabilized? Could've turned off something by accident though. Turning off the stabilizer on the Top one at maximum zoom was quite an experience.....
Hi Polarwolf!
I am happy to hear you had a good time!! Yes, it's quite complex and the UI is unpolished, so it can be hard to figure out how it all works at the moment. Did you check the manual? It is also rather thin at the moment. I guess the most important thing to understand is that there is three gundirectors with a fire solution computer each. So when you swap between the directors, you also swap computer. Have you tried using the radar in the fire director? It helps alot in finding the distance to the target, but it's instead hard to find a pip sometimes.
The stabilizer should work on all the directors. Did you take any hits that might have damaged the stabilizer? But then all of them would have stopped working.
The demo is built around 1920x1080. Which resolution are you running? It should scale fairly good, I've tried on a laptop aswell.
My GPU melted recently, so I had to use an old card which made it hard to work on the 3d world stuff for a while. But now I have my new card installed so I can show some progress again.
I am testing different ways of implementing terrain. And now I've found a nice way to render all of Europes land masses in a rough way. Terrain will have very little purpose/priority in BCS but it's still nice to have. Now I just need to sync it with the ingame map so I can start creating convoy routes in the north Atlantic.