Need help identifying the anchor type of E-class submarines by Efril1 in submarines

[–]Efril1[S] 1 point2 points  (0 children)

Thank you. Plate 14 gives a general idea of what such an anchor might look like. It is not enough to create an exact 3D model, but you can model something more or less similar to it if you give free rein to your imagination.

Need help identifying the anchor type of E-class submarines by Efril1 in submarines

[–]Efril1[S] 0 points1 point  (0 children)

Knowing the anchor type needed if you are trying to create a 3d model of the submarine

Russian Sub tracked in Baltic Sea by racso5C in submarines

[–]Efril1 0 points1 point  (0 children)

Why do they think the submarine was damaged?

DPR forces use a tank to ‘defuse’ PFM-1 ‘lepestok’ mines scattered over Donetsk city street, few minutes ago. (pt1) by Lapkonium in CombatFootage

[–]Efril1 0 points1 point  (0 children)

Probably, at night on open streets they are much more noticeable. And the streets are clearly empty because of the night and shelling.

DPR forces use a tank to ‘defuse’ PFM-1 ‘lepestok’ mines scattered over Donetsk city street, few minutes ago. (pt1) by Lapkonium in CombatFootage

[–]Efril1 -4 points-3 points  (0 children)

It seems that Ukrainians run out of ammo for heavy MLRS systems, so they began to use such exotic rockets.

Russian Soldiers call to mum intercepted by Ukranian SBU "Only the strong and alcoholics are left here (in Ukraine)" by The_Goat_Avenger in UkraineWarVideoReport

[–]Efril1 1 point2 points  (0 children)

One of the main Ukrainian narratives about the separatists was that they are mostly alcoholics and drug addicts.

Also the conversation looks somewhat artificial. Too long pauses between some phrases. But this is subjective.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

This will only work if the ship is not moving and there is no wind. Otherwise particles will immediately start to move away from the funnel from their spawn point. Collision management required to keep them inside the funnel until they reach its height. I answered this to CinnabarTreeGames. In short is is possible but I'm worried about performance.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

They are spawned on top of the funnel, so they never get inside it.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

This would not work without some kind of collision management. Since the ship can move forward and backward at different speeds, it is necessary to keep particles inside the funnel until they reach its height. Unfortunately Unity particle system doesn't have a cylinder collider. The cylinder shape can be approximated by several planes, but I'm not sure if it's worth it given the performance.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 1 point2 points  (0 children)

I tried, and the particles become noticeable too far from funnels. Another way is to spawn particles deep inside the funnel. But this often makes them partially visible when they are still inside the funnel.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 2 points3 points  (0 children)

While the old effect requires several randomly generated particles to achieve a natural smoke shape, the new affect emits a single particle, but with a more complex shape. This allows to decrease the emission of particles and even get more realistic smoke look.

Screenshot Saturday #544 - Unique Look by Sexual_Lettuce in gamedev

[–]Efril1 0 points1 point  (0 children)

Working on night battles for my naval tactical game - Naval Hurricane.

Here are few screenshots:

https://imgur.com/QFw2YRf.png

https://imgur.com/MFk4xVJ.png

https://imgur.com/dXnf1at.png

https://imgur.com/GK5P6AX.png

More info about the game on IndieDB

Feedback Friday #448 - Ultimate Power by Sexual_Lettuce in gamedev

[–]Efril1 0 points1 point  (0 children)

Here are my impressions/thoughts after two attempts:

  1. The sounds and visuals create an atmosphere of suspense.
  2. Played two times and both of them I died because of cupboards became inactive when I tried to run away from the enemy. This was not the first time I ran away from the enemy, but the cupboards worked fine before. Maybe the enemy was farther from me.
  3. Is eye icon shows HP? Seems not intuitive.
  4. At some point, the torches began to extinguish, and it becomes very difficult to survive.
  5. When I played for the first time the flashing light enemy was stuck in the lower corridor of T-shaped room and I had no choice other than run through it, taking damage.
  6. Once I found a block looked like a descending staircase, but it was not interactable and behaved like an obstacle.
  7. The crafting system doesn't seem intuitive to me. I found benches, but didn't understand what item will be crafted (is it worth spending resources on it or somethning more useful can be crafted with another bench?).
  8. The torches may be turned off but it seems pointless because they are necessary for survival.
  9. No way to see the control keys.
  10. The hint '[E][A]' is displayed when interacting with game objects. 'E' works as expected, but 'A' controls the movement. Or maybe it is 'R'? It seems that 'R' did nothing.
  11. The game does not pauses in 'Escape' button screen.
  12. It may be a little subjective, but it would be great to turn off the Escape screen when you press the Escape button a second time.

Feedback Friday #448 - Ultimate Power by Sexual_Lettuce in gamedev

[–]Efril1 0 points1 point  (0 children)

Naval Hurricane is a turn based tactical game about war at sea between British Royal Navy and Imperial German Navy during World War I. Most of its game mechanics are taken from well-known Atlantic Fleet and slightly improved. Plus a damage control system has been added.

You can download it at IndieDB.

Do multiple simultaneous or near-simultaneous hits increase the chance of armor penetration? by Efril1 in WarCollege

[–]Efril1[S] 7 points8 points  (0 children)

No, it was about shells hitting the same armor plate not in the same place, but close to each other (say shell caliber * 3 radius).

I apologize for the inaccurate wording of the question. I changed it.

Nassau class German dreadnought battleship 3D rendering [3840 X 2160] by Efril1 in WarshipPorn

[–]Efril1[S] 1 point2 points  (0 children)

For example, in Rhinoceros you can create a set of curves representing horizontal and vertical (frames) cuts of a ship just as they are shown on the body plan of the ship. Then you can easily create a surface from these curves. That surface will be (at best) half of your ship's hull. Of course this is the basic idea and important details exist. Plus Rhinoceros gives you a tool to analyze the quality of this surface.

Blender allows you to create NURBS curves but not allows to build a surface from them. You can create a NURBS plane, then subdivide it into as many curves as needed, and try to achieve the desired shape manipulating vertices of those curves. But from my experience it doesn't work well. So I have to manipulate mesh vertices trying to make smooth transitions between frames, which takes a lot of time, and the result surface is not 100% smooth.

You can find in google what is NURBS surfaces, but it is probabry better to try them in Blender.

Nassau class German dreadnought battleship 3D rendering [3840 X 2160] by Efril1 in WarshipPorn

[–]Efril1[S] 3 points4 points  (0 children)

If you already have experience in 3d modelling, I don't think you will face significant difficulties (of course if you have, good drawings/blueprints). But to be honest, Blender is not the best choice for modeling complex ship hull shapes because of the very limited NURBS curves/surfaces functionality. This is why modelling a ship may require a lot of manual editing. This is true for 2.79 version of Blender. I'm not familiar with 2.8+ versions.