Rodion Romanovich
03-16-2006, 13:30
I might be able to program a small freeware naval sim game as part of my education, but I think I might need some historical help to decide which features and content it should contain!
- Time: early ww2, but if anyone can convice me that another period would be more interesting I'm open for suggestions
- Factions: Britain and Germany
- Ships for Britain: battleships, cruisers, destroyers, carriers, torpedo boats
- Ships for Germany: battleships, cruisers, destroyers, torpedo boats, submarines
Questions:
- If possible, is there a full list available containing all ships that Britain and Germany had at the outbreak of the war, their names and armament, and a list of all ships introduced throughout the war? Also, in which cases is it possible to use identical skins for several ships that belong to the same class? If I have time to skin/model say 8 ship classes per faction, which classes should I bunch them into?
- What type of weaponry did the different classes of ships have? Torpedoes, depth charges, turrets, AA etc. I'll try to reuse some turret models and skins so if possible tell me in which cases different ship classes used identical turrets etc. Stats for the turrets - range, spread (preferably in angles but distance between impact points will also suffice), what vertical angle the turrets were normally fired at (I suppose something below 20 degrees since they were cannons and not howitzer/mortars etc.?), max angles for turrets, position of turrets on the ships etc.
- Some info about necessary non-combat equipment, such as radar, sonar etc. You can assume I'm a complete newbie at this part :embarassed: Which parts of this equipment must affect gameplay to make the simulation somewhat historically correct?
- Different types of hits should cause different effect for the opponents: the engines might get trouble, shoreline hits can lead to water intake (but where can I find info on how the ships were built up so I know which damage would be caused by hits where, and how much would be required before the ship sinks?), turrets may be damaged, fires might break out. Can anyone suggest an as simple model as possible for how to calculate which damage is to be made by each type of hit without the model being too unrealistic?
- How to best make the AI - I don't know how to create multiplayer so I'll stick to singleplayer. What would be a good model for how the AI controlled commander should think? I can add some randomness and similar so the commander can choose between different possibilities in situations, so it won't be an entirely predictable AI. What I need is some expertise on naval tactics of the period and some "typical situations" and how to normally act in them, much like this thread, but for ww2 naval situations:
https://forums.totalwar.org/vb/showthread.php?t=56330
- The first thing I'll do are the battles. If I get time and the battles are popular I might make an interesting dynamic campaign for it (I have some really great ideas for that btw :2thumbsup: ).
- Release date: I hope to have some type of demo available before summer but no promises, and don't get any illusions - the game will probably be very simple
- Name of the sim: working name is "Royal Navy vs Kriegsmarine"
I hope this is in accordance with forum rules because this is a freeware and no commerical stuff etc. If not I'm sorry it wasn't my intention...
- Time: early ww2, but if anyone can convice me that another period would be more interesting I'm open for suggestions
- Factions: Britain and Germany
- Ships for Britain: battleships, cruisers, destroyers, carriers, torpedo boats
- Ships for Germany: battleships, cruisers, destroyers, torpedo boats, submarines
Questions:
- If possible, is there a full list available containing all ships that Britain and Germany had at the outbreak of the war, their names and armament, and a list of all ships introduced throughout the war? Also, in which cases is it possible to use identical skins for several ships that belong to the same class? If I have time to skin/model say 8 ship classes per faction, which classes should I bunch them into?
- What type of weaponry did the different classes of ships have? Torpedoes, depth charges, turrets, AA etc. I'll try to reuse some turret models and skins so if possible tell me in which cases different ship classes used identical turrets etc. Stats for the turrets - range, spread (preferably in angles but distance between impact points will also suffice), what vertical angle the turrets were normally fired at (I suppose something below 20 degrees since they were cannons and not howitzer/mortars etc.?), max angles for turrets, position of turrets on the ships etc.
- Some info about necessary non-combat equipment, such as radar, sonar etc. You can assume I'm a complete newbie at this part :embarassed: Which parts of this equipment must affect gameplay to make the simulation somewhat historically correct?
- Different types of hits should cause different effect for the opponents: the engines might get trouble, shoreline hits can lead to water intake (but where can I find info on how the ships were built up so I know which damage would be caused by hits where, and how much would be required before the ship sinks?), turrets may be damaged, fires might break out. Can anyone suggest an as simple model as possible for how to calculate which damage is to be made by each type of hit without the model being too unrealistic?
- How to best make the AI - I don't know how to create multiplayer so I'll stick to singleplayer. What would be a good model for how the AI controlled commander should think? I can add some randomness and similar so the commander can choose between different possibilities in situations, so it won't be an entirely predictable AI. What I need is some expertise on naval tactics of the period and some "typical situations" and how to normally act in them, much like this thread, but for ww2 naval situations:
https://forums.totalwar.org/vb/showthread.php?t=56330
- The first thing I'll do are the battles. If I get time and the battles are popular I might make an interesting dynamic campaign for it (I have some really great ideas for that btw :2thumbsup: ).
- Release date: I hope to have some type of demo available before summer but no promises, and don't get any illusions - the game will probably be very simple
- Name of the sim: working name is "Royal Navy vs Kriegsmarine"
I hope this is in accordance with forum rules because this is a freeware and no commerical stuff etc. If not I'm sorry it wasn't my intention...