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BattleshipCommand

Battleship simulator

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Hi everyone!

 

Since I started playing naval games and sims I've been intrigued by wwii naval gunnery. As there is few simulators available, I started to develop my own instead.

I call it Battleship Command; Scharnhorst, as it lets you control a fictional ship of the Scharnhorst class.

 

I could use alot of help with ideas and knowledge about the Kriegsmarine warships. Specially when it comes to the fire control and steam engines.


In its current form Battleship Command lets you control a Scharnhorst class battleship and its weapons. You can steer it by rudder controls or setting compass directions and ordering speeds. You have flexible control over the three main 28cm guns, either fire all three at the same target or split the guns on seperate targets. There is three fire control stations with a fire control computer each. So potentially you can engage three different targets at the same time. You also have access to the heavy AA guns. And soon enough the secondary 15cm batteries will be ready.

 


At the moment ”single missions” are available, where you can sink merchants and battle destroyers, cruisers and battleships. A quick scenario editor is in the works as a built in function. Open world (north Atlantic) patrols are also not far away.

I have a vision of a campaign mode similar to Silent Hunter V, where you go on patrols, sometimes with specific tasks/patrol areas. You will need to follow the prize rules and be careful in combat to keep a good reputation and not get stuck in harbour doing repairs for long periods. A good reputation will grant you plenty of fuel, amo, new updates (radars, sensors, weapons) and the best crew.

I am not a programmer or a graphic designer, so I am learning as I go. I am not using any game engine, but a programming IDE with a OpenGL graphics library. So I have much freedom, but no ready made assets like water, enviroment and FX. I love good graphics, see World of Warships, but with these tools and my skills Battleship Command will initially not reach that level.

 

If you'd like to know more or support the project, visit my Patreon page: https://www.patreon.com/battleshipcommand

 

Feel free to post questions, feedback, ideas and feature requests here! Demos will be available for everybody soon enough…

Cheers!!
/Daniel aka Bracer

  • Cool 6

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[SHAFT]
Players
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Looks neat man, can't wait to try it.

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On 1/5/2021 at 3:15 AM, SkollUlfr said:

looks like silent hunter for a battleship

That's aproximatly what I am aiming for aswell!

On 1/5/2021 at 2:26 PM, Drasnighta said:

Looks neat man, can't wait to try it.

Thanks!! Yes, you won't have to wait long.

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Players
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Hi everyone!

 

It is time for a new little demo to show you the progress of Battleship Command!
In this demo you can test your skills in handling a battleship in 5 different scenarios and get a feel for what I am working on.
It is still rather (mildly speaking) unpolished and will require some time to get used to for the user.
So do not expect a finished game, but rather a sneak peek into the hobby project of an amatuer programmer/battleship enthusiast :Smile_playing:

 

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: http://ge.tt/7jsw2PA3
Mirror: https://www.dropbox.com/s/qasd3k1aqn5if2t/BattleshipCommand_demo_2.5_light.zip?dl=0

 

Next I am going to work on adding:
-Friendly AI, for bigger battles and more strategy
-Mission editor
-Airplanes
-Damage management
-AI crew, helping you with guns/navigation/damage reports
-Terrain and a map view
-User interface


Cheers!

  • Cool 2

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Hey!

Here's a quick and temporary fix for those who gets an error message about the OceanShader on mission load. It removes the 3d waves, because the shader code was not accepted on Radeon cards. Atleast that's what I think is the problem.
Download the zip and extract the exe into the Battleship Command folder, and then launch the sim from the new exe.

This is for the public version:
https://www.dropbox.com/s/bnn2j0ly1vi6wc4/BattleshipCommand_LightHotFix.zip?dl=0

Supporter version:
https://www.patreon.com/battleshipcommand

Let me know if it works! And I'll get to work on adding back the waves for Radeon cards.
Sorry about the inconvenience.

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On 1/17/2021 at 1:01 AM, BattleshipCommand said:

Hi everyone!

 

It is time for a new little demo to show you the progress of Battleship Command!
In this demo you can test your skills in handling a battleship in 5 different scenarios and get a feel for what I am working on.
It is still rather (mildly speaking) unpolished and will require some time to get used to for the user.
So do not expect a finished game, but rather a sneak peek into the hobby project of an amatuer programmer/battleship enthusiast :Smile_playing:

 

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: http://ge.tt/7jsw2PA3
Mirror: https://www.dropbox.com/s/qasd3k1aqn5if2t/BattleshipCommand_demo_2.5_light.zip?dl=0

 

Next I am going to work on adding:
-Friendly AI, for bigger battles and more strategy
-Mission editor
-Airplanes
-Damage management
-AI crew, helping you with guns/navigation/damage reports
-Terrain and a map view
-User interface


Cheers!

Hey,

 

looks very interesting - I don't really understand yet what exactly I have to do but it looks really good! I especially like the 1st person view approach! I will certainly try & test it more - keep up the good work :Smile_izmena:

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On 2/23/2021 at 9:08 PM, 1MajorKoenig said:

Hey,

 

looks very interesting - I don't really understand yet what exactly I have to do but it looks really good! I especially like the 1st person view approach! I will certainly try & test it more - keep up the good work :Smile_izmena:

Hey!

 

Thanks!

Yes, it's not really a game yet.

Depending on which scenario you launch, it's a different approach.

But in general:

-Get your ship moving, easist using the arrow keys.

-Find your target, it's usually just within visual range simulating that you just encountered the target. This can be done by a visual scan of the horizon with binoculars or firedirector, or by search radar (press R). Check the manual on how to use the radar.

-Decide which guns to use (see the manual for the different options). To start with use the top fire director (best view and widest rangefinder base), connect all guns to the top fire director, enable them.

Then use the fire control computer to input the target info, like distance, angle to target and speed. The manual (either included pdf or F1 key) has some info on how to get the distance either by radar or rangefinder.

 

When you are done sinking ships, press ESC to end the scenario.

There is 5 scenarios and if you are a patreon there is a simple scenario setup menu aswell.

 

Feel free to ask if you need any help!
 

Cheers

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Players
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The ingame map is finally in sync with the terrain and I started to create a mission with randomly spawned ships randomly chosing between hundreds of routes.
Time to switch on the radars and hunt tonage until the fuel bunkers are dry...

 

 

 battleship1a-screenshot-2021.03.03-23.15

 

 

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