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  1. #1
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    questions from MARICOSOM community

    I follow with great interest the development of Naval War and would like to ask some questions about the game.

    Will be possible for modders to extend the map to the Mediterranean or should expect a new release from the developers?

    The diesel-electric submarine will be supported?

    Will be possible customize the interfaces of ships and submarines ?

    Sorry for my english


    http://www.maricosom.net/
    Last edited by blumen; 07-02-2011 at 17:31.

  2. #2
    Hello blumen, thanks for your interest, and no problem with the english. I'm a Norwegian myself, and probably not perfect either.

    In regards to modding, we will certainly strive to make it as flexible as possible. Also, the server back-end of the game runs a spheroid world simulator based on real world lat/long coordinates. The map (in Arctic Circle) is a stereographic polar projection, and all the calculations for precise position of units are included. This means that Naval War can be extended to include the whole world.

    The map making process in the graphics layer, as well as the representation in the back end, are however beasts to tackle. One requires huge asset productions, the other requires extreme mathematical precision and the two has to align... or else you will have your boats on land, wrong depths, etc. etc. etc.

    So modding a new map area will be a grind, I'm sorry to say. However, given the right resources it can be done, and we will try to give aid where time allows. New Naval War games are on the radar already (pardon the pun), so a Med map may be available later, though no promise.

    Diesel electric subs: Yes. We could not make this game without our beloved Ula, anyway

    Not quite sure what you mean by interface modding, but I'm guessing building new units with custom sensors, weapons, hangars, engines etc(?). If so, yes. This should be simple, since all unit specs are exposed in XML (or similar) so you can all write up your dream ships and aircraft. Note here that even weapons count as units (technically speaking) so you can mod these as well.

  3. #3

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    Quote Originally Posted by Admiralissimo View Post
    but I'm guessing building new units with custom sensors, weapons, hangars, engines etc(?). If so, yes. This should be simple, since all unit specs are exposed in XML (or similar) so you can all write up your dream ships and aircraft. Note here that even weapons count as units (technically speaking) so you can mod these as well.
    Very good

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    Many thanks for the answers and info

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    XML? Good, it will be a piece of cake with Notepad++

  6. #6
    Turbo Tape Games Dev JanH's Avatar
    Naval War: Arctic Circle

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    Shameless tease:

    <WeaponClass>
    <Id>kh35</Id>
    <IsNotWeapon>false</IsNotWeapon>
    <WeaponClassName>Zvezda Kh-35U 'AS-20 Kayak' Missile</WeaponClassName>
    <MaxWeaponRangeM>130000</MaxWeaponRangeM>
    <MinWeaponRangeM>1000</MinWeaponRangeM>
    <MaxSpeedKph>900</MaxSpeedKph>
    <ReferenceAgilityFactor>1.5</ReferenceAgilityFactor>
    <HighestOperatingHeightM>10000</HighestOperatingHeightM>
    <LowestOperatingHeightM>10</LowestOperatingHeightM>
    <MaxSpeedFiredKph>0</MaxSpeedFiredKph>
    <EffectiveWeaponRangeM>130000</EffectiveWeaponRangeM>
    <WeaponBearingRangeDeg>360</WeaponBearingRangeDeg>
    <CanFireOnUnit>true</CanFireOnUnit>
    <CanFireOnPosition>false</CanFireOnPosition>
    <CanBeTargetted>true</CanBeTargetted>
    <HitPercent>80</HitPercent>
    <SpecialOrders>None</SpecialOrders>
    <SpawnsUnitOnFire>true</SpawnsUnitOnFire>
    <SpawnUnitClassId>asumissile</SpawnUnitClassId>
    <CanTargetAir>false</CanTargetAir>
    <CanTargetSurface>true</CanTargetSurface>
    <CanTargetSubmarine>false</CanTargetSubmarine>
    <CanTargetLand>false</CanTargetLand>
    <IsECM>false</IsECM>
    <RequiresPlatformFireControl>false</RequiresPlatformFireControl>
    <MaxSimultanousShots>4</MaxSimultanousShots>
    <MaxEffectDurationSec>0</MaxEffectDurationSec>
    <StrengthPercent>0</StrengthPercent>
    <EffectRangeM>0</EffectRangeM>
    <MaxAmmunition>16</MaxAmmunition>
    <TimeBetweenShotsSec>10</TimeBetweenShotsSec>
    <HitPoints>333</HitPoints>
    <IncreasesMassByKg>100</IncreasesMassByKg>
    <IncreasesRangeByPercent>0</IncreasesRangeByPercent>
    <AcquisitionCostAmmoCredits>10</AcquisitionCostAmmoCredits>
    <MaxSeaState>6</MaxSeaState>
    </WeaponClass>

    (Extremely likely to change, a lot!)

  7. #7
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    If those are the stats for a missile, I wonder what a carrier will look like...

    By the way, will submarines have an option to resurface and then submerge? I am playing around with the idea of making a submersible aircraft carrier for a mod....

  8. #8
    Turbo Tape Games Dev JanH's Avatar
    Naval War: Arctic Circle

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    Quote Originally Posted by Xmasbeer View Post
    If those are the stats for a missile, I wonder what a carrier will look like...
    Yup, this is getting complicated. It's stats for the weapon (launcher), btw, not the missile unit itself.

    Quote Originally Posted by Xmasbeer View Post
    By the way, will submarines have an option to resurface and then submerge? I am playing around with the idea of making a submersible aircraft carrier for a mod....
    Yes, subs can surface and all that. As far as I can see now, I think such a mod could work, but no guarantees.

    I seem to remember that in both WWI & II, subs often had a seaplane on deck that it could surface and launch to search for targets. Not exactly a sub carrier, but the idea is there. I am pretty sure some modern subs already have a toy plane, eh, UAV, on board.

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    I read in the FAQ that ,for the 3D object, is possible to use Max or Maya , what is the polygon limit ? and the texture format?

    I ask this because we worked (and still do) on the mod ALFATAU3 for Dangerous Waters and we have several models that we would like to use with Naval War.

    What's news about Nansen FFG? You will insert it with present weapons or extended AA capability? And if so, which short range AA system you think can be installed?"

  10. #10
    Turbo Tape Games Dev JanH's Avatar
    Naval War: Arctic Circle

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    Blumen, we are not ready to finalize these specs yet, neither the extensibility of the models and textures. This is very much ongoing work. We target poly counts in the 10K range, but all is subject to revision.

    The game supports several loadouts on ships. Currently, the Nansen we have in the game has ESSM AA only, and Kongsberg NSM for anti-ship. Not sure about whether there will be a ciws system or a secondary short range aa missile system. Surely, we'll be up to date with developments here, but feel free to keep us posted.

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