Please join the Uboat sim discord server for a constant stream of updates: https://discord.gg/VcQkGTJ
I’ve been posting most of my devlogs on Youtube. Here are the latest videos. You cal subscribe to my playlist at:
I’ve layed out all of the bulkheads and placed a full length floor + temporary lighting in the internal scene. I’ve also added a few baked shadowmaps to the diesels to test out baked lighting.
This gives a great perspective on the size of the UBoat and will allow me to continue adding in more and more details. My focus will continue to be the electric and diesel rooms before I moved off to the other compartments.
You can now use the high pressure air flasks to start the diesels. I’ve also added in a flashlight, zoom, and interaction system to allow you to turn valves, switches, knobs, etc… and updated the air piping and diesel details.
As always, if you would like a true UBoat Simulator, help shape it by giving me honest feedback! Have a great weekend!
I’ve been working on the diesel engine room; added some textures, sounds, and animations. Haven’t yet baked lights for the prototype.
I also bought an amazing book from Amazon written by the son of the founder of Cummins Disesel. I’m hoping to use info from it to correctly update the 3D model and ensure I have an accurate simulation under the hood for the Krupp Germaniawerft F46A6P diesel most VIICs used.
Would love any feedback and as always, the updates are live in the sim.
I’ve been working on adding details to the model. The external body is built around the pressure hull. I tried to add appropriate holes in the body for water to pass through an am using a temporary texture/bump map. Lots left to do, including conning tower, but I am happy how this is coming along.
Hi all – today you are the reason for this post! Since so many of the fantastic users from the Facebook UBoat groups and Subsim.com have started following this sim on itch.io, I’ve decided that it’s time to add a bit of polish so folks can get around.
In the 2D view, I want to be able to visualize flooded compartments and even let you see the consequences of forgetting the intake valve open when diving! I’ve been working on a 2D water rendering system that allows me to do just that! Here’s a quick demo of it in action before I hook up the ballast tanks and other rooms to it.
Part of the fun of a sim is being engrossed in a deep and rich world that feels as close to the real one as possible. Not only does the sim have to behave like the real thing, it has to look like it to; atmosphere matters.
Because I’ve always been fascinated with the construction of the U-Boats, and I need to make a super accurate model for the sim, I am building a scene where the user will get to see the U-Boat they will command being build, piece by piece. Using archived materials, I am building a model I can use for this. Here is the work in progress so far:
Check out the updated video: