Absolutely stunning visuals and sound design. Even hearing the yells mixed in with the rapid-fire .50-cal and 20mm gives sense of realism. 6:12 - 6:32 gave me some real chills; watching those Vals get bigger and bigger as they reach their release point. I don't want to think about how I'll feel when those bombs are falling in a real game.
im stuck between the fact that i know my dingy 20 year old graphics card is going to be on suicide watch when i get midwayed. but i cant stop thinking about just massive carrier and fleet actions. seriously tho. this is going to kick ass, and that assumes that nothing changes from the things we saw a year ago.
Game Dev could learn a lot from you guys especially with how open and the amount of communication you have with the community. Cant Wait for this Game!
Nice. I particulary love the effects of hitting water by bombs. One thing tho - most ships that were hit by either bombs or arty shells, the only visible effect was a lot of dark smoke. No flames on a deck, a fire mostly burns under a deck.
You know what would help with immersion? If the AA guns on the decks of ships that are in a line were set to start firing with a random ~1/2 second window of time where each starts firing at a slightly different moment. Otherwise it looks kind of robotic with them all turning and firing perfectly in sync. I'm taking about the 20mm cannons etc, not the dual purpose turrets.
I always wondered if the flak guns never overheated and if they really could fire for such a prolonged time? original footags is never as long. Are rearming, ammo limits and jamming in the sim? thank you, looking very promising all in all, keep it up!
Interesting that most of the autocannon AA falls short most of the time, and the time-fused shells are surprisingly spot on. I wonder how anti-air accuracy will work in this game.
Hey ! Your Game looks really great ! I just have a few question, at first how detailled will the damage be in the final Version ? and will we get more Details on the ships, like little people running around on Deck ? Also will there maybe be a Console Version in far far far future ? My last question is that on the official TF: Admiral Website you have listed the units you want to implement in vol. 1, but why is there no Iowa Class on the American side ? I am sure you have a lot to do, so i don't expect a direct answer from you, although it would be very great ! From what i can see in the videos you have released the game looks really awesome, so keep up the great work !
Great video!! I know it is all work in progress, but since its also an sfx demo Ill just add that I think the guns firing needs an echo. I just feel like the sound ends too abruptly when the stop firing. Cant wait for the game!!
I cant wait to see the finished game :) The AA of a ships seems to only focus a single plane, with all the different weapons and effective ranges. I hope the AA AI will get some love. By that I mean things like heavy turrets not trying to aim for close planes due to their rotation speed; small caliber guns preferring planes that still have payload on board and are about to strike the ship; focusing fire when the planes are in a terminal approach and cant evade.
Great job! Want to play :D Quick suggestion, put a few milisec random time delay into the start of the AAA fire for every gun, so they don't sync up too much
This is great to see everything progressing and taking better shape with each new video. By the way, it's weird to see the AA guns rotate and fire in perfect unison - It's as if the crew are all part of a hive mind! And I know, it's WIP! I'm just having a little fun
A very promising game with a lot of realism, I've been looking for a game like this for several years When you can play with the Japanese I will feel like Tamon Yamaguchi in the IJN Hiryu
I think what is really missing is dagger like slash affects when the bow of the ship drops or cuts through a wave. The size of splashes can be dependent on the later.
Ah bah voilà qui est intéressant ! Super devlog explicant les systèmes de vue et l'utilisation de technologies intelligentes pour améliorer le rendu sans être trop gourmand. Bravo à vous ! 👍
In Task Force 1942, the ship controls had a feature that allowed the player to control a fleet as one. If you are all in line astern for example, the player could order the entire line launch torpedoes, turn 180 degrees and launch torpedoes from the other side. The fleet could also turn x degrees to crab toward or away from the opposition. I really liked this feature but it has never turned up as such anywhere else.
Not sure if this is considered an issue for you, but the fact that all the AA guns seem to fire in sync feels very unnatural? (e.g. the 20mms all seem to start firing and fire in sync with each other making it feel robotic.) would there be, in the future, consideration for them to have some variance in when they start and stop firing to simulate differences in crew reactions?
Will the ship tgt more than one plane at a time? I noticed that 50% of the arnaments sometimes did not fire at anything. Maybe due to only locking on only one plane at a time?
Obviously, and as you mention in the video - this is a work in progress, simplified damage model. However, at some point later on, it would be amazing to see detailed flooding and damage control mechanics, with a realistic interplay - where a player would have to take flood water distribution, top heaviness, counterflooding options and more things into account; allowing for some truly historically accurate scenarios. And a question. AA seemed lacking in effectiveness. WIll its effectiveness be bumped up, or is this roughly your target for it?
Divebombers are pulling up and turning away before the bomb is even clear of the aircraft. Whether this is intentional or not this would only be very inexperienced pilots that would do this.
Jesus, I make a 8mn video of stuff exploding and that's the only thing you get out of it? That's motivating... 😵💫 It's a wargame/RTS - I am sorry, for a simulation experience, you'll have to try Il-2 instead 😮💨 Cheers
@@DrydockDreamsGames Stuff exploding is nice. If you don't want a pilot's perspective who has been flying a lot longer than you have been alive. Well, you aren't interested in the subject then.
I do love to see the Japanese version of anti-aircraft flaks which historically should explode in different colors. Also i don't know how often they do this but that when they signal for attacking, they seem to be shooting flae guns out their aircraft ? which honestly look pretty epic ua-cam.com/video/LFn6p9s7KJU/v-deo.html Btw judged by the name i guess this game is heavily prioritizing on the US side? Unless Japan is a playable faction, this game might gain some popularity in Japan and for IJN fans such as me.
this looks so good, can't wait to have massive battles
I love the sounds of the gunners yelling as they correct their aim
Absolutely stunning visuals and sound design. Even hearing the yells mixed in with the rapid-fire .50-cal and 20mm gives sense of realism. 6:12 - 6:32 gave me some real chills; watching those Vals get bigger and bigger as they reach their release point. I don't want to think about how I'll feel when those bombs are falling in a real game.
im stuck between the fact that i know my dingy 20 year old graphics card is going to be on suicide watch when i get midwayed. but i cant stop thinking about just massive carrier and fleet actions. seriously tho. this is going to kick ass, and that assumes that nothing changes from the things we saw a year ago.
Looking great! I'm wishing you all success. I can't wait to play this!
the destroyer at the end just said "well, i guess i'll sink", definetely i can't wait for this game to release
Game Dev could learn a lot from you guys especially with how open and the amount of communication you have with the community. Cant Wait for this Game!
Nice. I particulary love the effects of hitting water by bombs. One thing tho - most ships that were hit by either bombs or arty shells, the only visible effect was a lot of dark smoke. No flames on a deck, a fire mostly burns under a deck.
Water explosions look OUTSTANDING!
Japanese pilots in the briefing room.
"Your target." Officer points out the window to the very visible Carrier.
"Is that. Nail that Destroyer."
You know what would help with immersion? If the AA guns on the decks of ships that are in a line were set to start firing with a random ~1/2 second window of time where each starts firing at a slightly different moment.
Otherwise it looks kind of robotic with them all turning and firing perfectly in sync. I'm taking about the 20mm cannons etc, not the dual purpose turrets.
I always wondered if the flak guns never overheated and if they really could fire for such a prolonged time? original footags is never as long. Are rearming, ammo limits and jamming in the sim? thank you, looking very promising all in all, keep it up!
Interesting that most of the autocannon AA falls short most of the time, and the time-fused shells are surprisingly spot on. I wonder how anti-air accuracy will work in this game.
Hey ! Your Game looks really great ! I just have a few question, at first how detailled will the damage be in the final Version ? and will we get more Details on the ships, like little people running around on Deck ?
Also will there maybe be a Console Version in far far far future ?
My last question is that on the official TF: Admiral Website you have listed the units you want to implement in vol. 1, but why is there no Iowa Class on the American side ?
I am sure you have a lot to do, so i don't expect a direct answer from you, although it would be very great !
From what i can see in the videos you have released the game looks really awesome, so keep up the great work !
Great video!! I know it is all work in progress, but since its also an sfx demo Ill just add that I think the guns firing needs an echo. I just feel like the sound ends too abruptly when the stop firing. Cant wait for the game!!
I cant wait to see the finished game :)
The AA of a ships seems to only focus a single plane, with all the different weapons and effective ranges. I hope the AA AI will get some love. By that I mean things like heavy turrets not trying to aim for close planes due to their rotation speed; small caliber guns preferring planes that still have payload on board and are about to strike the ship; focusing fire when the planes are in a terminal approach and cant evade.
I know that near-misses can still cause damage, but that destroyer has been incredibly lucky... for a while
Great job! Want to play :D Quick suggestion, put a few milisec random time delay into the start of the AAA fire for every gun, so they don't sync up too much
This game looks SO FREAKIN GOOD!!!!
This is great to see everything progressing and taking better shape with each new video.
By the way, it's weird to see the AA guns rotate and fire in perfect unison - It's as if the crew are all part of a hive mind! And I know, it's WIP! I'm just having a little fun
pew pew, daka daka daka, bang!, wooosh, kaboom (repeat)
That looks so good!!! The AA, ship models, planes, sound, WOW!!
A very promising game with a lot of realism, I've been looking for a game like this for several years
When you can play with the Japanese I will feel like Tamon Yamaguchi in the IJN Hiryu
Beautiful work so far! The basic features are already in place, and it's amazing to see the game slowly make progress.
I think what is really missing is dagger like slash affects when the bow of the ship drops or cuts through a wave. The size of splashes can be dependent on the later.
Great video! I'd love to hear the sounds of AA fire as it hit the plane's fuselage.
Seeing those dive bombers coming right at you and the sound of those 1.1s. The banks of the water cooled 50s on Yorktown..... yep full immersion!
Ah bah voilà qui est intéressant ! Super devlog explicant les systèmes de vue et l'utilisation de technologies intelligentes pour améliorer le rendu sans être trop gourmand. Bravo à vous ! 👍
Hot diggity dawg I can't wait for this game.
Brilliant! The textures are perfect and the animations superb. Take my money!
In Task Force 1942, the ship controls had a feature that allowed the player to control a fleet as one. If you are all in line astern for example, the player could order the entire line launch torpedoes, turn 180 degrees and launch torpedoes from the other side. The fleet could also turn x degrees to crab toward or away from the opposition. I really liked this feature but it has never turned up as such anywhere else.
Looks good. I’d suggest desynchronising the animations for the turrets and firing animations to make it a bit natural looking
The destroyer sinking reminds me of flying dutchman diving.
I'm also excited to play this game!
If you wanted to build hype, you've succeeded :)
Not sure if this is considered an issue for you, but the fact that all the AA guns seem to fire in sync feels very unnatural? (e.g. the 20mms all seem to start firing and fire in sync with each other making it feel robotic.) would there be, in the future, consideration for them to have some variance in when they start and stop firing to simulate differences in crew reactions?
Press F for the US Destoryer
Love the look of it so far. That destroyed didn’t sink, it just wanted to go see if there were any submarines in the area
Will the directors for fire control like rangefinders (AS or SS radar too) move when a ship is aiming?
They will :)
excellent.
Looks great, excited to play it!
This game is going to be epic! Image the videos that will be on UA-cam!
Can't wait... I really want to relive 1942 PAWAS again, but on modern machines. Keep it up.
Can’t wait to play
I would love to see dudes walking around on the carrier, preparing planes. Manning AA guns extra
Nice work, I´m impressed
Will the damage models take into account deformation from bombs, or is it just fire that we should expect?
Amazing. I can't wait. Great work!
リリースを楽しみに待っています。
Looks awesome
Will the ship tgt more than one plane at a time? I noticed that 50% of the arnaments sometimes did not fire at anything. Maybe due to only locking on only one plane at a time?
Can someone please help me find my jaw? I dropped it on the floor somewhere and now I can't find it...
Looks great!
Are the textures final? It looks great from a distance but up close, not so much. Other than that, looks super promising!
They are WiP.
They will eventually be 4k (they're half that for now).
All looks great exept blast of bomb itself, looks more like napalm than HE
WAAAA *gimme the game*
plan to add kamikaze in the future
this with ue5? i hope gfx get updated but oveer all will be in my pocket when relesed.
Obviously, and as you mention in the video - this is a work in progress, simplified damage model. However, at some point later on, it would be amazing to see detailed flooding and damage control mechanics, with a realistic interplay - where a player would have to take flood water distribution, top heaviness, counterflooding options and more things into account; allowing for some truly historically accurate scenarios.
And a question. AA seemed lacking in effectiveness. WIll its effectiveness be bumped up, or is this roughly your target for it?
Divebombers are pulling up and turning away before the bomb is even clear of the aircraft. Whether this is intentional or not this would only be very inexperienced pilots that would do this.
Jesus, I make a 8mn video of stuff exploding and that's the only thing you get out of it? That's motivating... 😵💫
It's a wargame/RTS - I am sorry, for a simulation experience, you'll have to try Il-2 instead 😮💨
Cheers
@Drydock Dreams Games i don't see what BH-21 said was mean, just giving a comunitys imput on how it is done irl
@@DrydockDreamsGames I think it was just a bit of constructive feedback is all. When a game looks this great it’s only natural to nitpick 😊
Everywhere in the video say 'it's a work in progress' you never read that...
@@DrydockDreamsGames Stuff exploding is nice. If you don't want a pilot's perspective who has been flying a lot longer than you have been alive. Well, you aren't interested in the subject then.
Any news or updates on this game? Man it looks great!
Looks great :)
I do love to see the Japanese version of anti-aircraft flaks which historically should explode in different colors.
Also i don't know how often they do this but that when they signal for attacking, they seem to be shooting flae guns out their aircraft ? which honestly look pretty epic
ua-cam.com/video/LFn6p9s7KJU/v-deo.html
Btw judged by the name i guess this game is heavily prioritizing on the US side? Unless Japan is a playable faction, this game might gain some popularity in Japan and for IJN fans such as me.
Looks solid, but the ships could use a lot more detail. They seem very basic right now?
Will planes do damage to the ships they crash into? Like say one is shot down during a dive?
Yeah that's planned indeed!
Devs, how you would you rate this game in terms of complexity?
What is the escort ship?
not advanced graphics but look and sound nice
hi,dear dev
I think ships sink too fast, I think they should sink at the same speed as warthunder before the official release
Hi viewer.
A jump to 7:15 and to the relevant explanation should clear things up :)
Cheers & take care
Please work on the expulsions. It is so immersion breaking. The hit on the destroyer just looks terrible.