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Offline george

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Re: Military Operations
« Reply #30 on: June 21, 2018, 12:25:21 PM »
Hello everyone,

First of all, Asid thank you very much for your support for our project. It's enthusiasts like yourself who keep us motivated to work on the project and today the project has reached a major milestone: the release of the benchmark utility.

We're very excited and a bit anxious as we release our project "into the wild" for the first time. By installing and running the benchmark and giving us feedback you provide us with valuable information on the technical side of our software which will allow us to improve it and make sure the actual game will be of a high quality.

We are also interested in your opinion of the game concept itself and we encourage you to give us feedback or ask us questions about it.

The MilOps Team
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Offline Asid

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Re: Military Operations
« Reply #31 on: June 21, 2018, 12:44:31 PM »
Hi George

Thank you for your kind words. I knew you had created something special when i tried the pre-alpha beginning of last year. Your team is very passionate about their work. Through our many conversations, this was evident.

Keep up the great work George  :thumbsup

Regards
Asid
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Offline Asid

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Re: Military Operations
« Reply #32 on: June 21, 2018, 12:57:26 PM »
Military Operations: Benchmark Released on Steam
June 21th, 2018

This Benchmark application provides the first public preview of the engine used to develop the upcoming "Military Operations" WW2,  Realtime Operational Wargame.

It features an unprecedented 50000 individual troops and up to 10000 units, deployed over an 30000 Km2 (12000 mi2) area.

Roam the globe, browse through the historical correct Order Of Battle, zoom in on the engaging French and German forces during the 1940 Blitzkrieg.










Military Operations: Benchmark, release trailer



Published on Jun 20, 2018


MilOps Benchmark
The benchmark can profile your system to determine its capability to run the MilOps Wargame. The resulting score is added to a Steam leader-board.

It also allows the user to freely roam the planet, zoom-in from orbit to ground-level and interact with units and troops.






MilOps Realtime Operational Wargame
MilOps is a daring new approach to strategy gaming. The emergent flow of thousands of individual units interacting, provides a unique gameplay experience.

The hierarchy based UI and command controls provide an intuitive interface that allows the player to draw orders directly in the 3D environment.

This recent blog post on our website reveals more details about

MilOps the game.






The "Metis" simulation technology
The Metis engine was developed to enable efficient use of the GPU for simulation and gameplay purposes rather than graphics only.

Its application of the professional OpenCL GPU solution to implement an ECS (Entity Component System) based engine, allows flexible and efficient unlocking of the GPU's power for generic processing and game logic. This enables huge amounts of fully simulated agents on average game systems.






"Military Operations", the company
We are a independent game developer based in the Netherlands.

The company was specifically founded to develop the Military Operations Wargaming platform. Its mission is to approach WW2 from a simulation point of view with an emphasis on realism rather then visual splendour.

Its founders have a background in scientific simulations, the automotive and defense industries and game technology development.

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Offline Asid

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Re: Military Operations
« Reply #33 on: June 24, 2018, 01:34:09 AM »
Bug fix
 


We have an update ready!
This fix could solve issues for anyone who is currently unable to run MilOps, or should communicate why your system is not supported.
For people that have no issue we recommend to stay on the "standard" distribution branch. This fix will not improve performance or do anything beyond what is stated below.

To enable the fix, make sure to activate the "Beta update branch":

1.   In your Steam-client, right-click on "Military Operations: Benchmark" in your library
2.   Select "properties" at the bottom of the popup menu
3.   Select the "BETAS" tab in the dialog that opens
4.   Select "beta - Beta" from the list-box
5.   Force an update by exiting the client and restarting it. In the MilOps "Credits" on the main menu screen, the version should now say: 20.3.1

This fix contains:
•   A solution for many users that have a system that should be able to run MilOps but suffered from the "Shutting down" issue
•   Early detection of unsupported systems so the reason for an early shutdown is shown.
•   A driver version check. When your driver is too old, the user is requested to perform an update of the system's graphics driver.
•   Detection of systems that can run MilOps but have an unsupported GPU activated (modern laptops are prone to this issue)
•   Several other resolved OpenCL related issues

Other tips to prevent/resolve problems:
•   Windows 10 keeps your graphics drivers up-to-date, but never installs OpenCL. Make sure to do a manual driver update.
•   Make absolutely sure you don't have the Intel Integrated graphics enabled. It is not supported!
•   If you know your system should be able to run MilOps, but keeps complaining about an unsupported system, post a help request on the support forum.
•   The support page on our website contains more detailed information on how to update drivers and resolve issues.

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Offline Asid

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Re: Military Operations
« Reply #34 on: June 24, 2018, 10:12:18 PM »
Bug-fix promoted from beta to default
Military Operations: Benchmark - Treesong



After the success of the bug-fix
we have decided to make it the default so new users will immediately benefit.

If you start experiencing difficulties when there were non before, please let us know in the Bug reports forum.

To people that have other issues, we are currently looking into them and will start working on a solution soon.

Thanks again for your support and patience while we were working on a solution.
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Offline JasonPratt

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Re: Military Operations
« Reply #35 on: June 25, 2018, 01:58:48 AM »
I messed around in the demo this morning, and here's 22(ish) minutes of the results.

 
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Mp Decisive Campaigns: Blitzkrieg videos (finished)

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Offline Asid

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Re: Military Operations
« Reply #36 on: June 26, 2018, 09:13:58 PM »
[BLOG] MilOps, the Realtime Operational Wargame



We've mentioned this earlier in a post but you could have easily missed it during the release.
The latest BLOG entry on our website looks into what we aim the game to be.

Check it out here
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Offline Asid

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Re: Military Operations
« Reply #37 on: June 28, 2018, 11:38:55 AM »
Update 2 is ready



MilOps: Benchmark version 20.3.2 is now available on the Beta branch

The start-up sequence now performs extensive checks to select the best OpenCL device, if possible.
If things work fine for you now and you're still on the Beta-branch, please switch back to the Standard-branch.

Addressed issues:
•   Systems with slower hard-disks are no longer wrongly suspected of hanging[trello.com]
•   Some systems with multiple OpenCL devices[trello.com] and problems selecting the right one, wil now be able to run MilOps
•   Systems with Intel graphics active, are now detected
•   A minimal driver version is now required for running MilOps
•   The drum cadence during benchmarking is now stopped when interrupting the run.
•   In general, more information is provided when a launch fails

To enable the fix, make sure to activate the "Beta update branch":
1.   In your Steam-client, right-click on "Military Operations: Benchmark" in your library
2.   Select "properties" at the bottom of the popup menu
3.   Select the "BETAS" tab in the dialog that opens
4.   Select "beta - Beta" from the list-box
5.   Force an update by exiting the client and restarting it. In the MilOps "Credits" on the main menu screen, the version should now say: 20.3.2

Also:
One situation that we can not resolve is caused by Windows 10 not installing OpenCL drivers when updating. It requires the user to manually install a driver downloaded from the NVidia or AMD website depending on your graphics card.

If your system only contains Intel Graphics hardware, it wil not be able to run MilOps regardless of the driver version.
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Offline Asid

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Re: Military Operations
« Reply #38 on: June 29, 2018, 02:38:29 PM »
Update 2 promoted to default
Military Operations: Benchmark - Treesong



Our second update is now on the default branch

From now on we will introduce updates as follows:
•   Bug fixes will go directly to the default branch
•   Special or risky updates will be on the Beta branch first
•   When the default branch is updated, the last version will be available on the "previous" branch in case something broke for you
•   All patches, updates and upgrades will allways be announced on the community hub

Please switch to the default branch now, unless you have a good reason not to.

If you still have issues and the support page wasn't helpfull, let us know on the support forum.

Thanks for all the feedback!
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Offline Asid

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Re: Military Operations
« Reply #39 on: July 03, 2018, 03:01:46 PM »
Website down



We noticed our Military Operations HQ went down yesterday.
Our provider decided to do a PHP upgrade from 5 to 7 without warning us.
We're working on it and hope to have it back online soon.

Meanwhile, if you need support please try the forums.
We'll keep an eye on any questions appearing there.

Thanks!
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Offline Asid

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Re: Military Operations
« Reply #40 on: July 05, 2018, 12:08:32 PM »
New poll on the website
5 JULY   - TREESONG



From our last poll, it appears most people think custom combat units are more important than re-play or multi-player. We tend to agree.


Great stuff, thanks all for voting!

That poll has been up for a few months so it was due time for a new one
Our last BLOG-entry was an introduction to the key game features.
We are curious which feature you would like us to explain in detail for our next BLOG post.

Head up to the website and let us know what you prefer!


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Offline Asid

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Re: Military Operations
« Reply #41 on: July 06, 2018, 10:34:43 PM »
Update 3 now available
Military Operations: Benchmark - Treesong



This 3rd patch
further improves OpenCL device detection and selection.
All reported issues should now be resolved.

In addition, left-clicking unit-icons will now open the Detail-Dialogue if it wasn't open already.

If you experience any unexpected behaviour the support page doesn't address, please let us know on the support forum.
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Offline Asid

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Re: Military Operations
« Reply #42 on: July 13, 2018, 11:48:44 AM »
MilOps benchmark: what's next?
13 JULY   - TREESONG



Reception
We were pleasantly surprised by the reception of MilOps, especially since there wasn't a big marketing push.
To date thousands of copies have been activated, much more than anticipated.

Judging from the feedback we received on the forum and elsewhere the Benchmark succeeded in sparking interest.

Questions
Most people are curious about game-play and how the game will enable the player to manage 50000 troops.

Taking all feedback into account and combining it with our development road-map, we decided to keep using MilOps: Benchmark as a way to give sneak previews of the game to come.

There is a danger in doing so at this early stage in development.

Many features are not finished or in an experimental state. However, we hope the true war-gaming enthusiasts will acknowledge this and appreciate the opportunity.

Gameplay
For our first installment, we will create a small play-test setup that allows you to play for a while and capture a number of objectives.
This means the next major update will contain some actual game-play!

As always, we will keep you up to date on development.
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Offline Asid

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Re: Military Operations
« Reply #43 on: July 23, 2018, 12:02:43 AM »
The Combat Model
2018-07-22 BY george

By popular demand, this blog post will discuss the combat model we plan to use in Military Operations. The combat model of any wargame is one of the fundamental pillars of the game’s design and for MilOps this isn’t any different. In our case the combat model poses several challenges compared to other wargames due to the high level of detail present in the simulation. This blog post will describe how the model currently works and what plans there are for the future. While reading this blog, keep in mind that as development continues the model will most likely evolve further.

Projectile Weapons

In Military Operations you can see each and every soldier, vehicle and piece of equipment so the game cannot get away with implementing a very abstracted combat model with generic attack & defense values at a specific unit level and tweak those until the operational level “feels right”. Our approach, which should be familiar for those who have read earlier blog entries, is to start from reality and work from there. This means our combat model starts by looking at weapons that fire projectiles.

From a performance perspective the engine cannot track each and every bullet fired, its trajectory, everything it might interact with in its flight to the target and its impact on the target itself by implementing an extremely detailed physics-based models. Theoretically, as hardware gets more powerful, that could become a solution in the future but at the moment the hardware isn’t up to it at the scale MilOps simulates battles. During the initial design phase various approaches were discussed from very abstract to very detailed and after experimentation to determine the performance impact of certain methods the following approach was chosen:

The combat model tracks individual weapons for each entity in the simulation. It also tracks each round fired, but it does not simulate the exact trajectory of each round to see if it hit anything. Instead a more abstract approach is chosen to determine if a weapon firing at a specific target hits it, taking into account the following factors:

•   muzzle velocity of the firing weapon
•   distance to the target
•   size of the target
•   the target’s relative movement speed and direction
•   concealment and cover ratings of the terrain type the target occupies

The effects of a projectile on its target, however, are modeled in much more detail.

The projectiles in the combat model consist of 2 basic types: high explosive (HE) and kinetic/armor-piercing (AP).

High Explosive Ammunition
Regardless of an HE round hitting a target or not, on impact it explodes and its explosive energy is transformed into a heat and shock wave and most likely a hail of shrapnel. The closer to the origin of an explosion someone or something is, the greater the damage done will be.



In the combat model implementation, HE rounds have an explosive charge rated in grams of TNT equivalent. Using the Sadovsky formulas
, we can determine the effect of the blast on humans and structures. This model does not account for shrapnel generated by shell fragmentation. Shell fragments were by far the most lethal effect of a HE detonation and their effect is something that will be added to the model, possibly based on the findings of wartime British research.

Kinetic/Armor Piercing Ammunition
If a kinetic round hits a target, it dissipates its kinetic energy into the target, causing damage. If the target is a human or animal, even small projectiles are capable of inflicting a lot of damage. An armored target, on the other hand, is only affected by kinetic rounds if they penetrate its armor. If not, they bounce off the armor and do no further damage. For kinetic weapons the current implementation uses an incorrect model allowing even armored targets to be destroyed by rifle bullets if enough of them hit the target.

Proper armor penetration calculations will be added to this model and there are a host of resources to be found online. One of the nicest is this interactive calculator where you can pit various WW2 anti-tank weapons against an array of tanks and see a nice graph plotted with the penetration probabilities depending on range and angle of impact.



Indirect Fire Weapons
Most weapons in the game will be direct-fire weapons, meaning they need to be aimed at the target and the projectile fired travels fast enough that ballistic effects are minor and the “lifetime” of the projectile is relatively short.

Weapons like artillery, mortars and bombs dropped from aircraft are indirect-fire weapons whose projectiles are launched and the simulation has to determine where they hit the ground/target. Projectiles fired from indirect weapons are modeled differently in that they experience drag from air resistance and the effects of gravity creating ballistic trajectories.



Implementation-wise, one of the problem with ballistic trajectories is that their paths cannot be determined by solving some mathematical equations. You actually have to run the simulation to see where the round will land. The gun’s elevation, the muzzle velocity and the shell’s drag coefficient will determine the place of impact and to make matters a little more complicated, howitzers can fire shells at different muzzle velocities, so sometimes there are multiple solutions to the problem of hitting a specific location.

Artillery crews in World War 2 did not have at their disposal a miniature super-computer, they used a more analogue method instead: a set of so-called “range tables” or “firing tables” where they could look up the elevation and amount of propellant charge required to lob the shell a certain distance away. To help fine-tune the end result a forward artillery observer would ideally be overseeing the target area and he would communicate the location of the impacts back to the battery commander so the fire could be adjusted.

As we don’t want the AI gun crews to randomly shoot until they “discover” the correct settings to hit a target area – hilarious as it might be to look at – the guns modeled in MilOps will need to have their own version of “firing tables”. Since the world of MilOps is virtual we can do this by “test-firing” the guns inside the simulation at various elevations and muzzle velocities and record the results into weapon-specific firing tables the AI gun crews can then use.

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Offline Asid

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Re: Military Operations
« Reply #44 on: July 30, 2018, 06:00:05 PM »
Military Operations @ GamesCom 2018






GamesCom
In August Europe's biggest computer-games fair is taking over Cologne for a week.
We will be there on the 21st. If you're attending as well and like to have a chat about MilOps, drop us a line!





DevCom
Prior to the GamesCom the DevCom Global conference will take place. This is where game developers meet and exchange experiences and knowledge.
This year will be special to us because we will be one of the speakers on the event. The talk will address the Metis tech that powers MilOps.

Busy times ahead. so no time to waste!



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