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Offline Asid

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Modern Naval Warfare
« on: December 29, 2021, 01:22:24 AM »


Modern Naval Warfare is the next generation naval combat simulator, which will immerse you in the dark and unforgiving world of the modern high-tech naval battlefield.


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Modern Naval Warfare Trailer




About

Modern Naval Warfare is the next generation naval combat simulator, which will immerse you in the dark and unforgiving world of the modern high-tech naval battlefield.

Keep track of your enemies, hunt or escort convoys, undertake covert operations and unleash devastating land strikes. You will be in command of United States’ latest and most lethal Nuclear Attack Submarine the SSN-774 Virginia Class in such detail that will blow your mind. Play in cooperative mode and assign your friends, into a wide variety of highly detailed stations or face them as enemies. Choose from a wide range of weapons and play hide and seek into the underwater valleys of the South China Sea.


Expected release Q4 2022


Features

• Command: One highly detailed platform SSN-774 Virginia and more to come in the future.
• Control: In depth systems, weapons and sensors in a highly detailed 3D control room with VR Support.
• Navigate: More than a million square kilometres of highly detailed underwater and coastal environment.
• Explore: Dynamic world with real life weather, traffic and marine life.
• Experience: Lifelike environments (deep sound channel, thermal layers, bottom bounce, convergence zones, electromagnetic propagation etc.)
• Lead: Issue orders as the captain and let your crew (human players or AI) take care of the rest.
• Engage: Attack your enemies with a large array of weapons like torpedoes, mines and missiles.
• Multiplayer: Complete experience which includes coop multistation and VR modes.
• Multiplatform: Use a Windows, Linux system as the base sim and add some tablets for station screens.






















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Offline Ligthert

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Re: Modern Naval Warfare
« Reply #1 on: December 29, 2021, 03:42:26 PM »
I am not looking forward to learning all the new different panels, and how they work, and what to pay attention to...

But damn, do I want to play around with this!
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Offline Asid

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Re: Modern Naval Warfare
« Reply #2 on: December 29, 2021, 11:27:51 PM »
Maybe its the successor to Dangerous Waters....I am sure there was something in development from them....
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Offline Rinix

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Re: Modern Naval Warfare
« Reply #3 on: December 30, 2021, 01:56:03 AM »
Maybe its the successor to Dangerous Waters....I am sure there was something in development from them....
I don't think so, Dangerous Waters was made by Sonalysts. I think Sonalysts was working on a sequel to Dangerous Waters at one point.
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Offline Asid

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Re: Modern Naval Warfare
« Reply #4 on: March 21, 2022, 10:40:50 PM »

I don't think so, Dangerous Waters was made by Sonalysts. I think Sonalysts was working on a sequel to Dangerous Waters at one point.

I do remember Sonalysts making a successor... It was pretty far on in the development cycle.... :confused

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Offline Asid

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Re: Modern Naval Warfare
« Reply #5 on: June 08, 2022, 02:40:25 PM »
Modern Naval Warfare – Navy Log Book
Wed, 8 June 2022



The Navy Log Books are articles, sometimes accompanied by videos and screenshots, published by Matrix Games to describe the game design in detail.

We will go through the developments of Modern Naval Warfare together, discovering the news and features the developers are working on.

We will start soon, stay tuned

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Offline Asid

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Re: Modern Naval Warfare
« Reply #6 on: June 28, 2022, 01:01:54 PM »
Modern Naval Warfare – First Navy Log Book available
28 June 2022




Modern Naval Warfare - Navy Log Book #1
Ever wondered what controlling almost 8000 tons of one of the most lethal machines ever invented? With Modern Naval Warfare you will get your chance to command some of the most advanced submarines in the world: The Virginia class fast attack (or hunter killer) submarines.


Your very own Virginia class sub idling on the surface.


However, as many navy veterans say, a ship is never better than its crew and that is certainly true in Modern Naval Warfare. Despite the cutting edge sensors, weapons and quieting technology it is you, the captain that decides the outcome of each mission.

In this first log book we will make a quick tour around the sub, see how the interface works and see the difference between the various blocks of the Virginia class submarine.


Getting to know your boat
MNW includes the following rooms/areas for the player to move around:

    The control room
    The radio room
    The ESM room


The various areas for a block 1 Virginia class submarine. From left radio room, control room and ESM room.


Within these areas there are several stations that the player can take control  including:

    Pilot station
    Command station (where the captain and the officer of the deck usually stand)
    Sonar suite station
    Photonics station
    Fire control station
    Radar station
    Nav station (the large digital table at the center of the control room)
    Radio station
    ESM station
    Most of these stations span several displays and include many modes and submodes.


The player can also monitor several working displays and gauges scattered around that include:

    The two large displays in the control room
    Analog anglemeters
    Analog depth gauges
    Digital ownship status displays
    Analog and digital UTC clocks

In contrast with previous classes of US submarines the sonar room (or sonar shack) is not in a separate room but is integrated in the control room (on the port side).

As the Captain you can move freely around the various rooms interact with the various stations, monitor information displays and gauges and give orders. In real life the radio room and especially the ESM room is considered off limits for the majority of the crew.

How to interact with your surroundings
As a hardcore simulator MNW does not include any health bars, magical god view minimaps, underwater radars and other games like mechanics. The player has to collect information and assemble the tactical picture from the ship's sensors through the various stations just like real captains do.


We wanted to make the user interface as seamless and fast as possible while keeping the controls familiar. After a lot of trial and error we settled to a combination of FPS controls with world space interactions as you move around the ship and a basic mouse driven control when the player is working on an actual station.


With the player located at the command station a quick look around can give him/her all the vital information for the ship. The information includes speed, heading, depth of your ship and the whereabouts of the various contacts (that means the possible targets) if a geoplot or a time bearing plot are open on the large displays.


Then if the player wants to dive further (pun intended!) most stations, displays or gauges are just a left click away.


Monitoring an analog anglemeter.


On the other hand, a right click will open a station relative menu to allow the player to monitor, get the status, give orders or anything else useful for the particular station. Each of these actions are just two clicks away. It is difficult enough having a torpedo chasing you while jumping from station to station to get the complete picture, the player should not have to fight the interface too.


Context menu for the command station.


When the player takes control of a station then the control scheme changes to a normal point and click mouse driven interface that mimics that of the real-world submarine system. The
player can look around the various screens of the station and control as a normal crew member would. The interface for each station might differ from all the others (since a different
subcontractor made each component in the real world) and there are also differences between the various blocks of the Virginia class (more on this later).


These are some of the displays and menus of the pilot station.


We tried to model the operation of each station to the maximum level that usability and unclassified sources would allow. Although for the later part, in some cases we might have pushed it a little further, but don't tell anyone.


Differences among the class members
As most military hardware the submarines of the Virginia class are being built in batches that are called blocks. In total 5 blocks are planned. From these blocks the first three have been completed and are in service while the first members of the block IV have just been delivered. In MNW we model blocks I to III and we hope to include further blocks in the future as information become available.



Comparison of the control room of the three blocks I to III (left to right).


One of the initial project specifications for the Virginia class was that it should be easily
upgradeable through the use of COTS (commercial of the shelf) components and software
upgrades. As of today, the first member of the class the SSN-774 USS Virginia is more than 20
years old and 18 years in service. Obviously, technology has changed a lot since then. In order
to keep the class members relevant the US Navy upgrades its submarine systems on a biennial
basis. The hardware is upgraded every even year through the TI program and the software
every odd year through the APB program. The latest upgrades are installed on each submarine
during the next refit (usually between 4 - 8 years). These refit cycles roughly coexist with the
block construction cycles. So, in essence a recently refitted submarine is at similar technology
level with the latest block member being constructed.


In MNW and for gameplay purposes we decided that each sub will be modeled with the APB/TI
level at the the day of its commissioning.



Comparison of the radar station (left) and photonics station (right) for each of the three blocks I
to III (top to bottom).


The differences in each block are not just cosmetic. Most aspects of each system improve incrementally. The improvements range from the display type and resolution of the station to the software and of course the performance of the sensors. The end result is that while stations like the pilot station are almost identical in all classes there are stations like the photonics that have significant differences between blocks both in terms of UI and actual sensor performance.


We could dig into the nuances of each block but we would need a lot more space (and time!) and anyway, that is what manuals are for. So, this is it for the first Navy Log Book.


Till next time…

NOTICE: All images in this dev diary are still WIP


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Offline Asid

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Re: Modern Naval Warfare
« Reply #7 on: December 15, 2022, 12:01:53 AM »
Modern Naval Warfare - Navy Log Book #2
Wed Dec 14, 2022




Welcome to the second Navy Log Book. This time we decided to get more technical and give you a tiny peek of "behind the scenes" mechanics.


Submarines by nature are some of the most complicated vehicles ever conceived. In complexity
they are comparable only to spacecraft and additionally submarines have to operate in a vastly
more hostile environment even if nobody shoots at them.


Your Virginia class sub submerged, well trimmed and underway.


In order to pilot a submarine in average you need to control the propeller turns, the rudder, two
sets of planes (one aft and one fore or on the sail), two sets of main ballast tanks (fore and aft)
and an assortment of compensation and trim tanks. Additionally you will need to keep your eye
on the environment as factors such as sea state, sea temperature, salinity etc. play a part in the
seakeeping of the boat. As one of our consultants (and active NCO) has pointed out if you take a
submerged sub out of the Mediterranean and in the Atlantic through the Strait of Gibraltar the
sub will start to sink due to different environmental factors (e.g. salinity). All of this is just to
move from point A to point B without taking into account any navigation or operational needs.
No it is not as easy as driving a car and that's why it takes from 2 to 4 four people to do the job
depending on the sub class.


In previous US submarine classes there where four people driving the sub:

    Helmsman
    Planesman
    Chief of the Watch (sitting behind them and putting order to chaos)
    Diving Officer of the Watch (making sure the boat sinks, but not too much!)

In the Virginia class subs and through the use of automation these four positions where
consolidated into two:

    Pilot
    Copilot



The pilot and co-pilot station in a Virginia Class Block III submarine. Along with the main
operating displays all the analog controls and gauges are also working.
In fact the "fly-by-wire" and "auto-trim" systems are advanced enough that the two positions
are for operational reasons and redundancy rather than for technical reasons. However there are
manual overrides for all the automated systems and (you guessed it!) they are duly modeled.
"If that's the case" then you'll ask "why there is almost nothing for me to do at the helm station
in modern subsim games?"
Well guess what? Not anymore...


This time it actually floats!
In order for our development team to achieve a true and realistic approach to the matter a
standard research procedure is to learn from the works of the veterans of the subject matter (in
this case the subsim genre).
Strike One!
There is NO subsim that actually ever simulated underwater physics! Then the only other
alternative is to research the works of the sibling genre; Aviation Simulators.
Strike Two!
Indeed, the sector of aerodynamics and aerodynamic stability is deeply researched by the
simulation development community. But still there is a missing part for a complete simulation of
underwater physics; Hydrostatics.


Behind the scenes look of the submarine along with the locations and status of the various ballast,
trim and compensation tanks. Also both the center of buoyancy and the center of gravity are
indicated.



Underwater acoustics to the rescue.
The research and development done on the underwater propagation of sound, a topic of
another time and another log book, set up the infrastructure for the development of the surface
and underwater physics.

The ship actually floats due to its ROB (Reserve buoyancy) and dives due to the human
intervention in exchanging the ROB with sea water therefore increasing its displacement.
Standard operational procedures, like flooding and blowing MBTs (Main Ballast Tanks) and
achieving longitudinal stability to the ship by transferring water between the trim tanks is only
just a taste of the tasks that the player has to master in order to achieve a successful transition
of the ship from surfaced to submerged.


What's the connection with flight physics after all?
A modern nuclear submarine, is a two faced beast. When is surfaced it acts like a non sea worthy
ship but when it submerges, it transits into its true element. It becomes fast and agile. At that
particular point the submarine, with the allowance of some disciplined exaggeration, we could
say that it flies through water.
The need to apply some differentiated flight dynamics in combination to the previously
introduced Hydrostatics raised.


When a submarine increases its speed then it is able to change its depth with the use of its
hydrodynamic wings which are called planes. And its in the responsibilities of the Planesmen (the
planes operators) to follow the proper procedures in order to reach the ordered depth given by
the Chief of the Watch.


Like in any surface ship and the submarine is not an exception the course is changed by the
helm which is actually the mechanism that rotates the rudder of the ship in the specified
degrees. That is the responsibility of the Helmsmen, again under the watchful eye of the Chief of
the Watch.


To sum up...


Usually two pairs (fore and aft) of under water wings called planes and at least one rudder are
needed in order for a submarine to achieve under water navigation. That almost sounds like a
plane's behavior, doesn't it?



The various displays on the pilot and co-pilot stations that directly have to do with the control of
the submarine.
Then why so small wings?
Simple, the medium is different. Water and especially sea water is almost 830 times more dense
than air. Due to the foundational axioms of both aerodynamics and in that particular situation
hydrodynamics the more dense the medium is the higher lift force is achieved in the same
surface area of the airfoil or plane.

For those of you who already have an experience in aviation simulators you will not find striking
the fact that every and each submarine provides an operating envelope to the operators called
submarine safety envelope.
Environmental and operational factors like speed, depth, temperature, pressure and salinity will
affect the performance of the planes in MNW, so be extremely careful?
A high speed submarine can reach its depth limit (crush depth) in a matter of seconds.


"What's the matter, Colonel Sandurz? Chicken?"
We know that the whole process explained may sound intimidating and yet it is. Nevertheless
technology always progresses to the benefit of the amateur subsim enthusiast.


Submarines traditionally struggle at the surface in bad weather. And in Modern Naval Warfare we
take no shortcuts as far as physics are concerned.


Virginia class submarines are using much of their sophisticated technology (fly-by-wire, auto-
trimming and auto-hovering) for the purpose of reducing the work load and the number of the
operators. Therefore, the Helmsmen, Planesmen, Chief the Watch and the Diving Officer have
been replaced by two Pilots and in most cases only one is enough to pull through most of the
tasks needed in standard operational procedures.

In retrospect that is not very good for us financially wise. We would sell 4 copies of the
game if we modeled a 688 LA class sub ed.

The player will have the freedom of using any of these technologies to his/her benefit. If
however this still sounds too intimidating to you there is always the AI that you could put the
blame on if during a surveillance operation the Sail/Fin (tower-like structure found on the
topside surface of submarines) will collide against the keel (the bottom-most longitudinal
structural element on a ship) of an enemy destroyer.

So...
Ladies and gentlemen, grab your joysticks!
Till next time...


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