Today’s diary should appeal to maritime and warship fans — take a look at these incredible screenshots of surface targets.
The map of Korea includes vast maritime areas and numerous rivers, and many of the combat episodes of the 1950s were related to actions at sea. Therefore, for the new project, we have developed a fairly extensive list of water surface simulation technologies and a variety of AI-controlled ships: the LST tank landing ship, the LCI landing craft, the Gleaves destroyer (converted into a minesweeper)…
Liberty transport…
G5 torpedo boat...
LCVP and LCM landing craft.
It is easy to see that most of these ships are the same as those featured in the Battle of Normandy project, which is not surprising: funding for the U.S. Navy was drastically reduced immediately after the end of World War II, and therefore, in the decade that followed, the U.S. Navy was composed mainly of the same ships and vessels. On the other hand, so many were built during the war that America clearly had no shortage of naval forces. Since the missile era had not yet arrived in the world’s navies at the time of the Korean War, these combat ships were still modern.
In addition to military vessels, there are also civilian ships: two cargo ships, a tanker, a seiner, a barge, and a sloop, as well as their mobilized variants, which were actively used by the North Korean side. Another large warship is in development, but we will talk about it after the game is released.
Nevertheless, it is easy to see that the visual quality of the ships is radically better than it was in Great Battles. The new graphics engine allows us to create 3D models of objects at an entirely new level, and we’re making full use of it. On the other hand, models for the new engine have to be created almost from scratch, so everything you see is newly created 3D content.
But the fleet, both civilian and military, in our new simulator has been updated not only in terms of visual quality — there has been tremendous progress in seemingly opposite directions: in optimization and in the detail of damage models. Optimization was carried out primarily in the development of a new cluster control system for naval artillery and smaller guns. When a ship has multiple weapons of the same type, they are combined into batteries, and the battery director is solely responsible for target acquisition and fire correction. At the same time, all the guns use this data with adjustments for their location on the ship.
The ship damage model now includes the possibility of watertight bulkheads breaking, hull fractures, and local damage, causing smokestacks or masts to fall off.
When a ship sinks, the crew escapes in boats and rafts, while the less fortunate end up swimming in the water.
A completely new, modern set of graphic effects is being created for ships in Korea project, which we will demonstrate a little later. For now, take a look at the new, detailed water surface rendering technology and the ship wake effect.
This attention to detail and optimization of the fleet allows battles in the air, above the water, to be no less beautiful than those above the ground.
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