And accurate or not, most gamers don't care about realistic physics. Right at this moment they are doing stuff SSE didn't. So why bringing that trouble onboard? It could harm their reputation. Why taking over a game that many people negatively remember for it's issues while you can start from a clean slate?Įven on their Facebook page I read plenty of comments mentioning their abhorrence towards SSE. Create a fresh game with a new reputation which is completely in your hands or 2: begin with a reputation of bugs and issues that you suddenly become responsible for. If I were the developer of ESS and I looked at SSE, I probably wouldn't even want to be associated with that franchise to begin with. The question should be asked to the ESS developer himself, if they would like it?Įxactly. It also remains to be seen in what measure the ESS developers intend to improve the realism of the game, how responsive they would be to suggestions coming so late in their development. Like Mr Robville, I think that associating the name of Vstep to any ship simulation indie game would be not only pointless, but also detrimental for them to do it openly.Īlso, there is no need for many people to help overcome the most evident shortcomings of ESS in ship handling and dynamics, and we moderators here know exactly how few it was, and how it was frustratingly difficult to be listened to for some things, probably because of the workload involved by the necessary changes. They also publish "Transocean" a game similar to PoC developed by Deck 13. "Excalibur" is the developer of the game, while Excalibur Publishing is the publisher distributing the game through Steam. You are quite right about the unsolved issues Vstep faced until end 2008 when they eventually came to tackle with Ship Sim 2008 Pro and its sequels. But perhabs they could be caught by a renewed game. As well as the larger group of semi loyal customers and I can't believe, that there are any new customers at all. They won't spend money for SSE any more I fear. Look, there is just a manageable crowd of hard-core-gamers left. Maybe there is some revenue to attain by a complete new version, supported by VSTEP and mainly man-powered by ESS. So why not link up the know-how of VSTEP with the enthusiasm of ESS to re-animate a written off game? VSTEP will concentrate on their successful NAUTIS, there is no need to keep the game enclosed by their own. And exactly that's the status of ESS right now. It needed the efforts of many experienced people to develop the game into a serious one. Therefore the first Pro-Version grounded heavily. Accept some minor experience from sailing or surfing. Nobody in the office has any idea about ship handling, ship dynamics or anything else around ships nor seafaring. The only difficulty is that the relevant literature is so abundant, so rich in scope and details, that the basics can remain out of sight, lost amid concepts more or less right ot wrong.ĮSS is anyway on track to become the successor of Extremes, one can hope that the ESS ship parameters will be accessible, like they are in Virtual Sailor or FS (or even partially Extremes).Īs we all know, the very first attempts of creating a ship simulator by VSTEP were quite poor as well. It isn't really a big deal if their developers are aware of the issue, the physics engine is necessarily enough correct and accurate, but has almost certainly no adequate representation of water resistances nor propeller thrust laws, nor full simulation of rudder or wind forces, things that are too specific and useless in other simulations. Whether ESS or Vstep would intend or agree to share profits is doubtful, doesn't it? Their repective game and physics engines are probably different, even if both companies share the same potential community of gamers and a similar relatively narrow game simulation concept.Ī superficial look at the new game seems to indicate that ESS's knowledge of ships is derived from existing simulation games instead of maritime expertise, and that they have no -or not yet- succeeded to insert correct (hydro) mechanical parameters in the equations of their physics engine.
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