Just a little comment - game looks much better IRL. It's just that the capture compression added to YT's own compression dislike for all the tech used for the water make it look a bit blurry. Can't wait to show it in its true form soon enough :) Cheers!
Your recently uploaded fire/smoke effects look great, but I can't help but notice the carrier was definitely running a little lean (probably a placeholder). Exhaust off a steam plant of that era would likely appear as a thin, slighly brownish haze, perhaps a bit darker considering the generally poor quality bunker fuel the Japanese had. Only in very cold weather or if running extremely lean would the exhaust look billowy and gray. To be honest I've never seen a naval game that gets exhaust quite right, I think World of Warships is the closest, but its still a little too dark and doesn't have the right velocity. Excellent work, as always. I eagerly await release, and you guys have been great with communicating progress, while taking your time to produce what is shaping up to be a best in class product.
As someone who run into that problem before.. (duh!), I have a bit of unasked-for advice 😁 - don't know what you're using for capture, OBS is pretty good. If using that, playing with Color space (properties on Sources) can make a _lot_ of difference as you found with my early SilentHunter 4 videos (where I used the same setting as for War on the Sea, and the colors were really off). - don't know what you're using for editing, DaVinci works for me. If you can, render to .mov (QuickTime, codec H.264 or H.265) though, not mp3/mp4, that creates the two-compression problem. .mov is bigger, but you're not uploading 1 hour long videos... Regardless, if there's one game I really look forward to, it's TFA! I hope you have a replay-camera though 😁
@@StickMenMaster Thanks for the extra advice - it just so happens that I use OBS & Davinci resolve indeed ^^ I used to capture in higher quality in OBS, but to be honest I have until now always felt that the results I had even with the best settings on Davinci were systematically worsened by RUclips's own compression, which is a great disappointment. I'll try again with the quicktime setting (which is an issue for Twitter but not for RUclips & Bili) and see if there's a notable improvement. Great thanks for your kind input in the matter & your support :)
I like that the aircraft actually take off from ships. Too many other games have carrier-based planes or cruiser seaplanes magically spawning in midair, without catapult use. Ship models also look very accurate; it's easy to identify each class. Good work.
I'm aware that, for now, only the US is intended to be "playable". Although I would absolutely love it if you also make the Japanese playable, one day in the future :3
IJN is slated/planned for Volume 2, which will also planned to cover the late war (Mar 1943 onwards). Volume 1 Covers the period between December 1941 to Operation KE (Japanese Evacuation of Guadalcanal in February 1943)
I've been following this game since it was first announced. Although I'm willing to play as the Americans, I'm far more interested in playing the Japanese campaign. What I've seen so far looks absolutely first class. Unfortunately, I'm 65- and at their current rate of progress, I'll be dead before they get around to making the Japanese playable. I suppose that's the fate of all games with a small development team. Here's hoping that this radically changes and the Japanese become playable sooner rather than later.
Ah! I was waiting to see the inbound strike! This was an excellent showcase of the phenomenal work you’re doing. The camera angles were tasty, mechanics look well conceived, the sea looks powerful and the ships behave correctly. The voiceovers sounded great as well. Unbelievably excited for this!
In 1942 the E13A Jake did not use a green paint scheme. It was the standard Imperial Navy light-gray. In 1943 they began transitioning to the green scheme.
Well yes (mostly) but as you might have seen by putting the pieces together, we have Yorktown here sailing with Lexington (with her February 42 configuration) in June 1942 with Enterprise F4Fs flying from it, against a formation made of a Takao & a Myoko in the same Crudiv... It's all very much a matter of work in progress & putting the cogs together for a gameplay purpose. This video has no expectation nor claim of being historically accurate. This shall come a bit later, worry not ;) Cheers
Magnificent work done in Taskforce! It honored the name of Microprose and everyone who worked on this wonderful game. I played the first Taskforce and I'm glad to see you back. It's all very impressive! Congratulations!
I love the voice acting. "Vector 2...3...0..." Reminds me of simulations of old. The game is beautiful, can't wait to fly the camera through these puffy clouds
Aye, for a good reason, as one of the composers (Aleksi Aubry Carlson) also authored said soundtrack. Style is somewhat different though, despite being reminiscent.
This already looks incredible. I honestly can not wait for this game. You guys are bringing back my childhood love for Battle360 on history channel. Going to have to rewatch it now.
I wonder if have to face the issues the US Navy faced with fighter direction, that being radar that couldn't give the altitude of aircraft, and poor radio discipline on one radio channel. If so, it's going to a pain to deal with for sure, but it'll be a nice challenge.
Will your team be modeling the sort of radio mishaps and delays that plagued both sides during the war? Like during the Battle of the Eastern Solomons both sides missed multiple vital transmissions that could've changed the course of the battle
Question about the AI. In 1942-43, subordinate commanders played a large roll in the outcome of battles. For instance Admiral Marc Mitscher sending Hornets air group on the flight to nowhere, or Admiral Tamon Yamguchi's decision to bring Hiryu along with the surface force. Will your subordinates who commander formations in this have modifiers that effect how aggressive or passive they are? And will similar modifiers be present with the enemy forces? Will there be A-historical commanders, which would lead to differences in how the enemy fleet is commanded? Also, will skill and experience be a factor in combat? A big factor in how battles went was that certain air groups had little experience (Hornets in Midway, Japanese carriers in general towards late 1943). Is there skill modifiers that effect how pilots and ships act? Lastly, will there be exhaustion and fatigue for crew that punishes the player for overworking their sailors/aviators? If these aren't in the game I will still be completely fine, your game is already looking amazing and I can't wait. I just wanted to know how deep it was. Adding in such features is very hard and would likely make a already complicated system of AI even more difficult. You guys are amazing and I have been waiting eagerly every day since I learned of this game.
Hello there :) I am interested in the sources you'd have for the use of tracers in the USN for .50 cals in 1942. Unfortunately the information we have found is scarce in regard of how they should look like, but guncam, color videos don't give much of an indication besides bright yellow and a possible trail. Il-2, that worked a lot of these sources (and was known for being the first game to actually give the proper color to tracers when it came out), in both incarnation of the series doesn't seem to acknowledge much more than that either. So, if you find a contemporary source about that, I'll be happy to examine it. Big thanks :)
@@DrydockDreamsGames don't know if you've seen this, but worth a view .. I'm still looking for the 50 cal vision - ruclips.net/video/1ls4Lrrp_xY/видео.html
@@RemusKingOfRome Ah that we have already - our airborne .50 fire tracers and you can see them from afar. The effect is not the kind you see on reels because exposure time is not comparable, so it won't translate as long rays of light (it's more akin like small lights). What I meant is that I'd be happy to take a source to specifies that they were red - but perhaps I have misunderstood you the first time, by that, did you mean they were colored raid, or simply bright? ^^
I can't wait to play the game!! I'm waiting for the game to come out after I steam it with my friends around me. I think I'll buy it even if it's for 200 dollars. haha Can it come out in 2023?
IJN is slated/planned for Volume 2. Additional information Volume 1 Covers the period between December 1941 to Operation KE (Japanese Evacuation of Guadalcanal in February 1943). Volume 1 you command American task forces.
@DrydockDreamsGames isn't this (or wasn't this) a microprose game to start? Are yall subbed out or did Microsoft already go bye and you picked up TFA? I am waiting for this AND the B-17 games, so I hope yall are just working with Microprose.
I think there's a bit of a misunderstanding at paly here. That game has from the beginning been our project, and we were picked up by Microprose in early 2020 as far as publishing goes. Nothing's changed. You can check our interview on the Flare Path over at Rock Paper Shotgun from early 2020 if you want to know where all that came from. Cheers! @@vincent-wu7bw
Just a little comment - game looks much better IRL. It's just that the capture compression added to YT's own compression dislike for all the tech used for the water make it look a bit blurry. Can't wait to show it in its true form soon enough :)
Cheers!
Game looks great despite YT compression trying its best to hide detail. Good luck on your launch.
@@Enigma89 Thank you Lord Enigma! Not there yet obviously but it's nice to know you're watching ^^
Cheers & have a great weekend.
Your recently uploaded fire/smoke effects look great, but I can't help but notice the carrier was definitely running a little lean (probably a placeholder). Exhaust off a steam plant of that era would likely appear as a thin, slighly brownish haze, perhaps a bit darker considering the generally poor quality bunker fuel the Japanese had. Only in very cold weather or if running extremely lean would the exhaust look billowy and gray. To be honest I've never seen a naval game that gets exhaust quite right, I think World of Warships is the closest, but its still a little too dark and doesn't have the right velocity.
Excellent work, as always. I eagerly await release, and you guys have been great with communicating progress, while taking your time to produce what is shaping up to be a best in class product.
As someone who run into that problem before.. (duh!), I have a bit of unasked-for advice 😁
- don't know what you're using for capture, OBS is pretty good. If using that, playing with Color space (properties on Sources) can make a _lot_ of difference as you found with my early SilentHunter 4 videos (where I used the same setting as for War on the Sea, and the colors were really off).
- don't know what you're using for editing, DaVinci works for me. If you can, render to .mov (QuickTime, codec H.264 or H.265) though, not mp3/mp4, that creates the two-compression problem. .mov is bigger, but you're not uploading 1 hour long videos...
Regardless, if there's one game I really look forward to, it's TFA! I hope you have a replay-camera though 😁
@@StickMenMaster Thanks for the extra advice - it just so happens that I use OBS & Davinci resolve indeed ^^
I used to capture in higher quality in OBS, but to be honest I have until now always felt that the results I had even with the best settings on Davinci were systematically worsened by RUclips's own compression, which is a great disappointment. I'll try again with the quicktime setting (which is an issue for Twitter but not for RUclips & Bili) and see if there's a notable improvement. Great thanks for your kind input in the matter & your support :)
I like that the aircraft actually take off from ships. Too many other games have carrier-based planes or cruiser seaplanes magically spawning in midair, without catapult use. Ship models also look very accurate; it's easy to identify each class. Good work.
I'm aware that, for now, only the US is intended to be "playable". Although I would absolutely love it if you also make the Japanese playable, one day in the future :3
IJN is slated/planned for Volume 2, which will also planned to cover the late war (Mar 1943 onwards). Volume 1 Covers the period between December 1941 to Operation KE (Japanese Evacuation of Guadalcanal in February 1943)
I've been following this game since it was first announced. Although I'm willing to play as the Americans, I'm far more interested in playing the Japanese campaign. What I've seen so far looks absolutely first class. Unfortunately, I'm 65- and at their current rate of progress, I'll be dead before they get around to making the Japanese playable. I suppose that's the fate of all games with a small development team. Here's hoping that this radically changes and the Japanese become playable sooner rather than later.
Ah! I was waiting to see the inbound strike! This was an excellent showcase of the phenomenal work you’re doing. The camera angles were tasty, mechanics look well conceived, the sea looks powerful and the ships behave correctly. The voiceovers sounded great as well. Unbelievably excited for this!
In 1942 the E13A Jake did not use a green paint scheme. It was the standard Imperial Navy light-gray. In 1943 they began transitioning to the green scheme.
Well yes (mostly) but as you might have seen by putting the pieces together, we have Yorktown here sailing with Lexington (with her February 42 configuration) in June 1942 with Enterprise F4Fs flying from it, against a formation made of a Takao & a Myoko in the same Crudiv... It's all very much a matter of work in progress & putting the cogs together for a gameplay purpose. This video has no expectation nor claim of being historically accurate. This shall come a bit later, worry not ;)
Cheers
Magnificent work done in Taskforce! It honored the name of Microprose and everyone who worked on this wonderful game. I played the first Taskforce and I'm glad to see you back. It's all very impressive! Congratulations!
Lots of videos as of late. Hope this means good news coming sooner than later!
Edit: It looks so good!
I love the voice acting. "Vector 2...3...0..." Reminds me of simulations of old. The game is beautiful, can't wait to fly the camera through these puffy clouds
The music reminds me of the War on the Sea soundtrack tbh.
Aye, for a good reason, as one of the composers (Aleksi Aubry Carlson) also authored said soundtrack. Style is somewhat different though, despite being reminiscent.
@@DrydockDreamsGames Nice, didnt know that. Keep up the good work guys.
This looks excellent, love the callouts from the fleet and the CAP wing, much better than just a popup, will definitely add to the experience too
This already looks incredible. I honestly can not wait for this game. You guys are bringing back my childhood love for Battle360 on history channel. Going to have to rewatch it now.
I wonder if have to face the issues the US Navy faced with fighter direction, that being radar that couldn't give the altitude of aircraft, and poor radio discipline on one radio channel.
If so, it's going to a pain to deal with for sure, but it'll be a nice challenge.
Dont you dare sink Lady Lex....again😑 lol
I know, right ... very pretty lady, with her gigantic smokestack. Love her and "Sara"!!
I'm really excited for this title! Keep up the good work!
Will your team be modeling the sort of radio mishaps and delays that plagued both sides during the war? Like during the Battle of the Eastern Solomons both sides missed multiple vital transmissions that could've changed the course of the battle
This is something I hope they add, or maybe they have a toggle for turning it on. It would be great to have these sorts of malfunctions.
Loving the continued work and development. Please continue your hard work and pass on my thanks to the devs for their dedication and passion :)
I love the progress updates you guys put up. Looking good! Thanks for the sub, by the way!
It's all our pleasure to be there for you like you are here for us :)
This looks amazing. So looking forward to play this game.
Doing an awesome job! Well done and keep it up
Question about the AI.
In 1942-43, subordinate commanders played a large roll in the outcome of battles. For instance Admiral Marc Mitscher sending Hornets air group on the flight to nowhere, or Admiral Tamon Yamguchi's decision to bring Hiryu along with the surface force. Will your subordinates who commander formations in this have modifiers that effect how aggressive or passive they are? And will similar modifiers be present with the enemy forces? Will there be A-historical commanders, which would lead to differences in how the enemy fleet is commanded? Also, will skill and experience be a factor in combat? A big factor in how battles went was that certain air groups had little experience (Hornets in Midway, Japanese carriers in general towards late 1943). Is there skill modifiers that effect how pilots and ships act? Lastly, will there be exhaustion and fatigue for crew that punishes the player for overworking their sailors/aviators?
If these aren't in the game I will still be completely fine, your game is already looking amazing and I can't wait. I just wanted to know how deep it was. Adding in such features is very hard and would likely make a already complicated system of AI even more difficult. You guys are amazing and I have been waiting eagerly every day since I learned of this game.
That looks marvelous.👍😎
He was a brave lad
This game is going to be great!
Awesome work.
Very good! Waiting!
This looks great
so so so so so hyped for this game!!!
Take my money already!!! :) 2023 release? Any quarter yet mentioned?
i need this game inside of me already its too good
2:36 One Less Japanese Seaplane to Worry about it!
Excellent. I've seen 50 cals being fired from a fighter, they come out red hot ! Not sure if that would be visible at range ?
Hello there :)
I am interested in the sources you'd have for the use of tracers in the USN for .50 cals in 1942. Unfortunately the information we have found is scarce in regard of how they should look like, but guncam, color videos don't give much of an indication besides bright yellow and a possible trail. Il-2, that worked a lot of these sources (and was known for being the first game to actually give the proper color to tracers when it came out), in both incarnation of the series doesn't seem to acknowledge much more than that either. So, if you find a contemporary source about that, I'll be happy to examine it. Big thanks :)
@@DrydockDreamsGames don't know if you've seen this, but worth a view .. I'm still looking for the 50 cal vision - ruclips.net/video/1ls4Lrrp_xY/видео.html
@@DrydockDreamsGames Excellent video on 20mm cannons .. still looking for 50 cal video - ruclips.net/video/bdr4ngshWl8/видео.html
@@DrydockDreamsGames Found it, black and white but showing thunderbolt firing white hot - ruclips.net/video/HvS4NdzEBB0/видео.html
@@RemusKingOfRome Ah that we have already - our airborne .50 fire tracers and you can see them from afar. The effect is not the kind you see on reels because exposure time is not comparable, so it won't translate as long rays of light (it's more akin like small lights). What I meant is that I'd be happy to take a source to specifies that they were red - but perhaps I have misunderstood you the first time, by that, did you mean they were colored raid, or simply bright? ^^
It looks good.. I still somehow wish there was a "handfly" aircraft option, just because.
I can't wait to play the game!!
I'm waiting for the game to come out after I steam it with my friends around me. I think I'll buy it even if it's for 200 dollars. haha
Can it come out in 2023?
What will multiplayer look like?
Oops indeed!
Question: are both american and japanese forces playable in the game?
Only US in the volume 1.
Japan and other nation will be playable in future volumes.
IJN is slated/planned for Volume 2. Additional information Volume 1 Covers the period between December 1941 to Operation KE (Japanese Evacuation of Guadalcanal in February 1943). Volume 1 you command American task forces.
TAKE MY MONEY!
un play test annoncé ?
Man, you want make best game of pacific war?
So has microprose shit the bed already?
...? I beg your pardon?
@DrydockDreamsGames isn't this (or wasn't this) a microprose game to start? Are yall subbed out or did Microsoft already go bye and you picked up TFA? I am waiting for this AND the B-17 games, so I hope yall are just working with Microprose.
I think there's a bit of a misunderstanding at paly here. That game has from the beginning been our project, and we were picked up by Microprose in early 2020 as far as publishing goes. Nothing's changed.
You can check our interview on the Flare Path over at Rock Paper Shotgun from early 2020 if you want to know where all that came from. Cheers! @@vincent-wu7bw
@DrydockDreamsGames OK, great to hear! Looking forward to the game. Sorry how I came off there at first!😄