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Early Access 1.16.0.0 - Destroyer Combat and Gun Interior

https://www.youtube.com/watch?v=k6TDZRad5TI

This release adds a new interior environment to the player controlled Destroyer that allows a player to operate the 5 inch guns directly. Use the gun's targeting periscope to find, lock and fire at targets; use wheels to move the gun in to position and manually load and unload shells into the chamber.

Enemies will now hunt you down and engage you in the destroyer preview environment. The more player destroyers in the game, the more enemies will turn up. I've included a very large iceberg to vary the combat which should allow players to take cover from incoming fire.

Currently players can target the hull of their enemies. There is a placeholder gun targeting computer in the gun interior environment that will be filled out in the next release which will focus on creating a more in-depth and strategic damage model. The next release will allow players to target individual sub systems such as engines, powerplants and guns to disable specific systems and behaviors on their enemies.

Once the in-depth damage model has been developed and matured, I will begin porting the existing submarine into the same world as the new destroyer to provide multiple multi-crewed vehicles in co-operative PvE gameplay with a longer term goal of providing asymmetric PvP between multi-crew destroyers and submarines.

The following is some gratuitous technical detail, feel free to skip over it as the TLDR is that it'll enable me to develop a future update with an openworld that allows seamless traveling over vast distances without an abstracted fast travel mechanic, a feature often requested by the community.

This release includes a significant overhaul to how physics, graphics and world positions of objects within the destroyer's world are simulated, drawn and updated. The current submarine's world is limited to the 32bit floating point precision built into the game engine, which is only able to provide millimeter precision in an area approximately 20km squared. This is one of the reasons why the submarine fast travels around a larger world using an abstracted map in the sensor room. This sort of issue is normally solved by using a floating origin, however that common solution was going to be unsuitable for the required authoritative view of more than one multi-crew vehicle traveling around and colliding into things in the same world at potentially very large distances from each other. The new destroyer world now has the benefit of an entirely custom 64bit floating point precision system, which could theoretically provide sub millimeter accuracy for multiple individual multi-crew vehicles at any distance from each other within an area approximately 9,000,000,000,000km squared, somewhat more than enough for a seamless experience of the seas of IronWolf's openworld.