Remember that new "Age of Sail Sim" we announced two weeks ago? We have now received word that its name will be "Signal: Close Action!".
And not just that, the first Test Version has just been released and is now available to the public!
Download and Installation:
This first version is available from this link: http://www.cityarts.com/signal/signal.zip
Unpack to a folder of your choice, then edit app.icf in Notepad to set up your screen resolution with the following two lines:
Run the game with engine.exe.
Features:
In this first release, you can do nothing yet other than move the camera. Think of it as a "live" video.
- To pan the camera, click and drag the mouse. Be careful, it's a bit touchy.
- Up/Down arrow keys pitch the camera.
- Left/Right rotate the camera. Not recommend to use this though; it's mainly meant for debugging.
- W/S keys raise and lower the camera. Careful with those too, there are no "stops".
- Escape key exits.
The upper left corner of the screen will show you the FPS. You should be running at 50+.
About the scenario:
16 orange ships (you) face off against 16 black ships (the enemy) with hazardous islands between. Each ship chooses its opposite ship to hunt and engage. The wind is coming from due East, so no side has the weather gauge in this engagement. There are no cannons yet; these will be added in a soon-to-be-released update.
There are many things that had to be cut from this first release because, here and there, they were producing unexpected results. From here on, every Friday afternoon(ish) there will be another release with the latest and greatest.
Future Updates:
Here is the roadmap of what you can expect for the foreseeable future.
Week 1:
- Add user ability to change the wind direction.
- Command ships (sail to point, follow ship friend/foe)
- Automated gunnery
- Ship "animation" i.e. sail orientation, helm/rudder, and ship heel
Week 2:
- Set sail plan on individual ships
- Change time scale
- Visualize tacking/wearing/boxhaul
- Visualize combat damage
Week 3:
- Initial "captain" mode, fully manual control of the ships, toggle to auto
- Gunnery control/command manual semi-auto and auto
Week 4:
- Captain mode complete
- Multiple scenarios with different objectives ("missions" or "levels")
- "Official" Beta release.
More Information:
Check the discussion on the SubSim forums if any points are unclear:
http://www.subsim.com/radioroom/showthread.php?t=188692&page=9
And not just that, the first Test Version has just been released and is now available to the public!

Download and Installation:
This first version is available from this link: http://www.cityarts.com/signal/signal.zip
Unpack to a folder of your choice, then edit app.icf in Notepad to set up your screen resolution with the following two lines:
Code:
WinFullScreenHeight=768
WinFullScreenWidth=1366
Features:
In this first release, you can do nothing yet other than move the camera. Think of it as a "live" video.
- To pan the camera, click and drag the mouse. Be careful, it's a bit touchy.
- Up/Down arrow keys pitch the camera.
- Left/Right rotate the camera. Not recommend to use this though; it's mainly meant for debugging.
- W/S keys raise and lower the camera. Careful with those too, there are no "stops".
- Escape key exits.
The upper left corner of the screen will show you the FPS. You should be running at 50+.
About the scenario:
16 orange ships (you) face off against 16 black ships (the enemy) with hazardous islands between. Each ship chooses its opposite ship to hunt and engage. The wind is coming from due East, so no side has the weather gauge in this engagement. There are no cannons yet; these will be added in a soon-to-be-released update.
There are many things that had to be cut from this first release because, here and there, they were producing unexpected results. From here on, every Friday afternoon(ish) there will be another release with the latest and greatest.
Future Updates:
Here is the roadmap of what you can expect for the foreseeable future.
Week 1:
- Add user ability to change the wind direction.
- Command ships (sail to point, follow ship friend/foe)
- Automated gunnery
- Ship "animation" i.e. sail orientation, helm/rudder, and ship heel
Week 2:
- Set sail plan on individual ships
- Change time scale
- Visualize tacking/wearing/boxhaul
- Visualize combat damage
Week 3:
- Initial "captain" mode, fully manual control of the ships, toggle to auto
- Gunnery control/command manual semi-auto and auto
Week 4:
- Captain mode complete
- Multiple scenarios with different objectives ("missions" or "levels")
- "Official" Beta release.
More Information:
Check the discussion on the SubSim forums if any points are unclear:
http://www.subsim.com/radioroom/showthread.php?t=188692&page=9