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Development Status #86


[h2]Dear Tankers![/h2]Welcome to our 86th Development Status.
Another development status update this month. We would like to share with you what has been happening with us recently.

[h3]Optimization and bug fixes progress[/h3]
We’ve nailed down a few more areas of the game where optimization is possible. Some of following have been already done, some still to do:
  • infantry animations when more than 100-200 can take 5-10 ms. We already have an asset that should help us here and we will optimize it
  • VFXs - it turned out each burning tank or tank shot or tank dust from exhaust was staying forever on the scene - taking up precious CPU computations where it was no longer needed
  • dead infantry - the same, some calculations were still active long after infantry was dead
  • vehicles displaying maximum tracks details even very far away if we had max zoom on
  • various memory issues that caused the game to use more RAM than needed

There were a lot of other small improvements and in the end the game runs better and is more stable. The last big issue standing is netcode optimization, as the amount of stuff each player sends and receives still uses too much CPU. We need to take care of it before the next patch.
[previewyoutube][/previewyoutube]
Overall we’re fixing and progressing everywhere, especially we want the enemy AI and our AI to work better. To react accordingly to the situation, use less CPU when static and guarding etc. We’re reaching an optimization wall here so AI must be correctly utilized and not just be there standing and watching as they can’t move.

[h3]Further UI overhaul[/h3]
Let me tell you what we have been doing during the last, weeks, days and nights.



As for the interface, work is continuing to improve the appearance, clarity and functionality of the panels and their elements. After completing work on the main menu, the idea arose to try to redesign the Battle Map.

The first idea was to make the mission map full-screen so that you could have a better overview of the scenario and plan your troops' tactical movements, especially since we will be adding the ability to issue orders on the map in the future. In the previous form, when the map was a small square in the middle of the screen, this would not have been convenient.

Additional aspects, small details that make a difference, are that the margins at the edges of the screen have been reduced, so that the panels can be made slightly smaller and the information displayed is not so overwhelming. The idea is to apply the principle of ‘less is more’ to try to remedy the chaos in the UI - this applies to changes in the game's UI in general, not just in this panel.



I started by redesigning the left side of the screen, hiding the panels with the legend and mission description. They can be closed and opened at any time, allowing you to see the map unobstructed. In the photo above, the right panel has not been touched yet. The buttons that correspond to the connections have animations and are interactive. When you hover over the icon, text appears with information about what the panel is – we don't need to see the panel name all the time. Similarly, on the left side, we have information typically related to the mission, the name of the game mode or the name of the scenario, and on the right, we have information typically related to the battle, i.e. what tactical unit we are operating, what forces and units we have, and what troops we have at our disposal.

[previewyoutube][/previewyoutube]

The plan is to make the icons on the map, e.g. respawn markers, interactive. For example, clicking on the Abel point on the map rather than in the list will mark it as a respawn point. Similarly, clicking on a vehicle that operates in Multi Crew mode, for example, will open a small menu next to it with a selection of slots in the tank, allowing you to respawn inside it.

These are, of course, plans, but they are slowly becoming a reality. Perhaps further development of this topic will be included in the new roadmap as soon as we finish the current one. At the moment, we have a lot of work to do on optimisation, with the new campaign in Ponyri, and I myself have to continue working on Ferdinand.



Let's go back to the changes and what has been happening in the UI over the last few days. The next step was to tackle the right panel. I started by adapting it to the new style, making it interactive and allowing the panels to be hidden separately. That is, the respawn points and available units.



The next experiment was to create new tank icons and replace the white ones. The white icons worked well on smaller UI elements. Since the new ones look better on a larger scale, the idea arose to try something new, and so we are currently testing and playing around with versions where there is a panel at the bottom with a selection of units. There is also a little less information here, the main important information being



  • what kind of unit it is
  • its icon/something that represents its appearance
  • which unit it belongs to, if applicable; here, simplicity is key, there is no unit name, which can be long, we don't need it here
  • the emblem is enough
  • the type of vehicle, whether it is a heavy tank, a light tank or, say, a truck


We won't show the appearance of the unit selection because I don't have a corrected version and the current one looks terrible. The current element also has too much information.

What do you think about this concept? Which is better? Give us your opinion in comments :)



Thank you and have a good weekend!
DeGenerals

Development Status #85


[h2]Dear Tankers![/h2]Welcome to our 85th Development Status.

new year, new development status and new goals. We set some plans already with the team for this year but to make it possible we have to make some changes in the project itself.

For example switching to the new multiplayer system Fusion 2 that will enable better stability and more possibilities or making some overhauls in UI like in the main menu.

[h3]UI overhaul[/h3]
Let me tell you what we have been doing during the last days and nights.

[previewyoutube][/previewyoutube]
Info: Button sounds click/hover are just placeholders, we are testing them so they are about to be changed.

Why "new" UI. We would not call it new but rather improved. We have to make some adjustments here and there to be able to add features like matchmaking, workshop support or in future better organised battle maps with the whole map on a screen like in other tactical games that could include adding waypoints, orders on a map essentially more tactical tools - but that is melody for next months. Let's go back to the main menu…





On a matchmaking screen you will be able to find desired sessions playing specifying campaigns or skirmishes. Also you will be able to find sessions playing arcade or simulation modes enabled.



Rest of the menus are also here, like Session Browser, options to host sessions or play campaign / skirmishes alone as a “single player”.



Another UI that needs to be improved is Battle Summary. Currently its a bit of a mess. Imagine having a mission with like 20 objectives and having to see every objective summary progress one after another during the mission summary. We have to change and actually we have a plan for it.



To summarize the new Battle Summary - it will be more simplified. It will show of course all important information, score, statistics but on a single page/single animation. More user friendly - at least we hope so.



Also having a new UI in the game gives some more freedom to create things in different ways. That should do the trick for next QoL improvements in the game.



[h3]Optimization progress[/h3]
We are rewriting our networking system to be more optimized as we’ve upgraded from Fusion 1 to Fusion 2. This brings us new options to implement, such as host migration, match making etc. but we’re still very busy with making all of the game work as it was + work better/load faster etc.

Another part we wanted to overhaul was vehicle physics as this was the biggest CPU drain during battles. We tried two new approaches, both failed, they did not bring any optimization. In the end, we’ve switched and tracked down other optimization problems and we have good results here, with stress test scene set up for 30 tanks, 200 infantry and 30 static guns (so totally 440 infantry as 150 tank crewman (30 tigers, each 5 crewman) and 90 static guns crewman (each 3).

With very simple optimizations we managed to decrease the animator cpu requirement from around 6-8 ms to manage idle soldiers to about 2 ms. There’s still room for more but these are very recent changes.

The same goes for vehicle physics, we managed to find different and this time working optimization methods that help the situation - but do not yet totally solve it. We still have a lot to do here.



Thank you and have a good weekend!
DeGenerals

Game Update 1.1.9


[h2]Dear Tankers and Mechanics![/h2]

[h3]Situation report[/h3]
After releasing the latest update to the game, we received several reports about machine guns not working in the new KV tanks, and a few other issues came up. We fixed the bugs over the weekend so that we could release a hotfix before the holidays.

We have added a few cosmetic changes to the UI for testing purposes. Two buttons for our Discord and X have been added to the pause panel, and we have added a keyboard layout panel (default keybindigs).



To read more about our latest development progresses make sure to checkout last Development Status #84.

[h3]Changelog 1.1.9[/h3]Below is the full list of changes being made:
Added:
  • [UI] Discord and X buttons to Pause menu
  • [UI] Keyboard imput maps on Pause menu
  • A temporal system to control how many physical objects gets spawned at once - to block big lag
Fixed:
  • All KV-1 camera fixes for MGs
  • Interior of vehicles will be displayed when you are peeking out
  • Rotated spawners on Steel Rain mission (C2M1)
  • Stug III fixes & Loader MG config fix & Stug MG interaction fixes
  • Lots of issues with MGs in various tanks
  • KillFeed now shows correct color and text for allied units when they kill an enemy and the game uses permament color setting for factions
  • [UI] Press Enter to spawn now correctly reads from the keybinding settings
  • weapon items in vehicle and their keybindings shown on top of them are now correctly assigned from keybindings
Modified:
  • Game version changed from 1.1.8 to 1.1.9
  • [UI] Create lobby, Bootcamp lobby
  • [UI] Settings panel improved layout
  • [UI] Lobby panel

[h3]Sale[/h3]
Our game is now 22% off. The sale will last from December 18 to January 5.


[dynamiclink][/dynamiclink]

Thank you for your support, we are working. See you next time!
DeGenerals

Game Update 1.1.8


[h2]Dear Tankers and Mechanics![/h2]

[h3]Sale[/h3]
Our game is now 22% off. The sale will last from December 18 to January 5.


[dynamiclink][/dynamiclink]


[h3]Situation report[/h3]
For this update we prepared some general game improvements here and there, bug fixing as always and RAM optimization. We have added a few KV versions, KV-1 mod 1942 with a new cast turret. We needed to create it to be able to put a 7.5 cm KwK gun as a German conversion option.





At the repair station we turned on an NPC called “Mechanic”. He is located near cranes. By using him you will be able to convert captured tanks and also be able to upgrade tanks. We have added few upgrade options for example you can upgrade KV-1 mod 1941 to KV-1 mod 1942 by changing the turret to cast one. You can upgrade Tiger H1 to E.



To have a KW-IC 756(r) you need to first capture and recover KV-1 mod 1942 from a battle - since only this KV has a cast turret in the game for now. Then you need to convert it to KW-IB 756(r) - this is a converted version with ZiS-5 and then by using “Mechanic” NPC you can upgrade it to have 7.5 cm KwK.



There is also one option to get KV-IC 756(r). You can buy a wreck of KV-1 mod 1942 from a graveyard, restore it, convert it and upgrade it. But it will require some work from you and time.



To read more about our latest development progresses make sure to checkout last Development Status #84.

[h3]Changelog 1.1.8[/h3]Below is the full list of changes being made:

Added:
  • German converted version of KV-1S as PzKpfw KW-IS(r)
  • German converted version of KV-1 as PzKpfw KW-IB 755(r)
  • New tank for Soviets KV-1 mod 1942 (cast turret)
  • German converted version of KV-1 mod 1942 as PzKpfw KW-IC 755(r)
  • Add crouch Run for Infantry
  • Audio slider for engine effects and another for shot effects
  • Recorded and added VO for platoon state notifications
  • Keyboard controls for overview cameras
  • Now it is possible to have unassigned inputs as some of players requested
  • Auto update and sorting for Session Browser (UI)
  • Added new KV-1 tanks to campaign missions and skirmishes
  • Added new KV-1 tanks to proving grounds force pool
  • Option to ignore and not check empty keybindings
  • Vehicle Status for KV-1S, KV-1B, KV-1C (left bottom corner on UI)
  • New separate calculation for shrapnelss against infantry
  • Spectator now have more options (UI)
  • Option to upgrade from Soviet KV-1 mod.1941 to KV-1 mod.1942
  • Option to upgrade from German PzKpfw Tiger H1 to Tiger E
  • Option to upgrade from German PzKpfw Tiger E to Tiger E Command version
  • Option to upgrade from German KW-1B 755(r) to KW-1B 756(r)

    Fixed:
  • Incorrect tutorial label name in french language
  • Fixed few errors with HE shots/explosions, now the game should generate explosions better
  • Camera error that caused Kill cam to not work when in previous mission we used wreck menu
  • Error with HE shells not applying damage to damageable objects and infantry
  • C1M5 navmesh issues and some optimizations, few rocks on far end of the map did not have correct collision
  • Squad order destination green lines still visible after canceling/finishing order
  • Soldiers falling animation after being hit by vehicle
  • Optimized static gun crewman behaviour, their CPU usage was too big
  • Removed search for crew slot command inputs
  • PzKpfw III Ausf. M gunner aim camera
  • Command markers spawning for squads with immobile units
  • AI artillery and airstrike are correctly displayed in kill feed
  • Vehicles without turret being stuck when stopped while trying to aim against target.
  • Repairing wheels will now move tank upward preventing vehicle from being stuck inside terrain
  • Player character not spawning on repair scene
  • Fixes for vehicle ui refreshing when switching between crew modes
  • Collision missing when mounting tank turret
  • Reloading MG bug when outside vehicle
  • Scenarios when sometimes camo settings applies on turret which is not connected to vehicle
  • Tooltips won't pop in and out all the time when mouse pointer is over them
  • Crane slots colors updating when focused/free/blocked
  • Outlines on module slots
  • AI infantry will stop earlier to throw grenades at the tank they are hunting
  • C1M2 Luchki airfield - an artillery strike will no longer appear in sky
  • Notepad will no longer show Convert page when that was the last page opened when checking/opening summary for a new tank
  • Refreshing manually or auto in session browser does not restart the whole panel but tries to update and add/delete new sessions + does not deselect currently selected session (it does deselect when session is no more)
  • Fixed disappearing UI when switching vehicle crew modes


Modified:
  • Game version changed from 1.1.7 to 1.1.8
  • Changed name from KV-1 to KV-1 mod 1941
  • Changed recoil of each tank main gun to increase the stability of the tank
  • Vehicles without turret combat behaviour. Less stoping when cannot reach target.
  • Transform sync fixes for static guns
  • Transferring commands owner of the vehicle in multi-crew mode when other players leave vehicle
  • Icon for Smoke projectile (SOV tanks)
  • On-map artillery will be much less accurate as their presence was recently very disrupting and not really balanced. They are still zeroing in on static targets but the pace and time required to zero in correctly has been increased





Thank you for your support, we are working. See you next time!
DeGenerals

Development Status #84


[h2]Dear Tankers![/h2]Welcome to our 84th Development Status.

[h3]New KV – work status[/h3]

As mentioned in previous Development Status #83 we were working on new cast turret for KV and while working on the new KV versions, we are also preparing the versions that were captured by the Germans. Until now, there has been no converted version of the KV-1S because this tank was not used in our campaign. That is about to change. With patch 1.1.8, both the KV-1S and the KV-1 mod. 1942 will feature in the campaign — we will share more information on this soon.





[h3]New names[/h3]

To help you make sense of it all, we have made some cosmetic changes to the names of the tanks. Below is a table with a list of changes and descriptions.



Following the release of patch 1.1.8, the current KV-1 in the game will be renamed KV-1 mod 1941 on the Soviet side. The KV-1S will remain the KV-1S. Another version of the KV with a cast turret will be added to the game as the KV-1 mod 1942.



Versions captured by the Germans will appear as the KW-1B 755(r). The KV-1S will be known as the KW-1S(r). The KV-1 1942, on the other hand, will have two convertible versions. The first will feature the ZiS-5 gun and be known as the KW-1B 756(r), while the second will feature a 7.5 cm KwK gun and be known as the KW-1C 756(r).



[h3]There will be a new UI interface for conversion/upgrading.[/h3]

We are adding a repair scene to the game, restoring the functionality of an NPC called Mechanic. You will be able to select a converted tank in the upgrade tab and upgrade it if the option is available. These upgrades will, of course, be more costly in terms of resources.

We would like to thank @RideR2 for helping us by digging deep into Russian and German references to figure out the names and what was used/changed for these versions.

We are currently implementing and thoroughly testing the new tanks to identify and resolve as many bugs as possible.



[h3]List of KV tanks that will be included in the patch[/h3]



KV-1 mod 1941
  • main gun 76 mm ZiS-5
  • old KV-1
KV-1 mod 1942
  • main gun 76 mm ZiS-5
  • new cast turret
  • new hull
KV-1S
  • main gun 76 mm ZiS-5
  • same as before
PzKpfw KW-1B 756(r)
  • main gun 76 mm ZiS-5
  • new cast turret
  • new hull
  • repainted in German colours and markings
PzKpfw KW-1C 756(r)
  • main gun 7.5 cm KwK
  • new cast turret
  • new hull
  • repainted in German colours and markings
PzKpfw KW-1B 755(r)
  • main gun 76 mm ZiS-5
  • same turret and hull ad KV-1
  • repainted in German colours and markings
PzKpfw KW-1S (r)
  • main gun 76 mm ZiS-5
  • same turret and hull as KV-1S
  • repainted in German colours and markings


[h3]Optimization progress[/h3]
We have been busy with detecting the origin of low frame rates after recent patches and we found out the issue. The drop happened mostly when the player zoomed in on any scene and the issue was increased tessellation settings. We are looking for a way to have the player control the quality of tessellation.



The decision would be for players to either have better visuals with tessellation on and bigger CPU usage or worse visuals but less CPU usage.
Another big issue we found is the need to drastically decrease the amount of RAM we use. Some GPUs that we use are struggling on few maps where visuals overflow the GPU VRAM. When this happens the frames tend to drop from 100-120 fps to 15 fps.
We still have few places from where we can drop the usage by 1-2 gb so we are rather optimistic here that we can increase FPS even further.




Thank you and have a good weekend!
DeGenerals