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Development Status #68


[h2]Dear Tankers,[/h2]

Welcome to our 68th Development Status.

Welcome to newest development status after a short break. After releasing upgraded demo version we had to take a small breath to release a tension. But its time to get back on board and continue working on the game.

[h2]Smoke grenades (Nebelwurfgerät)[/h2]



One of small features we added proper smoke grenades that are throw able from smoke grenade launchers - Nebelwurfgerät. For now its same model used for all tanks in the game, but we will expand it to have unique models per tank - if such vehicle of course have it.

[h2]UI changes[/h2]



Another update was regarding UI. We have changed style of weaponry/ammo icons visible at the bottom. They are now more compact, more space for future more ammunition types.

[h2]Scout NPC on Repair Station[/h2]



On repair station we have turne on again Scout NPC. New panel has been added with options to buy airstrikes or artillery support for mission.

[h2]Squad Manager[/h2]



Another panel has been added this time to notepad. There will be option to manage squads for example to dismantle squads, or to move units between squads to build more compex or dedicated ones.

[h2]AI[/h2]

We are constantly developing AI. Recently, we have been working on the behavior of units when encountering an enemy and how the unit moves during combat while carrying out orders.

In addition to combat, we also focused on the crew's behavior when evacuating from a destroyed vehicle and what next steps they should take depending on the situation on the battlefield.

We have developed a system that determines how accurate the shooting unit is. Parameters such as distance and combat time now affect shot dispersion.

Another thing that we have improved is the way of selecting the "best" opponents. A number of parameters influence which target among the available targets will be considered a priority, such as: distance, type of unit or current weaponry of the unit.

The system of issuing orders has also undergone a significant change. When we get out of the vehicle and it comes under AI control, it will be automatically placed under our commands. The same situation will happen when a player leaves a session, his units will be assigned to another player's control.

We have also made every effort to optimize the calculations currently performed by AI and thus reduce CPU usage.

[h2]PzKpfw VI Tiger Ausf. E[/h2]



Finally, we added another version of Tiger I which is version E. In a nutshell this tank version was produced somewhere in mid 1943.



This version features:
  • modified gun mantlet
  • the new commander cupola
  • loader's periscope
  • single headlight on a front plate
  • additional track mounted on a front
  • no ail filters at the rear
  • different tools & equipment (visual things)




Although Tigers after end of may 1943 were not equipped with smoke dischargers we decided to leave for the gameplay reasons. Tank is also covered with zimmerit anti-magnetic coating. It is pure visuals at least for now.





P. S. Would you like to see this version in Tank Mechanic Simulator? ;)

Thank you and have a good one!
DeGenerals