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Development Status #81


[h2]Dear Tankers![/h2]
Welcome to our 81th Development Status.

[h3]German captured KV-1B 756(r) work in progress[/h3]


Work has begun on adding the German-captured KV-1 tank to the game. First, we gathered references and familiarised ourselves with documentation on the different versions of the KV-1 tank. First and foremost, we would like to thank the members of our community, including players RideR2 and murkz, for their help in obtaining materials and sharing their knowledge.

German modifications
The Germans based their conversions on captured tanks that were manufactured in 1942. These tanks featured additional reinforcements on the front armour plate. The German changes were minimal. Most captured KV-1s retained the original Soviet radios and equipment. However, German radios and tool sets were occasionally issued.

So, what we are doing
As the KV-1 with the ZiS-5 turret and gun was also accepted into service, it will be labelled as PzKpfw KV-1B 755(r) in the game. For this purpose, we are creating a modified hull with additional accessories and tools, to visually distinguish it from the standard KV-1 version available to the Soviets in the game.

Additionally, we will create a new cast turret. We have not yet made a decision on this. This is because the Germans introduced certain 'cosmetic modifications' to these turrets and also they replaced the main armament with a 7.5 cm KwK 40 gun. This version of the tank will be marked in the game as PzKpfw KV-1B 756(r). We have not yet decided whether the original cast turret will also appear in the game and be available to the Soviets. Time will tell, but if we manage to create it, it will probably be included so in the game we could have:

  • KV-1 (ZiS-5 gun)
  • KV-1 with cast turret (ZiS-5 gun)
  • PzKpfw KV-1B 755(r) (ZiS-5 gun)
  • PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)

Currently, additional elements and accessories for the German version of the hull are being refined. The turret is next in line to be created. More info coming soon.


[h3]Ballistics improvements, ricochets, performance[/h3]
We have discovered that PTRD rifleman did not shoot at all and after fixing that issue we have also improved behaviour for his Target seeking procedure. He prefers shooting at vehicle visors (and later we’ll add shooting at tank tracks or wheels or lower side armor if visible). His shot will also degrade the side skirts if hit multiple times - until they detach.


With ballistics we have found more issues, especially with the 0 mm UI information about penetration and ricochets incorrect calculations. All of this led to misunderstandings and incorrect shot results.

We have disabled also the overmatch math which was causing no-ricochets in some situations that should cause it. For example a zis-5 cannon shot on the roof of a PzKpfw VI H turret at 87 angle resulted in penetration instead of ricochet.

Another issue we found was that enemy AI (and especially on map arty) did not lose their zero-in modifier when they lost sight of enemy or the enemy moved to a new position. This caused increasing difficulty during battle that resulted in great losses on missions like C1M2 (Luchki Airfield) or C1M5 (Steppes) where arty, once we were spotted, kept pounding us until we’re dead - no matter if anybody saw us or not.

In new campaign this is going to change, but more on that in future

What awaits with ballistics:
  • HE rework - the 150/152 mm howitzer shots or air bombs need to be more deadly when directly hitting tanks.
  • Moving infantry weapon ballistics to multi-threaded code that we can schedule to later calculations and receive the results later, not in the same frame. This would save lot of performance when big battle starts and the infantry starts to shoot SMGs or MGs
  • Moving explosion collision detection to multi-threaded code, again to schedule and get results later, not in the same frame. When multiple big explosions happen due to artillery this causes lag that can be lowered (or non existent, who knows)

[h3]Ponyri campaign progress[/h3]
We have started to playtest the Ponyri campaign, for now on scenario missions (old style, as previous campaigns) and not yet the procedural mission that we plan to add. At this point, we already have several test missions along with a blockout version of the village of Ponyri.

The biggest change is the distance of engagements. On such distances our TPP camera or Commander camera just doesn't really work versus our current AI. AI spots us immediately and even after our fixes to their dispersion/AI they hit us after 3-4 shots from 1.5-2 km.


Such distances also really make the Command tanks a golden unit. Ability to spawn closer to the enemy (remember, Command tanks allow you to select them as spawner location) just saves lots of time.

Using binoculars becomes essential here, and destroying targets at such long distances also requires some skill. We want to provide a lot of new mechanics so that players don't get bored driving for several kilometers – we plan to increase the number of command tanks, enable battle stations to move, and manage level design infantry in a simple way during the scenario.

We also have an idea to allow players to be able to convert any tank to Command tank in a repair station - for resources.

Another concept is to allow for some teleportation if the current objective is won and we’re very far from it - example is that we’re in a tank 1.5km from some conquer objective, driving towards it after getting killed while our friends had survived and are capturing that point already.


As you can see we already implemented a simplified version of SU-152 (place holder) that will be taking an important role during missions. Ballistics are working correctly on these distances, so the main issue is AI spotting. This just has to be improved for the new campaign.

[h3]AI improvements[/h3]
We have finally started working on AI, at this moment focusing on their pathfinding and behaviour in formations.
  • the tanks, especially allied, should no longer just ram each other while trying to reach an objective - on our old maps this is hard to achieve as the distances and spacing is very small (in new campaign this must be addressed, later on that in future dev status)
  • infantry and tanks moving out of our way
  • AI will do YMCA dance


[previewyoutube][/previewyoutube]


[h3]Terrain quality improvements[/h3]
We started a big task that required us to break the game apart to replace some of the textures/materials we used for new ones - this is connected to your feedback about blurry graphics and here we are:


[h3]Known issues[/h3]
Critical bug during soviet campaign
There is a critical bug that occurs on soviet repair scenes and may cause many issues during gameplay.

It is recommended to be on the scene as fast as possible and swiftly start the next mission. We're already preparing a patch that will fix it. We're sorry for all the problems that you may encounter because of it.

Thank you and have a good weekend!
DeGenerals

Game Update 1.1.3



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

[h3]Sitrep[/h3]
It's been two weeks since our last update, 1.1.2. Since then, we've added support for creating lobbies in-game and inviting friends directly in-game. For more information, check out our friday Development Status #80, where we describe the concept in more detail and what we're cooking up for the game.



CLICK HERE TO READ DEVELOPMENT STATUS #80

[h3]What's in Patch 1.1.3[/h3]
As for the new features in the update, we have added portable stairs and voice overs for repairs, as well as the ability to create a lobby in the main menu. In addition, we have added destroyed models for the Pak 40 and Flak 36 static guns – this will definitely be noticeable when playing the Soviet campaign.

  • Steam lobby/invite party in-game
  • movable stairs on repair scene
  • unit spotting process has been redesigned to be multi-threaded
  • Pak40 and 8,8 cm Flak 36 have destroyed models variants
  • UI bug fixes, over layered text and icons over some panels
  • Soviet (AI enemy) tanks now shoot while driving (new feature)
  • Germany and Soviet infantry indicators when spotted will be visible only below 100m in distance
  • Infantry compass indicators doesn’t show distance label (turning this off increased game performance)
  • Subtitles to repair scene voice overs
  • Added correct soldier covers and colliders for trenches on Pokrovka map
  • Fixed switching between artillery and direct shooting on static guns
  • Optimization for AI spotting mechanic (more fps on big battles)


[h3]Changelog 1.1.3[/h3]
Below is the full list of changes being made:

Added:
  • [UI] Battl Map - visible selection frame when offmap is selected
  • [UI] Steam invite overlay to main menu
  • Overview UI Manager and prefab
  • Pak40 now have destroyed mesh variant
  • Subtitles to repair voice overs
  • Overview UI Manager and prefab
  • Status for player (in tab menu) when he's watching intro or outro


Fixed:
  • [UI] Incorrect labels position on steam deck
  • Avatars should now be correctly displayed (steam)
  • When player leaves or enters, the tab menu will update automaticly if it's opened
  • Tutorial hints UI panel won't be hidden even if you have the game option Hide Hints on
  • Fixed some situations when player could interact with hatch when using vehicle visor
  • [UI] Player Team Status GUI Item
  • [UI] Interaction icon is visible before pause menu
  • Depth of trenches on C2M3 and C2M5 maps (infantry were too high and not covered at all)
  • Vehicle passangers rotation toward target
  • Inside collider of STUG fix
  • Skirmishes should no longer be saved as campaigns
  • Abandoned vehicles or static guns now correctly start battle event triggers that check Destroy or Protect objectives state
  • Switching between artillery and direct shooting on static guns
  • Infantry body rotation toward targets
  • [UI] Vehicle Customizer buttons label margins
  • [UI] Graveyard Manager bottom buttons size of labels
  • Highlighting GUI after playing tutorial should be now correctly cleared
  • Finishing multi crew tutorial won't show campaign summary


Modified:
  • Game version changed from 1.1.2 to 1.1.3
  • [UI] Main Menu buttons state when disabled
  • [UI] Battle Map offmap gui items
  • Interaction collider with hull or roof mg is not more aligned to the mesh of the weapon and is no longer annoying us when we're in commander mode
  • [UI] Further working on Steam party lobby
  • [UI] Overview mockup
  • [UI] Further working on Steam party lobby
  • Germany infantry indicators when spotted will be visible only below 100m in distance
  • Soviet infantry indicators when spotted will be visible only below 100m in distance betwenn player and enemy AI
  • Added correct soldier covers and colliders for trenches on Pokrovka map
  • Added distance to playing the repairs vo (max 30m)
  • Replaced player avatars panel on multiple UI screens
  • [UI] Steam Friends invite


[h2]Known issues:[/h2]
  • We have likely found the reason for the blurry screen. It turned out that the Rendering Scale setting was not working in the game. It is possible that, for some players, this setting was set very low, causing the game to appear at a low resolution.




[h3]When next update?[/h3]
We will now focus on implementing systems for managing and issuing orders to units, including, for example, changes in formation or aggressiveness towards the enemy. In general, we will tackle AI issues and push forward with their behaviour.

In addition, we will cover the latest topics from the roadmap, including the addition of the captured version of the KV-1, i.e. the KW-I with a 75 KwK 40 L/48 gun. Finally, we will cover topics related to the implementation of the Steam workshop, so that you can start making and uploading your first modifications to the game. Once we have completed the current roadmap, we will start working on the next one.

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

Development Status #80


[h2]Dear Tankers![/h2]
Welcome to our 80th Development Status.

[h3]Movable stairs[/h3]

We have added movable stairs to each of the cranes at the repair station to make it easier to access the turret or roof of the tank. No more tricky jumps needed! You can interact with the stairs to move them around, and then interact with them again to put them down in place if they are marked with green material.

[h3]Steam friends invite / lobby[/h3]


We have also added in-game support for creating and hosting lobbies. This means that we can now send play-together invitations directly from within the game. Our friends will receive a notification or message about the invitation. If they accept, they will join our lobby, where their avatar will appear in the player list in the top right corner.

We plan to expand the lobby's functionality by adding a 'separate scene' in which players will be visible as avatars. For example, characters could stand next to a tank. In such a lobby, players will be able to customise their tanks by adding paint jobs, side numbers and other details. These settings could be saved and then applied to tanks during the campaign or made public.

[h3]New campaign at Ponyri[/h3]
As you may know from our previous dev status update (#79), we have started working on a new environment and game modes. We are also going to create a campaign based on events that took place in Ponyri in 1943.

The campaign will be implemented in the new mode mentioned in Dev Status #79, featuring sectors and operational gameplay.

We are going to prepare standard scenario missions for a few sectors. Once a scenario has been completed and a sector has been captured, the sector can be attacked by the enemy AI Commander, after which a procedural battle will be played out in that sector.

We will provide further details about our design and approach in future status updates, along with additional screenshots and videos, so stay tuned!



[h3]Procedural Missions[/h3]
We also want to add an option to generate single missions or campaigns from specially prepared maps, in order to support procedural gameplay, endless mode, etc. To showcase this, we will prepare a special menu where players can select factions, force pools, map pools, and so on. This could also potentially be a starting point for other game modes, such as career mode or rogue-like mode.

[h3]Ferdinand Sd.Kfz. 184[/h3]

Work has slowly begun on adding new vehicles to the game, including the Ferdinand tank. Work is progressing at a slower pace for now, as we want to finish work on the remaining aspects of the roadmap first. Currently, we have a vehicle that can drive and shoot in the game. Work on the actual model will begin in November and continue throughout the month.




[h3]Optimisation: the unit spotting process has been redesigned to be multi-threaded[/h3]

We have promised that at some point we’ll return to heavier optimization issues connected with single-core/main thread running. The time has come and as first thing we’ve taken on the spotting mechanic for AI.

As part of preparing our game for a bigger scale battle for the next campaign we’ve started from designing how many units we need on that new campaign - and from that what needs to be optimized.

The amount of AI units and their requests to spot enemy units on map was unbearable for the scale we needed so we have replaced the old single core system to multicore/threaded system.

It gave noticeable boost for bigger battles - but still other parts of AI behaviour or multiplayer code that synchronizes every soldier is a big performance drainer that needs to be taken care for.



The orange part is physics that handles checking the visibility between AI units and it’s being processed by the Job system on other threads.

[h3]Known issues[/h3]
We have likely found the reason for the blurry screen. It turned out that the Rendering Scale setting was not working in the game. It is possible that, for some players, this setting was set very low, causing the game to appear at a low resolution.



[h2]When we can expect new patch 1.1.3?[/h2]
New plan to release new update on monday 29.10 around 18:00 CEST.
  • new textures, better quality on C1M1 and C1M2 missions
  • Steam lobby/invite party in-game
  • movable stairs on repair scene
  • unit spotting process has been redesigned to be multi-threaded
  • Pak40 and 8,8 cm Flak 36 have destroyed models variants
  • UI bug fixes, over layered text and icons over some panels
  • Soviet (AI enemy) tanks now shoot while driving (new feature)
  • Germany and Soviet infantry indicators when spotted will be visible only below 100m in distance
  • Infantry compass indicators doesn’t show distance label (turning this off increased game performance)
  • Subtitles to repair scene voice overs
  • Added correct soldier covers and colliders for trenches on Pokrovka map
  • Fixed switching between artillery and direct shooting on static guns
  • Optimization for AI spotting mechanic (more fps on big battles)


Thank you and have a good weekend!
DeGenerals

Update 1.1.2 + Tutorials + QoL improvements



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

[h3]Situation report[/h3]
It has been two months since we released our last patch, 1.1.0, which added a mission and the Soviet campaign to the game. Since then, we have been working on the game and its performance, and have introduced a number of improvements.

[previewyoutube][/previewyoutube]

[h3]News in Patch 1.1.2[/h3]
The most important part of this patch is the addition of missing tutorials, reduced RAM usage. In addition, you will find a number of other changes in the game, whether cosmetic or fixes that improve the overall experience (quality of life improvements).



[h3]What next?[/h3]
After releasing the patch, we want to return to topics related to the roadmap, where a few things are still waiting to be finished and implemented, such as the ability to invite friends directly in the game or adding basic modding to the game. We will also enable and implement Steam Workshop and publish the first versions of documentation and tools. Without this step, we will not be able to move forward with expanding modding support in the game. In addition, we will certainly continue to respond to your comments and suggestions.



[h3]Game discount[/h3]
Today we are launching a discount on the game. The 15% discount will last for the next 7 days.

[h3]Changelog 1.1.2[/h3]
Below is the list of changes being made:

Added:
  • New notification when squad that is immobile receives a movement based command - that they decline the command as they are immobile
  • [UI] Interactions - Multi Crew icon
  • [UI] Interactions - Total Control icon
  • [UI] Keyboard loading screen covering . (dot) multi crew / total control toggle
  • More info in UI about current aim mode and drive mode
  • [UI] Manage LoadingParent in HeadQuartersUIManager and SessionCreationUIManager
  • Rear MG's for KV-1 and KV-1S are now interactable
  • 20mm API PzGr.39 and HEFI SpGr.39
  • 37mm APCBC M51B1 and HE M63
  • New 3 tutorials, basic repairs, basic battle and multi crew
  • [UI] New icons for units
  • [UI] Wreck status label for Battle Map wreck list if it is repairable or it is a wreck.
  • [UI] Filters for selected wrecks and faction affiliation in Battle Map.
Modified:
  • Changes to crew positioning on vehicle slot during peeking
  • P_UI_OrdersMenu fixed hints are hidden
  • Ammo crate tool has no ammo models in it now (temporary, later we will add it)
  • Repairs, Basic battle and Mult crew tutorials loading screens / mission thumbs
  • It is now possible to change slot when peeking out of hatch
  • Repairs, Basic battle and Mult crew tutorials main menu buttons
  • Changed last waypoints for friendly tanks and conquer areas so AI will not be able to win objectives alone
  • Reduced amount of friendly tanks during first mission
  • Merged Use Vector Aiming and Use Keyboard to Rotate Turret into one option
  • Units icons now represents what specific unit holds, what weapon, rank and additional role in the squad. For example engineer or MG assistant
  • Battle Map, reworked unit and spawn selections. More units are visible on the selection panel.
Fixed:
  • Added and modified navmesh obstacles on c1m7 scenario
  • Getting inside AI vehicle spawned by other player Fixed
  • Maxim crew in air
  • When spawning destroyed tank under crane it's rotation is not stable
  • Mines should now spawn
  • StuG III G roof mg should now be more useful with bigger limits and better camera position
  • Shadow rendering for infantry units is now more consistent (distance)
  • Inventory items not disappearing other players after player character enters vehicle
  • fixed offsets in vehicle wheels and suspension after re-mounting vehicle parts
  • KillFeed should now correctly display all information (previously it trimmed/cut few weapon names or unit names)
  • Removed unnecessary highlights on repair section for crane/customization menu after interaction
  • Not being able to drive vehicle when peeked out from driver slot
  • Peeking out now correctly changes materials for our tank
  • Removed quick zoom from commander camera
  • Refreshing Single/Total Crew Mode in Spawning UI
  • Fixed HEAT ballistics
  • PTRD animations freezing infantry
  • Interior MG shooting working when peeking and clicking zoom button
  • Fixed highlighting slots for modules placing after re-entering crane



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

Development Status #79


[h2]Dear Tankers![/h2]
Welcome to our 79th Development Status.

[h2]Tutorial work progress[/h2]
[previewyoutube][/previewyoutube]
The tutorial is almost finished. We have everything recorded and configured and now we are testing back and forth all the tutorial scenes to fix all possible bugs.

Tutorial is pretty big, it has 3 parts:
  • repair section
  • battle basics
  • battle multi crew mode
And we already know in future another battle part must come - for when we extend the command giving and AI management or operations map handling.

[h2]Optimization progress[/h2]
Our last progress in this area was memory management. The game shows us using around 9-10 GB of RAM on the biggest maps. That's the reduction from around 12-13 GB previously (or even 15 in May).

This can still be reduced but this level of RAM usage will be what you’ll receive in the upcoming patch.

What this means:
  • potential CPU usage reduction as the game won’t be needing so much VRAM to use (still it can use less but thats future)
  • less crashes for players that have 16 GB of RAM in their OS
As optimization means destabilizing the game in order to dig through code, rewrite it and potentially break it we need to pause this process now. We are going to pick it up after the patch and focus on another issue that pops up after running diagnostics and listening to your feedback.

[h2]New campaign - redesigning our gameplay[/h2]
For the new campaign we’re adding operational map gameplay - the player team will have to either conquer the whole map or have more key points when the campaign timer runs out - we'll figure this out later.

WIP - this is just a prototype of the operations map - not the final thing. The sector shape and borders are going to be changed as well as additional UI is missing.
Some sectors (or all of them) can have a single scenario mission created for it - just like we have it now.


When that mission ends and the sector is in our hands it can be attacked by an enemy AI commander and as a side mission we can defend it.

Then the rules and objectives will be random and more generic and we won’t need to replay the same scenario mission again.



We want to extend the combined arms simulation and implement missions where a whole infantry company is coordinating an attack. We focus on enemy static weapon assets and potential armored counter attacks and infantry clears trenches.

This means we have to optimize the game to allow having at least 100-150 infantry on our side at all times and the same number of enemies.



We also want a shot at bigger maps with the ability to maneuver instead of having corridors like our previous approach is. This would also require extending the mobile spawner/mobile battle stations etc gameplay. Currently the whole map has 576km^2, with the full playable area being 324km^2. Right now the missions will be set up in a couple of logical sectors, with each being 9km^2. So the single sector in comparison is double the size of the C1M8 mission.



What does that mean for the players? Battles will be longer, at higher distances. The environment on which you will play is directly taken from real world data, so you will find yourself fighting in real places. We want to try out a more classical approach, since it was asked by You. There will be less detail in buildings, or other “environment fillers”, because we want to save as much performance as we can, but also the place in which the new campaign will take place has almost none buildings.


With this new wip campaign, we also want to tackle some of the features that are to be implemented in the future and try to add some of it into this development cycle. As you can see, we are shifting to a more robust approach and so we want to create gameplay that is based on somewhat dynamic battle scenarios.



This means, some of the missions will be to some extent procedurally generated. Because of that, battle at every sector mentioned, will be a little bit different. We are speaking here about weather, time, type of forces, type of battles (yes, we are also working on other mission types in the meantime), but also more economic things, like relocation of your repair base, managing your resources ahead (currently we named it as “turn based”, although it's not exactly fitting this description, so keep that in mind). Apart from that, we also want to start pushing tools for creating custom scenarios (as of right now on only given preset terrains and environments). We are inching closely to custom maps and scenario toolsets, although it's still a long way ahead.

[h2]When we can expect new patch 1.1.2?[/h2]Besides tutorial and optimization Stage 1:
  • ballistic improvements
  • toggle able interior lights in tanks
  • improved interior textures for tanks
  • big changes to how game handles knockout of a vehicle
    • should be harder to kill the player and easier to kill enemy AI
    • enemy AI now correctly decreases their morale that can lead to panic and evacuation of the tank
    • if tank wants to retreat and still can move and has smoke grenades it’s going to launch it
  • AI shooting dispersion fix - we found out that AI always hit where they wanted to, our dispersion logic was not working and in the end the game allowed them to have 100% accuracy
  • player vehicle camera and vehicle movement issues - added interpolation and a way to overcome the physics issues when interpolation is on


Thank you and have a good weekend!
DeGenerals