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Development Status #72



[h2]Dear Tankers,[/h2]

Welcome to our 72th Development Status.

[h3]Devlog[/h3]

[previewyoutube][/previewyoutube]

[h3]New VFX[/h3]



It was time for another iteration of our special effects and this time we decided to improve the smoke effects. Suggested by feedback from you, we felt that the current smoke particles were too modest and invisible in special cases. This made it hard to tell in the available demo which machine was destroyed or damaged. With the changes we have made, we have managed to get rid of this problem, while at the same time increasing the immersion from the gameplay - the player does not have to rely on artificial game elements (such as the puncture crosshairs) to tell which vehicle is incapable of fighting.



This is another step in the development of visual effects, the Visual Graph has allowed us to introduce particle variations faster, while giving better performance.

[h3]Side numbers[/h3]



A year ago, when we released the demo versions, each (German) tank was assigned side numbers according to the German nomenclature, i.e. the ‘Three-Digit System’. The approach was temporary because each tank with a different number was a different prefab, a separate file in the game where each number was assigned manually. Why this was a ‘problem’, a few sentences below.



The Germans, as a decent nation, also had to bring order to the field of markings. They therefore adopted the three-digit system for numbering their armoured vehicles.

The three-digit system simply identified a company, platoon or individual vehicle in the correct order and allowed the commander to effectively direct his units on the battlefield. For example, a vehicle numbered ‘213’ would mean: 2nd Company - 1st Platoon - 3rd Vehicle.



An armoured regiment of an armoured division usually had two battalions of four companies each, and the companies were numbered consecutively from 1 to 8. Most companies consisted of a command and three to four platoons, and each platoon could have four or five vehicles.

Regimental commanders used the designation ‘R’, so a regimental commander could have R00 or R01 and his adjutant could have R01 or R02. Battalion command vehicles were designated with Roman numerals I01, I02 (for the first battalion) or II01, II02 (for the second battalion).



Therefore, seeing how complicated and at the same time simple this system is, we started to implement similar mechanisms mapping the ways of numbering vehicles in our game. We no longer have dozens of prefabs with vehicles with a different number. The game automatically assigns side numbers to units.



For Soviet tanks, there were no stricted organized system. Tactical markings were all over the board. Diamond shapes were popular because that was the map symbol for a tank formation. But there are many images of tanks with squares, and some with triangles. Sometimes tanks had two-digit tactical numbers. Sometimes three. Sometimes four. Mostly in white. The tactical symbols and/or numbers were placed on both sides of the turret. Symbols before numbers. Or numbers before symbols. Or on the back of the turret. Or on the rear hull.



[h3]Customization[/h3]



We have started working on adding the ability to customise your tanks. In addition to the side numbers that are assigned to each tank when it is in a squad. A tank will also have visible emblems of its unit or faction, such as the Balkenkreuz or Red Star.



It is also possible to change the camouflage colour or pattern. If you remember changing camouflage or colour in Tank Mechanic Simulator, it will be similar here. You will be able to change the rotation, scale or state of the camouflage on your tank

[h3]More ammo types[/h3]



Last week we also added more ammo types than just AP and HE, introducing APHE, APCR, HEAT etc. This expansion requires us to redesign and finalize the weapon manager panel in the notepad to allow the player to select the ammo preset for his vehicle.

This can also lead to adding a new feature to be able to change the ammo preset while the battle is in progress, in the ammo station.



By the way, we have improved the interface somewhat. Until now, there was too much duplication of bullet and cannon information at the bottom. It is now tidier, and the most important things, such as the name of the projectile, the keyboard and the number of projectiles still available, have been retained.

[h3]X-ray system update[/h3]



The next iteration of the x-ray system. We have added better material handling. Now, during penetration, you can see in the view how the projectile behaves inside. Whether it hits something or not and what the consequences are. You can see what happens inside.



[h3]C1M2 Luchki Airport[/h3]

In the course of many tests, we came to the conclusion that the second map lacks quality and is not interesting from a gameplay point of view. We decided to change it in order to make it more readable for the players, and more rich in combat. The asphalt road, which led off the map before the changes, now directs players straight to their destination.



The addition of the river has helped to visually separate parts of the map, making it easier for players to find their way around the battlefield together. Three technical bridges now provide a flashpoint for armoured combat, increasing the difficulty level slightly. We also got rid of some buildings and fillers to increase optimisation.





Thank you and have a good one!
DeGenerals

Development Status #71



[h2]Dear Tankers,[/h2]

Welcome to our 71th Development Status.

[h3]Devlog[/h3]

[previewyoutube][/previewyoutube]

[h3]New mission summary & intro[/h3]



We have spent the last few weeks internally playing and testing all ten missions from the first campaign on the same build. We came to the conclusion that they lacked an explanation of why certain things occur during a scenario. For example, why the player has to attack a certain point or take over a particular village.

We are adding to each mission starting from the first mission of the campaign, a broader description, additional graphics. Starting from the main menu during mission selection and continuing during the mission itself.



At the beginning, each mission will have an intro, i.e. a kind of introduction showing the mission assumptions in the form of a camera fly-through, like a typical film interlude. During this, the main and side missions will be presented in the form of audio read by a voice over, plus subtitles. We want to colour the whole thing with a hint of story so that it doesn't feel so artificial. Especially since we are basing it on real events - Operation Citadel, which took place under the Kursk arch in 1943.



During the mission, the voice over will also inform the players about the course of the mission in the form of information from the staff. There will be hints about the scenario itself, about possible counter-attacks or suggestions to use available artillery or air support, for example.

Single missions in the form of skirmishes, which are not closely linked to the campaign, will also receive such an explanation.

A preview of how it currently looks can be seen on the devlog linked above.

[h3]New VFX[/h3]



In the latest iteration of VFX, we added custom effects created by Embergen. This has resulted in nicer and less resource-intensive explosions and blasts. This is another step towards making Tank Squad even more immersive.

[h3]Mountables[/h3]

We have added another layer of repair section gameplay, mountable parts. This allows the player to mount or dismount various smaller parts, from wheels, tracks to mudguards and other non-essential parts.

Wheels and tracks mount state are now connected to driving functionality, if they are destroyed during combat or not mounted in repair section, the tank is considered not combat ready and cannot drive.

[previewyoutube][/previewyoutube]

[h3]Vehicle Inventory[/h3]

We have finished first phase of new system that manages every vehicle inventory. This system will allow to replace broken wheels or tracks during battle. This is restricted, however, to having the spare parts on the vehicle when trying to mount them. If you forget to place the spare parts during repair section then tough luck.

[previewyoutube][/previewyoutube]

[h3]Squad orders menu[/h3]



We are also changing the squad management system. The main goal is to make the UI more useful for understanding how many soldiers or vehicles are still alive in a given squad. Basically what is the current status of the squad and individual units.

Each unit marks its waypoint or target with a special line, green for a waypoint, red for an enemy target.

If you are controlling your vehicle in full control mode (i.e. not as a single crew member, in commander mode, or outside your vehicle), you will be able to give commands to other vehicles in your squad.

If you are not directly controlling your vehicle, another item will appear that allows you to give direct commands to your vehicle (fire at target, move to, attack).



A different interface element is designed for squads consisting of vehicles (mainly tanks) than for an infantry squad.

A squad with vehicles is limited to only four units. On this panel, we can see what kind of unit it is, its emblem, designation, whether it is a platoon of heavy tanks or self-propelled guns, the current status or the distance of the individual units in relation to the commander.

The information on the infantry squad is similar, the main difference being that the number of units visible in the squad is increased.

[previewyoutube][/previewyoutube]

[h3]New video settings[/h3]



We have added support for up-scaling image filters/methods including:
  • XeSS (Xe Super Sampling) by Intel
  • DLSS (Deep Learning Super Sampling) for Nvidia onlyl
  • FSR for AMD


Thank you and have a good one!
DeGenerals

Development Status #70



[h2]Dear Tankers,[/h2]

Welcome to our 70th Development Status.

[h2]Hill 252.2[/h2]



This is the final scenario of the campaign. We are tasked with taking over the Soviet base just before Prokhorovka. This area is marked on the map as the top of hill 252.2.

Players should expect a fierce defence and counterattack by the USSR forces here. After a successful offensive in which they managed to break through the retreating enemy forces at Vinogradovka, Stalin's troops are fighting even fiercer than before.



This will be the culmination of the struggle of the armoured forces led by us. This mission combines open terrain with forest and dirt roads. The Soviet forces will try to keep the player-led troops in the open, relying on their massed fire from safe and camouflaged positions. It will be the job of the squad we command to find a safe route to the objective, and to seize the ammunition and fuel depot.



The map has undergone a facelift, but after internal discussions we have decided to keep both variants of the map. The 'Before' version will be available as a skirmish version, where the 'After' version will be part of the campaign. The older version of this map features more space and better visibility, where the newer version captures the spirit of Soviet Russia better.



[h2]Further UI improvements[/h2]



Several interface elements have been updated, including the quartermaster, the panel for managing wrecks and the panel for managing modules in the tank. Additional work also included elements such as the point-taking screen. Here, there is still some redesign work to be done. But some elements have already been modified, such as the point icon and the takeover status or a more minimalist look.



Wreck management aka “Graveyard” is returning to the repair scene. Here it will be possible to convert downloaded vehicle wrecks into raw materials.



The module management panel aka "tank parts” is first approach to the UI where you will be able to dispose of damaged or unwanted modules of a tank, e.g. the engine because, for example, its efficiency is no longer sufficient. This gameplay element is not there yet, but we plan to add it. That is, to link the modules to the impact on gameplay, so that it makes sense to replace them with new, more efficient ones. There is also a gateway here to be able to manage individual parts within a module in the future.



In the quartermaster panel, mainly cosmetics and further work to make subtitles, e.g. in other languages, look better and to generally increase the readability of the whole.

[h2]Other news[/h2]



Of other novelties, the tank crew, upon detecting an enemy, provides information on the direction, type of enemy and distance.



We have added sounds to the voice over for the NPCs at the repair station. We are also working on Russian voice over for the crewmen.



We tried the first pre-run of playing the scenario against the Germans. It worked despite a few bugs and things like the fact that the emblem was showing German emblems in the UI instead of a red star. This week we've already done the fixes for that and it turns out that our system of configuring sides, factions and setting them up in the mission works very well and we are easily able to set up any scenarios of who with whom and against whom.



On the E version of the Tiger, we removed the side smoke grenade launchers. These versions had a smoke grenade launcher on the turret. It is more historically consistent and the gameplay element remains, mistakenly assumed earlier.

[h2]Vehicle parts dissassembly[/h2]

One of the last features to add is to have mountable vehicle parts. Wheels, tracks etc. need to be mountable/dismountable as well as detachable on damage while in combat. This means that during battle a vehicle can receive damage that will not be critical (not cause a disembark/evacuation order) but will immobilise that vehicle.



During combat, if you have spare wheels or track pins, you will be able to repair the damage right on the spot (although probably under enemy fire). If you dont have the spare parts you have to protect the vehicle untill the battle ends and if it is still acive, it will automaticly be taken back to the force pool. If not then you have to gather it through wreck gathering menu.



Thank you and have a good one!
DeGenerals

Development Status #69


[h2]Dear Tankers,[/h2]

Welcome to our 69th Development Status.

[previewyoutube]https://youtu.be/1uM0w7YkoEs[/previewyoutube]

[h2]Road to Prokhorovka[/h2]



We are in the process of finalising our last area for the German campaign. In this mission you will have to break through the last fortifications on the way to Prokhorovka. The maps in this area will be full of Soviet fortifications and barricaded crossings. The Soviets have had the most time to prepare their tactics here, so it will be a challenging series of clashes



On the visual side, the maps in this area are the most polished, as this was the first set of missions we prepared for Tank Squad.

[h2]PzBfWg VI Tiger Ausf. E[/h2]
[h3]Commander's tank[/h3]



We have added yet another Tiger this time it is a special commander version. We had been planning to add this particular tank for a long time, and while creating the E version - the time was right.



Apart from the obvious visual changes, such as the radio antennae on the turret and the hull, we have added a few other details, such as wood beams on the sides, a slightly different layout of the equipment on the hull and additional links on the front of the tracks at the height of the plate where the driver's visor is located.



In addition to cosmetic changes, the addition of the command tank adds new elements to the gameplay. This unit type allows us to make a mobile spawn point, much needed when the battle maps are large. The command tank will be most expensive and will be top priority for enemy AI AT-guns and tanks. Use it wisely.



Thank you and have a good one!
DeGenerals

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