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Development Status #78



[h2]Dear Tankers![/h2]

Welcome to our 78th Development Status.

[h2]Ballistics[/h2]


We have discovered and fixed an issue with ballistics - it was very unstable and simply not working on bigger maps - the farther you were from the center of the map - the worse it got. It is connected to floating-point precision issues. Simply put - very small additions that we were calculating for ballistics were not applied on big distances.

This is the problem we’re all experiencing that sometimes the tanks we’re shooting at receive a hit that should penetrate it - but the shell just disappears upon hit.

The image above shows why - the same projectile hits the same armor a few times in a row. Even if the armor gets penetrated - the projectile is not moving forward. Now we’ve fixed the issue but all of this requires proper testing on a big scale.

Another change we’ve added is ricochet penalty to penetration - previously it was very brutal and every ricochet just decreased the penetration by halve, simulating the projectile slowing down after it ricochets. This was incorrect and we added a better calculation that decreases the penetration based on angle of the ricochet.

[h2]Tutorial work progress[/h2]


The development of battle tutorials requires mostly testing and finalization by recording voice overs that explain various tasks and game design.

The Repair Section tutorial is still work in progress, that means we’re adding highlights to all required UI, testing if it works, playing through the thing hundreds of times to check all tasks if they work as we want them to etc. We are taking our time - we know it - but the tutorial must be solid.

One point here to add, with all your suggestions on how to improve commanding our force and our own vehicle (when peeked out) and our ambitions on how to add more features to the combined arms simulation - we believe a fourth tutorial will be needed in future - dedicated to commanding only.

[h2]Optimization progress[/h2]
Further optimization work was focused on further elimination of stutter while spawning in units or spawning in (for the first time) destructible environment. We’re still in the process of building the game, testing if the situation is better, profiling cpu usage then repeating.

Another thing, but left on side track for now (until we deal with tutorial and loading in stutter) was optimization of AI units that were already spawned on scene and their default behaviour. Some of these fixes will be easy to achieve, others not really - they require updating our core systems that will take weeks/months.

[h2]Tank interiors improvements[/h2]


We leaned into the aspect of interior quality in tanks. The topic is very complex and several factors contribute to it. Mind you, there will be a lot of text and a lot of technicalities here. Let's break it down into points first:

Over the years, I have of course returned to the model, modifying it and adding more elements. However, the breakthrough changes — namely, starting work on DLC1 and DLC2 — meant that we could drastically improve the quality of the game's interiors by adding 'dedicated textures' to the models. For example, the radio station now has clocks, lettering and extra cables. The interiors became more detailed. Although Tiger I had this basic level of detail, it still lacked instruments, decent viewfinders and accurately modelled optics, and the driver's and commander's hatches had no modelled handles. You can see what the Tiger looks like from my perspective as the artist: CLICK HERE



Firstly, some of the tanks are still of a quality based on models created for Tank Mechanic Simulator at the beginning of production, which is when we started work in 2017. For example: Tiger I - the model I have made.

The Tiger I never received the same quality of revamp that we created for the Sherman M4A3 Jumbo tank in DLC2, for example. Admittedly, I improved the textures and added dedicated ones when adding the model to Tank Squad, but it was still based on my work from 2017. One of the changes to the base model is that the driver now has a visor and the surrounding area has been modified. The hatches were given handles that could be animated. I created an E version and a commander version based on the E, which involved adding a new cupola for the commander.

Although tanks created at the time of the DLC for TMS, such as the KV-1 and KV-1S, have DLC-level detail, their textures are heavily packed. For instance, the interior walls are the same scale as the instruments, such as the radio station. As we had to improve the game's performance, we had to reduce the texture size significantly. The interior textures currently in the game are, for example, 2048x2048 for the main colour texture and 1024x1024 for the normal map.

We are struggling with optimisation in the game, reaching moments where it can only use 6, 8 or 10 GB of RAM. This gives us an opportunity to increase the texture size. While this will certainly improve the situation and increase the quality, it is not the final step.

At the beginning of production in TMS, modules such as the turret and fuselage interiors had only one material per module. The textures were burn-in, i.e. a combination of normal map and ambient occlusion, and were usually 2048x2048; however, they did not have 'dedicated textures'. Instead, they had repetitive steel/casting imitation textures that could be repeated. This was done to ensure that, when working on elements in close-up, the camera would not see pixels, but rather an attractive piece of detailed texture.



Over the last few weeks, I have added the same thing to the shaders in TS that I did to the shaders in TMS. This mainly concerns the interiors of the tanks, i.e. an additional texture layer that repeats itself while improving the appearance of the textures.



One of the new features we have recently added is the light switch inside the tank. They are now switched on by default as soon as we enter the tank. We want to enable interaction with them when hovering over them and add an option to the radial menu or a button.


(don't mind minimap, it's a testing scene)

That said, we need to change our approach to the interiors of the tanks and how we pack the details. We also need to change how we divide materials into sets.

Larger elements, such as the walls of the turret or hull, need to be packaged separately at a different scale. This will be compensated for by repetitive textures.

Smaller elements and other fixtures should be scaled up so that they literally look like razor blades.

This takes time. Currently, I am alone when it comes to content such as tank models. We were planning to create a large tank named after a well-known automotive engineer, or something like an elephant. However, it's possible that we'll focus more on the interiors of the tanks from the modelling side first. We're planning to use the T-70 as a trial run, but I'm becoming increasingly particular about redoing my Tiger model to at least the standard of our work for DLC1 and DLC2 in TMS. The question is, will anyone else want to play the game and wait? ;)



[h2]New map & new game modes prototypes[/h2]
Some of our team, who have finished other tasks, have begun working on a new campaign with a new approach. Firstly, we won’t reveal the topic of the new campaign just yet. Second, we have a topographic/heightmap file covering 10x10 km to recreate the terrain at full scale. The surrounding terrain will serve as a background, or it may not – we’ll see. This makes 64 terrain components, each measuring 3x3 km, or 24 square kilometres in total.



We are updating our creation tools and testing what we can achieve at this stage, treating it as a proving ground to see how the game can handle such vast spaces.

[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

First, we need to finalise the tutorials, and then we can plan the release of the next patch.

Thank you and have a good weekend!
DeGenerals

Development Status #77



[h2]Dear Tankers![/h2]

Welcome to our 77th Development Status.

[h2]Tutorial work progress[/h2]
This should be here on premiere - but we did not manage to finish it on time. Right now we’re working on it for two weeks and still it needs more cooking.

As the game progresses in development we might revamp the tutorial and it’s content or add new one, but for now the tutorial is going to be divided into 3 separate parts:
  • Battle Basics
  • Multi Crew handling
  • Repair Section

The topics we cover in the tutorial are mostly taken from your questions and suggestions - how to spawn in your own squad, how to change camera controls or aiming controls etc.

There won’t be a next patch without finishing this part of the game. In future, when we add, for example, loader gameplay we will need to add this new part to multi crew tutorial. Or a new tutorial part totally, when we extend commanding our forces through formations, aggressiveness control, waypoints, control through map etc.

[previewyoutube][/previewyoutube]

[h2]Game optimization stages[/h2]

We divide the optimization into a few stages - from issues that can be fixed very fast and have big impact to total overhauls of certain parts of the game.

[h3]Stage 1[/h3]
Our current Stage 1 of optimization is focused around:
  • clearing the stutter when the units spawn in or when the game spawns explosions. We have already noticed big and unnecessary loading of assets when player is already spawned and has control over his camera
  • reducing memory usage (players with lower VRAM report very big issues because of this)

[h3]Examples[/h3]
  1. First infantrymen that had unique weapons or inventory loaded all of the textures, materials and animations when he was spawned onto map - we have added pooling system for inventory as well as few other fixes and this big stutter is gone
  2. First explosion on any terrain caused big calculations on that terrain to instantiate a copy of terrain data to work on - this also was a big stutter
  3. Destruction of few wooden houses caused the game to recalculate navmesh - which wasn’t really necessary
  4. Sandbags, wooden fences, debris - all of this has been loaded by the main thread, synchronously - also caused stutters when a big explosion happened near a trench or fortified position. (we still need to add some limiter to how many physical objects we allow at the same time. We have noticed even after this fix that having hundreds of physical wooden planks and sandbags that fly around is bad. We have an idea how to replace it or optimize it but that must wait for next stage of optimization)
  5. Tanks when spawning in used very unoptimized method that searched around the scene for various stuff - causing very big stutter upon spawning
  6. Tank crewmen spawned with their equipment with them, which also prolonged the spawning process - we switched to giving them the inventory when they left the tank.
  7. When player spawned in his infantry or AI tank squad all of them spawned in the same frame, causing massive lag - now it’s divided into few seconds per one tank and one second per soldier

There is more, and more to come - we are building the game almost every day and check if - after spawning in - the game stutters at any moment. Then we deal with the issue and test it again and again. The main goal is to get rid of what we can without very big changes - but we already see that we are reaching a point where only changing to the newest multiplayer system can help - as some of the optimization issues come from the core of that system which we are not able to change at all. From what we understand, the new version has some of this solved - but changing to that version is a total overhaul that can take a few weeks at least.



[h2]When we can expect new patch 1.1.2?[/h2]
Besides tutorial and optimization Stage 1:
  • 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

First, we need to finalise the tutorials, and then we can plan the release of the next patch.

Thank you and have a good weekend!
DeGenerals

Game Update 1.1.1



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

[h3]Sitrep[/h3]
Welcome to the newest game update! Another portion of game improvements, bug fixing and general QoL improvement after yesterday big patch 1.1.0.

[h3]Changelog 1.1.1[/h3]
Below is the list of changes being made:

Added:

Fixed:
  • Fixed droped weapons not being despawned
  • Weapons wrong ammunition amount for first magazine
  • Refreshing weapon ammo for current weapon ui
  • Fixed weapons reloading time
  • PPSHa and Nagant Pistol vfxs adjustment
  • PPSHa recoil changes
  • Keyboard aiming not working properly with vehicle driving
  • Soviet repair scene - fixed animation of a guards
  • Fixed C1M5 outro
Modified:
  • Changed game version from 1.1.0 to 1.1.1


[h2]Known issues:[/h2]
  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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

Update 1.1.0 + New Soviet Campaign + Roadmap Milestone



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

[h3]Situation report[/h3]
As we announced earlier, the day has come for the release of a major update that adds another campaign — mini campaigns of only five missions, the first of which is Soviet. With the release of this patch, we have taken a significant step forward.





[h3]The Soviet mini campaign is set in 1943[/h3]
The new Soviet campaign consists of five battle missions in which we will play with the armoured forces of the Red Army. The campaign is set in a similar period to the first German campaign, around July 1943.

Mission names:
  1. C2M1 - Steel Rain
  2. C2M2 - Airport Defence
  3. C2M3 - Mud Panthers
  4. C2M4 - Railroad Assault
  5. C2M5 - Last Bastion

As for missions, tactics and how to play: What you have played so far as the Germans does not work. There are no heavy tanks here that can withstand everything. Use smoke a lot and direct off map support. Be prepared for it to be harder because you will be more mobile.

[h3]Roadmap[/h3]


We have almost entirely completed Stage 1 of the roadmap. We have added the option of playing as a second faction in the game, which opens up the possibility of adding more sides to the conflict. We have added a new Soviet campaign comprising a total of five missions. We have also added a Soviet repair station. The Germans now have additional anti-aircraft (AA) and anti-tank (AT) guns (Nebelwerfer 41, Pak 38 and Flakvierling 38) as static weapons, providing further targets during missions.



Unfortunately, we have not yet been able to add the KW-I tank with a 75 Kwk 40 L/48 gun, which was taken over by the Germans. We were unable to finish the repair and battle tutorials in time — our ambitious plans exceeded the time available to us. We wanted to release the tutorial before this update, but unfortunately this will have to wait. We apologise for the delay, but you will have to wait until we have completed all the tasks related to the tutorial. Among other things, we need to record lines of dialogue and adequately test these scenarios.
Steam Workshop/Modding

In addition to the tutorials, adding modding support is also on the agenda. In general, we will implement STAGE 2 and STAGE 3.

[h3]General game improvements[/h3]
Over the past few weeks, we have also been struggling with the design and texture consumption/RAM requirements. We have managed to reduce the number of loaded textures, which will contribute to lower RAM consumption. The topic of multithreading and supporting the use of more CPU cores is also on the agenda. As we mentioned, when we start this, we will unthread the game for at least a few months.

[h3]When next update?[/h3]
Most likely tomorrow. Also.

Since we are testing / reporting bugs / fixing them / making new bugs as well and making new builds this cycle is repeated few times a day we decide to launch a new beta / branch called "unstable" here on Steam.

If you switch on Steam over from default from unstable branch you will be able to play newest builds before they will be published on default branch / announce here on Steam. If you are willing to try new builds feel free to switch over it or keep your game on default branch.

[h3]Steam Summer Sale[/h3]
To celebrate the sale on Steam, our game will be with a -10% discount.



[h3]Changelog 1.1.0[/h3]
Below is the list of changes being made:

Added:
  • Crane icon indicator on repair stations
  • KV-1S - new tank
  • Nebelwerfer 41
  • 5 cm Pak 38 (AT)
  • 2 cm Flakvierling 38 (A)
  • Soviet Kursk 1943 (Mini campaign) 5 missions
  • Possibility to change faction colors from permanent to configured color per faction for example Red Army as always Red
Fixed:
  • Keybinding vehicle horizontal movement inputs
  • Some enemy tanks were spawning at each other on SM5 skirmish mission
  • Chinese fonts
  • P_UI_Settings tab label size
  • Teamwork achievement now should work
  • In vehicle UI reticle shaking
  • Camera framerate when using TP vehicle camera
  • Panther A aiming through gunner sight will no longer use roof mg as prediction for crosshairs
  • Infantry squads that were spawned during mission always died as a whole even if only one soldier died - not it's fixed
  • Exchange in Quartermaster now works
  • Side mission now resets correctly the wreck limit
  • When using customization manager in repair section the vehicle we're working on should correctly display the decals
  • Fixing spalling issues
  • Fixed Campaign C1 and C2 outro display - game should now launch outro after compliting last mission before mission summary/voting
Modified:
  • Changed game version to 1.1.0
  • Removed time fuse for air bombs
  • Increased power of M13 Katyusha rocket
  • Offmap Support indicator icons for artillery, airstrike, rocktes, mortars and smoke
  • Optimized spawning few destroyable objects around scene, in progress
  • Optimized explosions spawning in impacts and smoke for first time during game
  • Bomb penetration values and ranges have been increased
  • Gear for soviet and german infantry, containing more frag grenades and AT grenades
  • German campaign now has more assault infantry instead of static mg-42 or mg-34 based infantry squads
  • Updated physics on vehicles which makes their movement smoother for camera
  • KV-1 wheels textures color tint
  • Texture Sizes reduction
  • Steam Branch config - added support for "unstable" branch on Steam


[h2]Known issues:[/h2]
  • Chinese localization is under heavy improvements currently
  • missing tutorial - bigger subject
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


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

Development Status #76 + Game Update 1.0.13



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

Welcome to our 76th Development Status.

[h2]A few words from us[/h2]

It's been just over a month since we released our game. We would like to thank you very much for your support. We appreciate your activity and suggestions, and the fact that you have placed so much trust in us. I am working hard to deliver what we promised in the published roadmap for May and June. There is still a lot ahead of us, including many ideas for campaigns, vehicles and typical 'quality of life improvements', which we are gradually implementing with each patch. We hope that we can continue to develop the game with you

[h3]Current situation[/h3]

Last week, we released one patch (version 1.0.12) and two hotfixes. We have not been able to release a major patch on fridays as we have done so far, due to the fact that we are preparing new content and improving what we find as new things appear when we add them. Additionally, we are constantly trying to optimise the game, including reducing RAM consumption by cleaning up the project, which carries the risk of unintentionally breaking something.

[h3]When release of Soviet mini campaign and new content?[/h3]



We plan to release a major patch, version 1.1.0, at the start of the Summer Sale on Steam on 26 June. As we did when the game was released, we will also be live streaming. As last time, we will be available to react and fix any issues that arise.

[h3]New content we are working on[/h3]

KV-1S



In addition to the missions, we have added a new KV-1S tank to the new campaign, and we are also trying to make a command version of this tank so that when you play the Soviets you can also have a mobile spawn point.



We have added a few visual elements to the KV-1S to make this tank slightly different from the KV-1, such as containers, toolboxes, barrels and ropes. Please note that these elements can fall off while driving and be reinstalled at the repair stage.









Opel Blitz



We have also been working on adding an Opel Blitz-type running truck. This truck will be used as a target to be destroyed in the first mission of the Soviet mini-campaign. As for driving capability, this will be possible. One suggestion is the possibility of some form of force pool editing for the selected campaign. We think this would be a great addition to the game. This would make it possible to freely configure and build force pool, including squads with specific unit vehicles. It will also open up the possibility of adding for example a Ferdinand to the game so that he can be played in another campaign where he was not originally available, if anyone wants to do so.

As a new feature, we have added selectable smoke shells when playing with Soviet tanks. Without the smoke screen, it is much harder to play against the Germans. We have also added the ability to call in air strikes with a smoke screen for both Germans and Soviets. Currently, smoke shells are only available for the Soviets; the Germans have smoke grenade launchers installed.

As for the KW-I with a 75 mm KwK 40 L/48 gun as a captured version by the Germans. The subject has not yet moved. It is simply waiting in line for its turn.

[h3]Ballistics Examination Mode[/h3]



We are working on a new tool for the game - a ballistics testing mode that would be accessible from the main menu. After many reports of erroneous armor values or strange situations in which the game does or does not allow armor to penetrate, such a tool could help visualize our current system and its shortcomings.

[h3]Tutorial - situation report[/h3]

The tutorial is still in production, we already have a design of what and when to show to teach the player the basics of the game. The whole thing is unfortunately delayed due to the need to fix current bugs and fixes that are more important.

[h3]So, whats up for today?[/h3]
In summary, today's update involves fixing bugs resulting from previous patches and implementing player suggestions. The fast pace of development has resulted in a lot of bugs and a lack of time for thorough testing and playtesting.

[h2]Changelog 1.0.13[/h2]
Below is the list of changes being made:

Added:
  • Giving orders is possible when in mid peek
  • VO for APCR, Smoke and HEAT rounds
  • Smoke Screen offmap support


Fixed:
  • StuG loader peeking
  • Smoother vehicle movement when rotating camera toward same direction + smoother reticles/crosshairs movement
  • Not spawning all vehicles when spawning in squad
  • Church and big wooden houses now correctly collapse upon hit
  • Infantry and Vehicles spawned by orders menu not being visible properly
  • Order markers not removing after squad death
  • Game freeze on timeout
  • Client calling artillery now correctly lowers the offmap count for himself
  • Custom settings correctly copy settings of unapplied presets
  • Sound for engines etc for player when peeking, using binocs and using mg on roof is now correct
  • Buying wrecks limit now is correctly synchronized so no more negative values can happen
  • Acacia tree on various terreins should not be correctly destructible
  • C1M9 navmesh fixes
  • Added navmesh obstacle to rocks and bridges on SM4 (Nechaevka mission)
  • SM3 AI navmesh should now allow better behaviour for tank AI squads
  • Pak40 can now correctly rotate to shoot
  • Offmap smoke support now correctly generates ai block vision
  • Refreshing current gear, when changing throttle mode
  • stucking during loading screen when playing online
  • Vehicle tpp camera behaviour fixes
  • Pak40 not shooting at enemies
  • vehicle physic performance tweaks
  • Fixed slow drving while peeking out or entering AI vehicle
  • Game should now correctly show the track and wheels state right upon breaking them


Modifed:
  • Changed game version from 1.0.12.2 to 1.0.13
  • Recycling any module recycles whole vehicle
  • Single Player session won't have vote time that counts down when waiting for player decision


[h2]Known issues:[/h2]
  • for those who played demo version before: black/grey screen (temp fix is to remove local files from C:\Users\XXXX\AppData\LocalLow\DeGenerals\TankSquad and launch the game to generate fresh files)
  • Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
  • of course there is more...


Thank you and have a good weekend!
DeGenerals