1. Tank Squad
  2. News

Tank Squad News

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

Development Status #83


[h2]Dear Tankers![/h2]Welcome to our 83th Development Status.

[h3]KV-1B 756(r) and KV-1C mod 1942 - work in progress[/h3]



Turret is done for both versions

As we mentioned in the previous Development Status #82, we wrote there that we would now be working on creating a new cast turret for both versions of the tanks. I have spent the last few weeks working exclusively on preparing models of these turrets.



The cast turret features thicker armour on the sides. The Soviet version will still have the ZiS-5 gun, while the German version has been modified. Instead of the ZiS-5, it has a 7.5 cm KwK 40 gun. A commander's cupola from the PzKpfw IV tank has been added, as well as a vent from the T-34 on the left side.



The models will soon be added to the project, and Robert will have the opportunity to implement them. Before that happens, I still need to finish the interior. It will be based on what was in the KV-1S, with some modifications, of course. More on that in future updates.



There will be three new vehicles for the game. As a reminder:
    KV-1 mod 1942 or KV-1C mod 1942
    • same hull as KV-1S
    • new cast turret
    PzKpfw KV-1B 755(r) (ZiS-5 gun)
    • new hull, few minor modifications, especially seen on the rear
    • new cast turret
    • German camo/paint
    • as a conversion for tank above
    PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)
    • new hull, new mudguards, some additional modifications made by Germans
    • new cast turret with new gun
    • German camo/paint
    • as a more costly conversion


----------------------------------------------------------
[h3]New Ponyrii campaign level art and design tools improvement[/h3]

We are working on new set of tools that will help us do two things:

  1. Create the large maps that Ponyrii needs without spending so much time on them as we did on previous ones, with the detail level we want
  2. Work on these tools so they could be reused or simplified for user modding (map or scenario editor)

[previewyoutube][/previewyoutube]
The tools we’re using come from a system called MicroVerse. We showcase these tools below with examples on how we can place trenches without a lot of time required to merge the terrain around the trench or that we don't need to cut the terrain underneath ourselves.

In-game screenshot to show how the trench blends in with terrain without much effort from us

We want to streamline the process of creating fortifications, lines of defense etc. enviro and to focus on the mission itself. Previously we’ve added very much detail to some maps that ended up being very dense and not really playable in co-op or with other AI tanks under command. This changes for the next campaign.

----------------------------------------------------------
[h3]Battle Save system (WIP)[/h3]

We are finalizing the Battle Save System. How will it work:
  • Auto save every 5 minutes during battle
  • Auto save upon leaving the battle early (before it finishes)
  • Manual save available in pause menu
  • Manual load available in pause menu
  • Loading a battle from main menu




The game will save following information:
  • who played on session and their stats
  • overall stats of battle
  • spawned units and their state, what was their command, who was in charge, their position and rotation
  • objectives and event states
  • wrecks state
  • damageable objects, trees and deformation state


----------------------------------------------------------

[h3]Explosives and aim prediction improvements[/h3]

We are also reworking how Explosives damage is handled by our game.

Let’s start from the need of this work, the new campaign will also introduce the soviet perspective. Now imagine fighting against Tigers, Ferdinands or Panthers on flat terrain without much cover on distances around 1500-2000m away.

This requires us to add a bigger tank for soviets for 1943 Kursk, the SU-152 that will allow the player to knock out these tanks on long distances. After adding a prototype of SU-152 we’ve noticed that it doesn't really do that, the shots hit the target but fail to destroy it.

[previewyoutube][/previewyoutube]

This also applies to Air attacks, heavy artillery bombardment direct hits - they should knock out a KV-1 or Tiger. Having all this in mind, we also need to think about the infantry and how players have a hard time killing them when they are entrenched.
Here we also have some improvements but that’s for next dev status, where we’ll showcase how these changes must help players dominate a fortified position when he’s shooting with HE shells or calling in offmap support on it.

----------------------------------------------------------

Thank you and have a good weekend!
DeGenerals

Game Update 1.1.7


[h2]Dear Tankers and Mechanics![/h2]
[h3]Situation report[/h3]Today we are releasing another patch, a bit like a hotfix. We have fixed the bugs you reported, including fixes for single player mode, slightly reduced ricochets, and optimised particle effects. Full list of changes below.

[h3]Small Development Status (kinda)[/h3]
Cast turret work in progress for KV-1
In the meantime, we are sharing the progress of work on the new cast turret for the KV-1. Here is the version with the ZiS-5 gun. Everything indicates that we will simply add the 1942 version of the KV-1 to the game as a supplement.



While working on the turret, we discovered that this cast turret had been modified. It was later reinforced and has thicker armour on the sides. At the rear, near the machine gun, there is an additional sprue on the turret.

A lot of KV-1

The next step is to use this base to create a version with a 7.5 cm KwK 40 gun. This is because the Germans were sometimes able to modify captured tanks and add something of their own, such as a different commander's cupola. Therefore, in the game, we should be able to see:

  • KV-1 (ZiS-5 gun) - what we have had so far, mod 1941
  • KV-1S (ZiS-5 gun)
  • KV-1 with cast turret (ZiS-5 gun) - as KV-1 mod 1942
  • PzKpfw KV-1S (need to investigate, since we are not using this tank on C1 campaign)
  • PzKpfw KV-1B 755(r) (ZiS-5 gun)
  • PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)


[h3]Sale[/h3]
Our game is still on a 20% sale. It will last till 17 November\. Make sure to check it out :)

[dynamiclink][/dynamiclink]

[h3]Changelog 1.1.7[/h3]Below is the full list of changes being made:

Added:
  • VO for repair start and finish when AI repairs their vehicle and are under our command
  • Added new voicovers (repair started/finished, position lost, fall back)
Fixed:
  • Aiming prediction now should work better
  • C1M6 causing errors and crashes with few missing damageable objects
  • Proving grounds updated navmesh and objects synchronization
  • Error that allowed starting again a finished contract on repair station
  • Jumping infantry on C1M8
  • VFX subgraphs fix for multiple affected effects, for optimization purposes v3 Enhanced bloom on fire'y effects
  • 88mm flak crew position
  • AI vehicle when finished repairs during battle will properly continue the command he was given before repairing
  • AI vehicle crew that enters the vehicle after repairs correctly disables their mesh (optimization) when inside
  • Singleplayer games are now singleplayer
  • Ability to join through main menu lobby
  • Increased the level of details for lowest quality settings
  • Increased the shadow quality for lowest quality settings
  • Fixed depth of trenches on C2M3 and C2M2 missions
  • Sound of a hammer when AI crewman fix their tanks
  • Navmesh on C1M3 map
Modified:
  • Game version changed from 1.1.6 to 1.1.7
  • Changed offmap smoke position and enabled to lose 1st objective
  • Drasticly decreased possibility of ricochet for all german guns for up to 65 angle of attack shots
  • Added simplified decrease of ricochet chance when distance of the shot is very close
  • Disabled texture streaming video setting as it was messing the game looks, will be turned back on when we fix it properly
Removed:
  • Unused component from C2M5 (scipts)


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

Game Update 1.1.6



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

[h3]Situation report[/h3]
We did not make it with direct gunner control, nor battle save system nor proper radial menu - these have been pushed for next patch - sorry for this.

We want to further optimize the game and finalize the way the decals/emblems are handled in the game so only those used are in memory instead of every one of them - so that’s to be added as well as some simple modding support for this (as a start for whole modding support for the game).

Another one is the damage system/decals from battle being carried over to the repair section which is non-existent right now. All the marks or penetration will be visible and repairable in the Repair Section.

[h3]Sale[/h3]
Our game is now 20% off. The sale will last from 10 November, starting 19 CET and will last till 17 November.

https://store.steampowered.com/app/1498130

[h2]Known issues[/h2]
[h3]Radial menu incomplete[/h3]
You can open various radial menus, depending on in which game state you are (different option will pop out when you’re inside tank or outside it) but the UI, icons, localization and execution of many of these options is still missing. We need more time to finish it

[h3]Upscaling problems[/h3]
After updating the Unity engine to version 2022.3.62 and then updating DLSS and FSR upscaling modules to version 4.0 we have strange issues regarding using both of them.

After switching some video settings while the player has the upscaling filter on the game view starts to zoom to the left side and does not render the whole screen properly. We’re attaching a screenshot of how this looks more or less.



We’re in contact with the developer of these modules but we did not yet found a way to fix this issue other than:
  • restart the game
  • stop using upscaling
  • use upscaling but only with quality settings on highest (TAA option)


[h3]Low performance while zooming in on smoke particles[/h3]
This one is very hard for us to tackle as we’ve tried to fix it multiple times and the issue persists. We don’t have a quick workaround other than just using a smaller zoom when you are looking at smoke grenades or burning vehicles up close - sorry for this.

[h3]Changelog 1.1.6[/h3]
Below is the full list of changes being made:

Added:
  • New firespread smokes for tanks
  • Moved explosions, infantry weapons and shrapnells to multithreaded code
  • Moved fire spread from molotovs, module burnings etc. damage detection to multithreaded code
  • Optimized looking at player components on NPCs on repair section, resulting in unnecessary calculations
  • Ability to peek out in KV-1 and KV-1S
  • Using binocs will also turn off grass if player has that option on (disable grass when aiming)


Fixed:
  • Xray white material
  • Single player mode no longer need connection to network
  • Purple hazel bush has been removed from C1M6 and C1M7
  • UI fixes
  • C1M10 terrain and scene fixes, navmesh and optimization
  • Earth from craters should no longer be visible from inside the tank (when in interior cam mode)
  • KV-1S played in multicrew is now possible (previously an error blocked it totally)


Modified:
  • Game version changed from 1.1.5 to 1.1.6
  • Updated HBAO, Beautify, DLSS and FSR, adding new asset for VFX
  • Simulation difficulty now automaticly hides vehicle status UI (rotation and driving values) - visible only when you press and hold T key by default
  • Changed the Ballistics Simulation (Aim prediction, red/green cross) to multithreaded code


Removed:
  • Removed unnecessary props and terrains on C1M9 and C2M5


[h2]Our friends game worth checking out![/h2]
We also want to highlight a game from our friend, Marco Amadei, Easy Red 2.

Marco was working on Tank Squad some time ago and he and his team are preparing a big patch that is going to be released at 11.11. Make sure to check out their announcement on Steam - especially the new trailer, new roadmap.

You can find Easy Red on Steam here:
https://store.steampowered.com/app/1324780/Easy_Red_2/

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

Development Status #82

[p][/p][h2]Dear Tankers![/h2][p]Welcome to our 82th Development Status.

[/p][h3]German captured KV-1B 756(r) work in progress[/h3][p]
Hull is done for captured version

We have completed one of the stages of production of this tank, or rather a variant of it, as the changes are cosmetic, but they do add a slightly different character. The main differences between the standard KV-1 hull in the game are a different engine cover with hatches, and a modified rear hull shape – it has been remodelled. New side skirts and on top of that some additional tank crew equipments.

As we mentioned in the previous Dev Status #81, we are preparing three new vehicles for the game.

As a reminder:

  • KV-1 with cast turret (ZiS-5 gun)
    • new turret

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


Where is turret?

We are currently working on a new turret. We have some great references, especially thanks to RideR2 and murkz, who are both members of our community.

More work-in-progress shots to come. We will showcase how the new turret fits on a hull in further development status.

----------------------------------------------------------

[/p][h3]Game content, new vehicles & how we will handle new interiors
[/h3][p]
We want to add new vehicles to the game, extend the base vehicle pool with Ferdinand, SU-152 and Brummbar for the upcoming campaign, Ponyri.

As you know the Ponyri campaign will be based on new game mechanics with operational gameplay, with procedural battles added besides the standard scenario missions.

The problem we have is with new tank models interiors. We simply do not have the funds to implement the interiors at this stage. To manage this situation temporarily, we want to add simple interiors for these tanks or add a temporary system that will allow us to use the viewers only without seeing what is inside.

With more funds we can either contract new artists to create the interiors or do it ourselves when the financial situation is stable. Our current models, that are already in the game, come from our previous game, Tank Mechanic Simulator (not all, KV-1 and T-34 interiors were made for Tank Squad in mind) where the interiors were implemented long time ago and we just had to optimize them and modify them to our current needs. The situation is different now and we must react to it.

----------------------------------------------------------

[/p][h2]AI repairing their vehicle[/h2][p]This feature will be added in the upcoming patch. For a few months we’ve received requests or we saw it ourselves, that immobile tanks that could be repaired were just stationary until the mission finished.[/p][p][/p][p][dynamiclink][/dynamiclink]
The game has a system (that is faulty sometimes) that checks if the vehicle is still combat ready after receiving a hit, can it move, shoot etc. and what to do next after receiving a penetration.[/p][p]

What was missing was an ability for AI crewmen to do the same as the player can - jump out the tank and repair their tracks or wheels in combat. Now they can and will do that, when:

[/p]
  • [p] no enemy in sight for X time
    [/p]
  • [p] tank is not under artillery fire
    [/p]
  • [p] repairing the tank will make it mobile again (no point risking their lives if gearbox or engine is broken - it’s unfixable until the repair section)
    [/p]
[p]
This should make leading our tanks more flexible as no longer a single HE shell immobile them forever and the only thing to do for the player was to order an evacuation. Now they should fix the tank and return to their duty.[/p][p][/p][p]----------------------------------------------------------

[/p][h2]When we can expect new patch 1.1.6?[/h2][p]
The patch will release on 10.11.2025 with 20% discount, lasting 7 days.

Notable changes:
[/p]
  • [p] changed infantry weapons shooting, shrapnels, explosions and fire spread (Molotov’s and vehicle modules burning) to multithreaded code
    [/p]
  • [p] added FSR4 and DLSS4 support, but with some errors still unsolved (more when patch is out)
    [/p]
  • [p] visual rework of VFX for Molotov’s and modules, making them more optimized
    [/p]
  • [p] AI repairing their own tank when it is immobile
    [/p]
[p]What’s still missing but we wanted to have it on patch:
[/p]
  • [p] battle save system
    [/p]
  • [p] although we’ve made some progress with it, still this is one of biggest tasks to add and we see your suggestions and requests here
    [/p]
  • [p] new command giving system when unbuttoned
    [/p]
[p]Both points are moved to the next patch, we’re very sorry for this :(

[/p][h2]Our friends game worth checking out![/h2][p]We also want to highlight a game from our friend, Marco Amadei, Easy Red 2.

Marco was working on Tank Squad some time ago and he and his team are preparing a big patch that is going to be released at 11.11. Make sure to check out their announcement on Steam - especially the new trailer, new roadmap.

You can find Easy Red on Steam here:
[dynamiclink][/dynamiclink][/p][h2]Some cool Tank Squad screenshots worth to mention![/h2][p]
From: cipe.miao Click here to open gallery

From: EG14_Flame Click here to open gallery

Thank you and have a good weekend!
DeGenerals

[/p]