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Tank Squad Demo Dev Stream - WWII Games Sale Fest


[h2]Dear Tankers,[/h2]

[h2]Dev stream at 12:00 CEST / 03:00 AM Pacific time[/h2]

We would like to invite you to our developer stream!

Michał (WinteR5) and Robert (tr3b0r) will be playing the campaign on the newest build of the demo, showcasing the new features. Q&A session is also expected to happen.

Join us!

https://store.steampowered.com/app/2622470/Tank_Squad_Demo

https://store.steampowered.com/app/1498130/Tank_Squad?snr=2_groups_partnerevents__100703
https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/
https://store.steampowered.com/app/1065400/Tank_Mechanic_Simulator__Shermans_DLC/

Thank you and have a good one!
DeGenerals

Development Status #67


[h2]Dear Tankers,[/h2]

Welcome to our 67th Development Status.

[h2]WW2 Games Sale Fest[/h2]


We as DeGenerals S.A. are organizing a military event. A festival of World War II games in a wide range of genres from a variety of developers who share a common passion to military and history set games. Multiple titles are on sale, make sure to check them out!

Our games Tank Mechanic Simulator and Tank Squad are taking part. TMS and both DLC will be on discount. TMS -75%, DLC1 -40% and DLC2 -20%.

https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/
https://store.steampowered.com/app/1065400/Tank_Mechanic_Simulator__Shermans_DLC/

Head on over to World War 2 Games Sale, on now with discounts, demos and more through June 6th at 3rd at 7am Pacific time.

Link to sale event: https://store.steampowered.com/curator/44891389/sale/WW2GamesSale

[h2]Tank Squad - Demo update[/h2]



We took the opportunity to update the Tank Squad demo version. We have gathered a lot of feedback from playtests and also from the current demo version. The demo version contains a number of improvements, many new things and fixes. We have introduced many things to the game according to your feedback and suggestions.

https://store.steampowered.com/app/2622470/Tank_Squad_Demo

Below is the list of changes in the new version:

[h3]Features:[/h3]
  • New rendering pipeline
  • Tank Crew mode
  • Xray/Hit cam (kill cam not yet implemented)
  • Additional effect like suppression, damage indicators
  • Optic ocular changing scale while zooming
  • Extinguishers
  • Smoke grenades
  • Localization
  • Notebook updated (visuals and logic)
  • Vehicle status on Repair Station
  • Visors (Tiger I)
  • VFX update
  • German voice overs (partly, still work in progress)
  • New engine sounds for Tiger I
  • Proving Grounds (Shooting range)

[h3]Overall & performance & graphics:[/h3]
  • Changed BiRP to URP 14 (rendering pipeline feature)
  • CPU & GPU Optmization
  • Tanks, characters, weapons shader/materials optimization
  • Desync fixes
  • Improved ballistics
  • Spalling (when penetrating vehicle armor)
  • Shrapnels (every explosion)
  • APHE effect (explosion after triggering HE fuse and reaching designated meter offset)
  • HEAT effect (as a cone after first fuse trigger)
  • Effective armor calculation - based on attack angle
  • Effective projectile armor penetration - also based on attack angle
  • AI infantry anti-tank behaviour
  • Changed and optimized vegetation shader
  • Optimized vegetation meshes
  • Changed SSAO to HBAO
  • Implementation of Beautify postprocessing
  • Added texture arrays, for better CPU-GPU memory handling
  • Optimized environment meshes
  • Streamlined GPU usage (no more CPU waiting for GPU rendering)
  • Optimized Indirect Instancing
  • Changed Shuriken particle system, for VFX Graph (still in implementation)
  • Better looking Impostors (far away meshes)


https://store.steampowered.com/app/1498130/Tank_Squad?snr=2_groups_partnerevents__100703

Thank you and have a good one!
DeGenerals

Development Status #66


[h2]Dear Tankers,[/h2]

Welcome to our 66th Development Status.

[previewyoutube][/previewyoutube]

[h3]Proving Grounds[/h3]



As promised in our previous dev status, we are sharing the results of our work on the shooting range map. The mission is accessible from the main menu after entering Bootcamp, where there is access to tutorials and the mission itself.





The proving ground range is a testing ground. A place where you will be able to test any tank in the game at will, check ballistics penetration etc. When we will add the X-Ray system it will be an excellent diagnostic place in the game.





[h3]Notebook update[/h3]



Notebook received updates. Mainly due to problems reported by players as well as our QA testing. There was a problem with reading information. Notebook itself reacted differently to lighting conditions. At the moment, the main reported issues have been fixed.



[h3]Vehicle status on repair station[/h3]



We have added a panel to the UI with an short status of the tank e.g. its modules whether they are repaired. Whether the vehicle has fuel and ammunition and whether the tank itself is combat ready or not. This panel will appear when you approach a tank at an appropriate distance. This is similar to what we did in Tank Mechanic Simulator. For more details, of course, you need to go into the notebook.

[h3]C1M1 update[/h3]



In the meantime, we took a look at the first missions from the campaign. We added the performance improvements we added in the missions we worked on last time. By the way, we did another visual iteration including changes to the post processes.



[h3]VFX update[/h3]



This time we present to you a new way of rendering particle effects - VFX Graph. The main difference between graph and the Shuriken we were using previously is that Shuriken uses CPU to generate and simulate particles, which today is not an optimal solution. VFX Graph, on the other hand, takes full advantage of the GPU’s capabilities, so we can have more polished and overall nicer effects while working more efficiently than our previous solution.



Thanks to this change, we also gained greater control over the spawning effects, thanks to which we hope to present with higher accuracy what is happening to vehicles at given moment. However, the transition from one system to another requires work, so as for today we only show you its first effects.


[h3]Further performance improvements[/h3]

We have reduced the RAM usage from roughly 13-16 GB to around 10-11 but still after a few playthroughs it rises up to 12-13 and is unacceptable. Our internal tests prove that the game just crashes on 16-GB RAM operation systems and is critical to get this even lower.

Also we’re working on loading times of missions smoother for HDD and we finally did it, now instead 3-4 minutes to load the main menu it takes 15 seconds, when bigger maps also take around 1 minute.

The focus now is to get as much CPU as possible from AI and game physics. Right now when a bigger engagement happens the game just drops the FPS too much and we know what causes it. It just needs to be addressed.

[h3]Localization[/h3]



We are working on the localisation of the game. We are adding keys everywhere for every label or text displayed in the game. Initially, there will be over a dozen languages to choose from in the game, just like in Tank Mechanic Simulator: English, Polish, German, Russian, Italian, Spanish, French, Portuguese, Chinese, Japanese, Korean, Hungarian and Turkish. The Tank Squad community is also helping us with the translations :)




Thank you and have a good one!
DeGenerals

Development Status #65


[h2]Dear Tankers,[/h2]

Welcome to our 65th Development Status.

[h3]Engine version comparasion[/h3]



We made a short video of what the build of the game looked like (on Built In in Unity, around October/November 2023) of the demo version compared to the current version of the game from the latest builds.

[previewyoutube][/previewyoutube]

We have already covered the whole thing in previous dev statuses, what the changes consisted of and why we decided to do it. In the video, you can certainly see a big difference in the quality of the graphics and much more.



In the video below Outskirts of Morton... yes we know, there's that mission again - on defence, it's one of those missions where we test and embrace the latest innovations before we implement them on subsequent missions/scenarios.

[h3]Additional effect like suppression, damage indicators[/h3]

As you can see on video above we have added also few basic effects. When receiving an direct hit fr example from enemy anti-tank gun or a tank we would see a suppression effect / vignette animation on our screen. Also when actual damage is being taken, another effect is visible - slight red overlay. This is purely a cosmetic change. Design was to make it slightly visible and for sure to not be annoying or intrusive.





[h3]Optic ocular improvements[/h3]

Another new feature is the change in eyepiece magnification when aiming. The closer we zoom in, the larger the eyepiece becomes. The change is also accompanied by a pleasant sound effect.





[h3]Extinguishers[/h3]

After adding a molotov cocktail to every single soviet infantry soldier we’ve ran into problems. Driving into a group of soviet infantry ends in our tank becoming a barbecue. That’s why we’ve added a quick fix - electric extinguishers that just extinguish all fires on top and close around our vehicle.



We know that electric extinguishers were very rare, especially not really exsitant for soviet vehicles, but this is a temporary approach, just to stop a critical bug of being forced to respawn after receiving few molotovs on engine bay.

[h3]Proving Grounds[/h3]

What we are also working is the proving grounds. A place where you will be able to test any tank in the game at will, check ballistics penetration etc. When we will add the X-Ray system it will be an excellent diagnostic place in the game. In the next dev status we will try to record a dev log showing this scene in action.



Thank you and have a good one!
DeGenerals

Development Status #64


[h2]Dear Tankers,[/h2]

Welcome to our 64th Development Status.

[previewyoutube][/previewyoutube]

[h3]Long time no see[/h3]

It's been a while since we've been heard from, we're hard at work optimising the game in everything from code, animations, missions, tanks or weapons. We've been working on everything to reduce RAM and increase FPS. And what specifically have we done? Read more about it below.

[h3]Ballistics - Behind Armor Effects and X-Ray progress[/h3]



We’ve been also working on adding the long awaited X-Ray feature, our current progress is adding dedicated armor for few tanks and adding few new ballistics features:

  • Spalling (when penetrating vehicle armor)
  • Shrapnels (every explosion)
  • APHE effect (explosion after triggering HE fuse and reaching designated meter offset)
  • HEAT effect (as a cone after first fuse trigger)
  • Effective armor calculation - based on attack angle
  • Effective projectile armor penetration - also based on attack angle

[h3]AI Infantry anti-tank behaviour[/h3]

Now that we've added periscopes (not just for the Tiger), we've extended the damage system to the periscopes. Now enemy soldiers with AT rifles will prioritise them when firing at an armoured vehicle.

This is also a part of the game where, later on in development, we want to add vulnerabilities or points on vehicles where a particular soldier or weapon will do the most damage. So, for example, a light AT gun or rifle will not just shoot at the centre of the tank, but try to see if their weapon can damage the main armour, if not then try to see if they can damage tracks, wheels, etc.

If the distance is too great, or the available target is too hard to hit, the unit should remain silent if not attacked - but this is something to be added later.

[h3]Playtests status[/h3]

The main target of our last few months was to implement feedback from the demo, optimize the game and start a small playtest of a new mission. This is taking forever as our new mission was very heavy on performance and required a lot of work - that is still not yet finished.

Right now grab a small peak from our internal playtesting of the map, as we’re trying to get a stable and acceptable FPS and RAM usage.

Right now the FPS is getting where we wanted it to be, but RAM usage is still above 13-14 GB at peak on that mission. We have to lower it at least to 11-10 to even think about sending it to a playtests so still takes time.

[h3]PzKpfw V Panther Ausf. A[/h3]



During the last development status, some of you noticed that the Panther tank can be spotted in the video. We added it to the game when we were working on the optimisation, but there wasn't much opportunity to 'officially' introduce it. So we are doing so now.



[h3]Desync fixes[/h3]

We've been working on a problem that made the game completely unplayable at one point - the desynchronisation of the game. This was caused by large lags, for example when spawning many units at once, especially vehicles, and caused the game to lose at least a few dozen frames. When frames were lost, the synchronised OnChange property notifications were lost. Clients would not respond to the property change and desync was imminent.

We've just finished rewriting much of the project to take a different approach, optimising what and how we load during unit spawn. The desync is gone, but the spawn time can be further reduced and the lags spread out - still to be done.

[h3]CPU - GPU Optimization[/h3]

The biggest optimisation problem we've encountered so far in Tank Squad was related to the way objects were sent to RAM and VRAM. Previously, each texture in our scene, was sent as an instance, but was sent independently. That is, each unique material was treated as a separate object that had to be mapped to the graphics card's memory.

Each graphics card has a limited capacity to process unique textures simultaneously, no matter how much VRAM it has. If we exceed the parallel computing capacity of the graphics card, the system starts to compensate for this problem by creating special paging files in which the CPU will hold textures in RAM ready to be sent to the graphics card. This generates a huge consumption of system memory. This problem already existed in our old demo, which you still have the opportunity to play.

Our solution was to create texture sets that are sent in packets to the graphics card, so that we can store them on VRAM, which the graphics card can access much faster. The difference is that the GPU treats the texture packets as one composite texture. This managed to halve the system memory usage, and resulted in a much more stable Unity experience.

This solution required us to make fundamental changes to the way objects are rendered, which was a laborious and lengthy process, but it has had the intended effect.

At the moment we are still in the process of testing the changes we have made. Our aim is to achieve optimal performance on computers with 16GB of RAM.


Thank you and have a good one!
DeGenerals