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Game Update 1.0.11



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

[h3]Sitrep[/h3]
Welcome to the eleventh update of the game! Another portion of game improvements, bug fixing and general QoL improvement.

This week, we played the first mission of the second Soviet mini-campaign and added the KV-1S yesterday evening. We are working towards releasing a bigger update (working title 1.1.0) on 26 June, which is when the Summer Sale will start.

Regarding the tutorials, we have finalised the designs for both the battle and repair sections, and started implementing them. We would like to release them before 1.1.0. Only time will tell.



[h3]Changelog 1.0.11[/h3]
Below is the list of changes being made:

Added:
  • Added overmatch to ballistics
  • Colliders to train tracks
Fixed:
  • Issue when after exiting our tank, the tracks were not displayed
  • Missing navmesh for factory buildings on C1M4
  • Static guns have now improved positions of look from for their AI. Should balance the game
  • Fixed evacuation for KV-1 nad Stug
  • KV-1 gun mantlet won't move when shooting main gun
  • Big lag when opening the radial menu for the first time (default is press and hold middle mouse button)
  • Big lag when opening battle map
  • Added navmesh obstacle component to stones
  • Battle area not working on C1M10
  • StuG reticle was blurred at 5 FOV on 200 and 1800 m range set
  • Using custom difficulty settings should now correctly save the state and correctly apply it during battle
  • Camera for tank interior has now better clipping planes and it should not clip through armor so easily
  • Issue when despawning from a tank did not hide meshes of crewman inside, leading to bigger gpu usage
  • Vehicle entrances interaction not working when inside or outside vehicle
  • Navmesh obstacle area for buildings
  • Vehicle interactions not working properly while moving
  • Interior vehicle interactions enabled when peeking out of vehicle
Modified:
  • Changed game version from 1.0.10 to 1.0.11
  • Russian font fallback, Source Sans Pro is used as on other languages.
  • Warning Marker icon on compass and minimap is same as indicator
  • Session Creation UI right panel fits better resources names on different languages than english
  • Navmesh obstacle for buildings (from dynamic to static)
  • Both Soviet AA M1939 52K and M1939 61K have destroyed version


[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

Game Update 1.0.10



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

[h3]Sitrep[/h3]
Welcome to the tenth update of the game! Following yesterday's update, we discovered that a few things had stopped working, so we began fixing them immediately. On top of that, further fixes were required, so the decision was easy. We need to rebuild and release another patch.



[h3]Changelog 1.0.10[/h3]
Below is the list of changes being made:

Fixed:
  • Quartermaster convert button now works
  • Game will no longer allow spotting during repair section (to block enemy tank 10 o clock)
  • StuG reticles scale was wrong at some distances for AP and HE
  • Disable Grass While Aiming now correctly works only when we aim through gunner or radio op sights
  • Panther A in Total Control mode now correctly displays reticle when aiming with main weapons
  • All tanks should properly display their reticles now
  • Bad body rotation while peaking out of some vehicle slots
  • Missing battle area in config for C1M8
  • Issues with aiming as crew character after peeking out using scroll button
  • Custom quality settings now correctly apply shadows settings to the game
  • Panther reticle should no longer be overriden if you man the mg and then come back to use main guns
  • Retreating units getting under player orders
  • Characters, Weapons, Vehicle shader were missing Sample State Macros turned on
Modified:
  • Changed game version from 1.0.9 to 1.0.10
  • KV-1 front glacis armor near MG nest
  • Pz III M reload time decreased from 5 to 4.8 s
  • Pz IV H reload time increased from 6 to 7.6 s
  • Pak 40 reload time decreased from 9 to 7.6 s
  • Flak 36 reload time increased from 6 to 9.6 s
  • Pz VI reload time increased from 6 to 9.6 s


[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

Game Update 1.0.9



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

[h3]Sitrep[/h3]
Welcome to the ninth update for the game. We have fixed quite a few critical issues we spotted on how ballistic and tanks armor behaved during gameplay.

[h3]Ballistics[/h3]
Firstly, in the course of combat, damage was made to a seemingly insignificant piece of armour on a moving vehicle, for example. The projectile that penetrated it was blocked by the next piece of armour located immediately behind it. In turn, penetration of the smaller, less significant piece of armour generated spalling in the next frame. If the tank moved between frames, this spalling would already be inside the vehicle.



Our solution was to disable spalling for any less significant armour on all tanks. This should stabilise the ballistics system and improve optimisation, as there will be no need to calculate shrapnel trajectories.



[h3]Periscopes[/h3]


We have added new periscopes that work based on the solutions introduced in IL-2 Sturmovik. As a result, they are much simpler to render, and have much better quality.



[h3]T-70 TOP periscope / reticle[/h3]


We would like to thank RideR2, Rastmust and the other members of our Discord server community for their suggestions. We have added a new aiming crosshair based on the references gathered. The T-70 tank was fitted with a periscope called the TOP.



In the current game implementation, for this particular case of a optic/periscope the aiming reticle itself should not move. However, with the ability to change the magnification by changing the range of the field of view from 25, 15, 10 and 5, we had to create different versions of this reticle. This allows you to read and set the correct correction for distance and the selected shell without using aiming prediction at any FOV setting.

In the future, we may redesign the reticles themselves to achieve even greater realism and accuracy in the representation of different optics. Below is a presentation showing how it currently works in the game for the T-70.

[previewyoutube][/previewyoutube]

[h3]Changelog 1.0.9[/h3]
Below is the list of changes being made:

Added:
  • New Tanks Periscopes (germans for now, soviets in next updates)
  • New reticle for TOP periscope used in T-70
Fixed:
  • minimap on SM2 Morton Defence
  • Missing battle area parts on C1M9
  • Too many battle areas enabled after starting C1M7
  • Command Tiger bought in graveyard can now be correctly manually
  • (without Mount:Barrel)
  • StuG III G vertical aiming limits were incorrect, now they are minimum 6 degress and max 17 degress
  • Invisible objects settings fix.
  • Reverting keybindings to default not being saved
  • ammo crate animations
  • main vehicle movement keybindings are no longer blocking each other when trying to set new inputs.
  • StuG III G had missing description
  • Steel Fear achievement now should work
  • M-42 barrel position now fits the shooting angle
  • PZ IVH incorrect driver/radio op hatch and interior mesh
  • C1M4 - Battle of Vasylyevka - calling in arty through battle map has now correct coords
  • Spalling generation for non-essential parts is now totally disables - this should lead to more stable ballistics simulation and optimalization upon penetration
  • KV-1 incorrect ballistics armor types
  • Tiger H1, E and Command incorrect ballistics armor types
  • Panther A incorrect ballistics armor types
  • Panzer IV H incorrect ballistics armor types
  • Panzer III M incorrect ballistics armor types
  • T-70 incorrect ballistics armor types
  • StuG III G incorrect ballistics armor types
  • Crane audio playing after leaving the crane while it moved
  • T-34-76 incorrect ballistics armor types
  • Driving not working after peeking out from vehicle
  • Engine will turn itself off when fuel runs out in vehicle
  • Zoom sound will only play for gunner and radio op aiming camera modes
Modified:
  • Changed game version from 1.0.8 to 1.0.9
  • Every periscope now uses different approach of displaying what is happening outside the tank


[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

Game Update 1.0.8



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

[h3]Sitrep[/h3]
here comes eight update for the game. We have increased the number of tracers and their visibility, but we are not finished yet. There will be more modifications next week.



One of the important corrections solved the problem with the powerful 'T-70'. It turned out that ricocheting shells were able to fall into the next frame during the calculation (literally teleporting) and cause penetration and destruction, for example, on the Tiger's turret roof. This was not specifically about the T-70, but the T-70 was often able to cause quite a lot of chaos.



We have also found issues with sounds - when for example engine sounds were gone. Game actually used 64 channels instead of 256 - even when it was set to 256 in game settings. Game now should apply setting to max channels - WARNING: changing the audio max channels will apply only after full restart.

Tiger H1/E and other tanks received an update for periscopes and now they should only render when it should. Before render textures could render on hatches meshes which caused graphic issues.

We have also modified a bit tracers for weapons - there should be more tracers visible but it is not done yet. We are working more on this topic.

[h3]Changelog 1.0.8[/h3]
Below is the list of changes being made:

Added:
  • Rearming adds extinguishers and smoke grenades
Fixed:
  • Close combat fix for infantry
  • After starting scene couple of times in a row, spotting was not working for AI units
  • Ballistics issue with ricochets that caused many incorrect penetrations
  • Incorrect material on tiger driver and radio operator hatch
  • Increased sound channels as well as game audio settings now should apply to max channels - WARNING: changing the audio max channels will apply only after full restart
  • Converted tanks can be customized now
  • Added repair stations for active last objective on c1m5
  • Rotation of player character while peaking out of vehicle
  • Static weapons have more accurate AI spotting position (instead above the unit it is inside the cannon/barrel) which should lead to better balance
  • Collision shapes for few trees and bushes are better and correctly cover more space
  • Pz IV H issues with customization
  • Shooting animation for infantry with single-shot weapons
  • Crewman should now be correctly marked on kill cams and hit cams
  • Pokrovka Hold objective name and description
  • An error that caused infinite Loading Level Finshed (first mission launch after returning to main menu) quite a critical bug
Modified:
  • Changed game version from 1.0.7 to 1.0.8
  • More tracers for infantry weapons
  • BattleMap Spawned Units GUI Item - shows player avatars for spawned tank in multicrew
  • VehiclesVisors Render Texture changed property to fix issues with tank hatches
  • Squad Manager - improved a bit visibility of items displayed, more squads and units are on the list
  • Tiger E driver & radio operator hatches textures were wrong
  • Loadingscreen keyboard


[h2]Known issues:[/h2]
  • Minimap on SM2 Morton Defense is broken
  • 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

Game Update 1.0.7



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

[h3]Sitrep[/h3]
Hello, we are releasing the seventh game update. We have fixed some major bugs when driving a tank in the multicrew mode as a commander and the fact that the game could load the wrong mission as it should.



We have added dedicated armour for the StuG III G and the PzKpfw III Ausf. M, and we have made a few cosmetic changes, including improvements to the X-ray view. By default, the tank modules are represented in a uniform grey colour and turn red when there is penetration/a hit, to represent state after being destroyed.



[h3]Development Status (kinda)[/h3]
In the background, we are working on the tutorials further, and we are adding the Flakvierling 38 anti-aircraft gun to the game, which will probably appear somewhere in the new missions in the mini-campaign.



Sebastian is developing a prototype for a new way of rendering periscopes using the same camera, one instead of rendering several cameras to so-called ‘render textures’. With this procedure we will achieve a sharp real-time image in the view from the inside of the tank without any drop in performance - because we won't have to render several cameras at once which consumes resources heavily.

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



[h3]Changelog 1.0.7[/h3]
Below is the list of changes being made:

Fixed:
  • PzKpfw V Ausf. A commander camera positioning fix
  • buildings collisions fixes
  • PzKpfw V Ausf. A MG shooting changed to main fire instead of secondary, same as for other vehicles
  • MG shooting and aiming after leaving and reentering the vehicle
  • Driving on manual gears when in order mode, always move forward
  • Driving horizontal on automatic gear when in order mode not working
  • Infantry dismount vehicle order not working
  • Changed battle area size during last objective on C1M10
  • Potential fix for Black/Grey screen for demo players
  • infantry getting invisible after killcam animation
  • UI fixes for localization
Modified:
  • Xray modules color. Now by default they are white/gray. After being destroyed they will turn red.
  • Changed game version from 1.0.6 to 1.0.7
  • Stug III G has new dedicated armor mesh.
  • Restored censored Balkenkreuz crosses for German version (according to official guidelines)
  • Further localization improevements
  • Roadmap updated


[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 and have a good one!
DeGenerals