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Tank Mechanic Simulator News

Update 1.2.1



[h2]Dear Mechanics,[/h2]

we have pushed an update to the game. For full list with changes please find attached change log below:

[h2]1.2.1[/h2]

Added:
  • Color suggestions for Examine mode states


Modified / Tweaked:
  • Prop Manager so it is more functional


Fixed:
  • Language is now correctly set
  • Extraction should correctly happen, previously it allowed to dig where the tank is placed, but did not spawn the Extraction Location props (excvators etc.)
  • Infinite money bug, when selling tank through TankManager menu
  • Finished Test drive runs should now be properly detected and saved
  • Sherman incorrect pivot for turret for test run/proving grounds
  • Tank3, Tank9, Tank10 now work dissolve burn ramp while dissasembling/assembling elements
  • Fixed memory leak for Tanks Part Shop, Storage Panel, Crafting Room Panel, Collectables and Screws


[h2]Still to be done[/h2]

We know of two important issues that are yet to be resolved:
  • All tanks suspensions while on Test Drive and Proving Grounds are too stiff/blocky - the merge process caused this issue, as before the merge the suspensions for different tanks were incorrect, for some the suspension did not hold the tank at all, for other tanks it worked correctly. From next week we will start working on new tanks and we will also address the issue of correct config of our old vehicles, when we will add the suspension configuration to new ones.
  • Game crashes in museum and when leaving the museum caused by a memory leaks. The changes we have to make to fix this issues are too large and need to be tested more thoroughly before we can pushed it to an update. We expect to release patch 1.2.2 next week.


The project from now on is divided into two branches. Part of the team will work only on new tanks and the Tank Creator tool. The other part of the team will continue working on the game including an update to fix memory leaks. We aim to release at least once a month a patch update to the game.

Thanks for all the support and have a good weekend.
DeGenerals

Update 1.2.0



[h2]Dear Mechanics,[/h2]

here it is we have released today long awaited patch, version 1.2.0.

We were focusing last time to get patch 1.2.0 to be ready to be published on the default branch. Last week we pushed it live to be available on an unstable branch to see how things work for you. New update brings some new features like a Tank Warehouse room, new Tank damage system for example for extracted tanks on missions. New stands in museums and also very important to mention we merged three tank prefabs into one. It was crucial before going into implementing new tanks.

As we are here with new vehicles - we are going to focus fully on new tanks after release of 1.2.0 patch. Our initial plan was to deliver new tanks with this patch, but it was too big task to make at once, especially with changes made to the whole tank configuration system. We are very sorry for this delay.

Last patch was sent in June 2020, from now on, new stuff, that requires long development will be completed separately, independent from main branch of the project, so few developers can focus only on bigger stuff, and other developers keep a good pace with hot fixes/suggestions patches each few weeks.

For full list with changes please find attached change log below:

[h2]1.2.0[/h2]


Added:
  • New animations for Tiger I interior
  • Ability to lean and crouch while being inside tank (taking crew slot)
  • New animations for some parts of M4A3E8 Sherman
  • New parts M4A3E8 Sherman
  • Movable stairs
  • Tank Warehouse room
  • Tank Manager panel
  • Tank Damage system
  • An option to order missing parts by crafting them
  • New music
  • Sdkfz 251 rubber wheels
  • Panzer IV Ausf. G rubber wheels
  • Panther V Ausf. A rubber wheels
  • StuG III rubber wheels
  • Panzer III Ausf. M/J rubber wheels
  • Announcements panel in main menu
  • New stands in museum. All stands are now on a single texture image


Modified / Tweaked:
  • The Upgrade panel now allows selecting any upgrade, not only ones available to unlock
  • The size of the textures representing various items, in customizer/paint room menu to have less loading at once
  • Various sounds, from tools sounds to walking/jumping sounds


Fixed:
  • Fixed Tank Extraction material, now the tank should be more visible and correctly handle the light
  • Re-done KV-2 test drive model
  • Importing a save from other player does not cause an error when parsing a float number
  • Localization fixes
  • Game does not need player to release right mouse button before allowing to unscrew next screw (previously player had to release the mouse button to start next unscrew)
  • M26 Pershing wrong textures on HullExterior front bottom
  • M4A3E8 Sherman has new tank parts, and is upgraded for the 1.2.0 patch
  • Duplicating props in museum stand menu is no longer possible
  • An option to order missing parts by crafting them
  • Various problems with save files not working correctly, causing errors or crashes
  • Radio is up and working again
  • An error that caused replacing the tank incoming from extraction for one of the tanks in warehouse (most probably, from a contract)
  • Ability to toggle examine/interior/help modes when inside any menu
  • All transform for every vehicle in main menu
  • Flag collider size adjusted to size of displayed image when selecting them in UI
  • Small fixes to Panzer III J material config
  • Panther front armor hatch animation
  • M4A3E8 Sherman pistol port animation
  • Driver hatch animation T-34/76 and T-34/85
  • KV-2 position in museum slots
  • Color for track materials
  • Proper player position when tank is repositioned into another slot in museum, to avoid situations
  • here tank can be spawned in the same place as the player
  • M4A3E8 Sherman Loader hatch animation
  • Panzer III J wrong position of ammo
  • Black screen when trying to test drive a tank placed outside workshop
  • More damages generated
  • Paint room camera now works again
  • Correct slots shown for Warehouse area in radial slot selection menu


Known Issues:
  • Speedometers not working
  • Damages, when repaired, not saved and get recreated sometimes when loading the game/scene again


We have also been working on Tank Creator - a tools and solution for modders to be able to for example put their own custom tanks/vehicles into the game.

Big thanks to you dear community for all the bug reports, suggestions, reviews. Without your support this would not be possible.

Stay tuned and stay safe. More soon.

Thanks for all the support and have a good weekend.
DeGenerals

Tank Squad - new game from DeGenerals revealed!

[h2]Dear Mechanics,[/h2]

we are very proud to reveal a project that we have been working on for some time now - Tank Squad:

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

Tank Squad is a game about tank combat, where you control your tank and lead your squad into battle. After the battle ends you can fix your tanks in the repair station, salvage destroyed or abandoned tanks and enhance your vehicle park. When your team is ready, get back into action!



To make it clear, our base team for Tank Mechanic Simulator is working steadily and hard for patch 1.2.0, and Tank Squad is being developed by new team, created specifically for this project. Both projects will use shared systems like game mechanics etc.



Make no mistake, we know about all suggestions and feedback you guys gave us, Tank Mechanic Simulator won't be paused/delayed/stopped by this event. Get yourself ready.



Have a good day,
DeGenerals

Steam Sale -40%

[h2]Dear Mechanics,[/h2]



we are participating in Steam Lunar Sale, with -40 % discount, that will last untill 15.02.2021. Grab it when you can :)

Merry christmas,
DeGenerals

Development Status #102

[h2]Dear Mechanics,[/h2]

welcome to our one hundred and second development status update.

As we enter 2021 we want to finalize the work on 1.2.0 patch. This is the last development status before 1.2.0 releases.

We want to show the progress and what is left to do before this all is finished.

[h3]What has been done so far[/h3]

Tank Warehouse

This new room is now unlockable up to 99 times, each one contains 6 slots for tanks. The room is accessible by a new menu, called Tank Manager. Here you can quickly manage the tanks, reposition them or sell them - if the tank is yours. Below some screenshots from work in progress:








Still to do

Customization options, as a start all TankWarehouses will share a one template.

Movable Steps

The steps are now movable, you can pick them up and move around the workshop. When the steps are colliding with something, you cannot place the steps at that spot - the steps turn red. The steps are only placeable when are coloured green. If at any point the player clicks right click while moving the steps, they will get back to original position.

Still to do



Saving the steps position, adding a higher variant for higher tanks. Also, we have made decision based on your suggestions, to auto-reposition the steps only when they begin to collide with another object. The example was when we left the steps in position, where a tank appears after being repositioned, and the steps would be inside the tank, clipping through it. Only then the steps will get forced moved.



[h3]Features we are working on[/h3]

Tank Creator

The development of Tank Creator made a new progress last month. External tanks now have ability to support fluid container logic (oil, fuel, coolant), like tanks from base game. It can be done automatically by tool (press a button and that's all), but for best result, we suggest to manually "tweak" some options, before export tank prefab into bundle file. How to do it, everything will be described in documentation provided with package.

Game logic is split into scripts and tank prefab contains dozens of them. Internally, Tank Creator can automatically add necessary scripts in proper places and fill their settings (called in C# language as public fields) with default values. It is possible to customize them manually between third and fourth stage in tool. In practice, click first three button to generate tank materials and scripts hierarchy, then optionally change values in any scripts, and finally export configuration (references) table into file and build bundle.





Tank Manager

The menu logic is done, what is missing is the visuals, here is the current state:



You can see that the menu shows few types of warehouse rooms, each with listed slots, and if the slot is taken it lists what tank does it hold (right now this is only showing tank mark name and its internal ID by default, we will add the option to customize each tank name, and this name will be shown here).

We would also like to add the possibility to drag and drop the tanks between the rooms.

Welder

Based on your suggestions this will be not an unlockable tool, this will be available straight away. We are right now adding the logic that can recreate the damage done on extraction scene back to the workshop scene - after that it is only the welder particles and the damage repair mode to be done.

[h3]Apart from Patch 1.2.0 we are working on new tanks as well[/h3]

Currently trying out Little Willie in the game. He is not yet implemented but will be soon. We are testing out visuals to meet our new goals and standards in term of quality.



Thanks for all the support and have a good weekend!
DeGenerals