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Armour Devblog #2 - "Tank Handling"

Greetings!

We are super excited to finally be able to share some more details about what you can expect from the new Armour Overhaul coming later this year.

Before we dive deep into the blog below, we first want to thank you for your patience as we go through this long procedure of overhauling a vital aspect of our game. We believe that the game is only as strong as the weakest link and our armour system was one of the key items on this list.

We also want to remind you that the following information is work in progress and as such, it is not representative of the final product.


NEW SEATING SYSTEM


https://medal.tv/clips/55445942/d1337PvRzFZp
New Seating System

One of the first topics we discussed when we started planning out the new driving mechanics was the topic of the seating system. Most of our players are very familiar with the “Offset Bug” where characters will be offset from the vehicle, this causes those characters to float or have a weird angle when in a vehicle.

This is an old OWI Core bug that has been problematic for us for a long time. The core of our new driving system was focused on creating a new seating system in an attempt to eliminate this bug permanently.

While developing the new seating system, we also wanted to address the concern of the tank crews entering and exiting the tank. We wanted a system that would allow players to enter a respective seat directly rather than having to switch seats after entering the vehicle. But we also wanted to focus on eliminating armoured crew magically entering the tank from any angle.

As an example, in order to enter the driver seat, you will need to climb on top of the tank and enter by interacting with the hatch leading to the driver's position. This is true for all seats, this allows all players to immediately hop into their respective seats without needing to deal with seat switching, it also encourages players to be more cautious with how and when to exit the tank.

Players can still switch seats using the same key layout as in the previous system.

https://medal.tv/clips/55248126/d1337W9Og3ok
New Hatch System

Additionally, we have added some new stages to how players can turn in and out of the tank. Now players will be able to better control the level at which they expose themselves from their hatches. Ranging from just peeking out of the hatch, to being fully exposed.

This has advantages and disadvantages as exposing yourself fully allows you to get the best possible view, but you are heavily exposed to enemy fire, peeking out will act as a middle ground between being turned in and out, giving you some protection from enemy infantry.


MANUAL GEARING & DRIVING MECHANICS


https://medal.tv/clips/55058684/d1337pwGoQ4b
Tank Driving Demo

The other topic we discussed surrounds how we can improve on how the tank drives, how it interacts with the environment and most importantly how the player experiences driving tanks.

To this extent we completely broke down our existing driving mechanics and built it up from scratch, now instead of using an imaginary automatic transmission system, the tank is controlled by gearing and throttle.

The way this differs from the old system is that you no longer press a key to go forward and backwards, but instead, you control a throttle up and down. This means that players no longer need to hold down a key to keep driving, but instead, they can set the throttle at a certain value and this affects how fast the tank accelerates.

What this means for the driver is that they have much more control over how fast their tank drives, allowing them to tailor the speed better to a given situation.

Turning the tanks is primarily done by braking one or the other track, this means that with the new system tanks will not drift from side to side as much, requiring less constant input from the driver in order to keep a tank going straight.

Driving a tank means matching your RPM to your speed, as speed changes you will need to adjust your gear in order to keep RPM high enough so that you won’t come to a stop. This puts greater emphasis on the driver paying attention to his instruments when driving as well as the terrain they drive on.

Another important change to the driving mechanics is that different driving surfaces will affect how your tank performs. Driving on a road will allow your tank to reach its top speed, but you run the risk of running into mines, anti-tank guns or enemy infantry.

Alternatively, you can go off-road and lose out on the top speed, but obviously, you don’t run the same risk of hitting any mines, anti-tank guns or infantry unless you get really unlucky of course.

We have also put extensive work into ensuring that physics act how you’d expect from a tank, tanks should feel heavy and somewhat clunky to drive, but they should be able to ford over objects and gaps with relative ease, our old system wasn’t as good in this regard with tanks being stuck on objects it should otherwise be able to scale.

NEW HUD & UI


Lastly, we have put some work into a new HUD & UI that will help crews get a clear overview of the tank as well as its condition. Since the new armour mechanics are almost entirely based on component damage rather than hull damage it means that we need to ensure crew members can get an overview of the status of various components at a glance.


For the driver, you have new HUD symbology for your Throttle, Parking brake, RPM, Speed in Km/h and gear setting.

The throttle is represented by a white bar that fills up or depletes depending on how much throttle you want, the throttle will stay where you leave it, making it convenient to set up to a certain speed. Next to the throttle, you will find the parking brake symbol, if the parking brake is on, the symbol will be lighted up.

The RPM, Speed gauge and gear setting is located above the throttle and will help you keep track of the optimal conditions for driving your tank, this is a skill that any driver will need to learn and mastery of the driving system can allow tankers to use their vehicle to the fullest.



Now let's talk about the compass and damage indicators. One thing we wanted to do with the new system was to come up with a solution to help give tank crews a general idea of where they are being engaged from, this is done by representing the general location a hit came from by using a hit indicator.

This hit indicator is not very accurate and will only give you a general idea of the direction of your enemy, this ensures that combat is fair towards the tank engaging, but also gives crews a fighting chance to get their bearings. Crews should not rely on this system, but their commander and his spotting ability.

When you inevitably take damage from an enemy, this is represented by the damage icons which are ordered by their function to the tank. At the top, you will find component status for your turret drive and cannon breech/barrel.

Below is the health status of your ammunition and fuel tanks. (While we do not simulate fuel levels, they do pose a significant fire hazard to the tank.)

After that you will find your engine and transmission status, damaging these will seriously affect vehicle performance and potentially causing the tank to become immobilized until repairs have been made.

And lastly, you can see health status for your left and right track respectively.



In the gif example above the tank has taken a hit from its 12 - 3 'o clock and the hit caused significant damage to the transmission as well as starting a fire in the ammunition stowage if the fire is not put out quickly it will lead to the tank burning down.

Summary


So to end off this devblog, we want to thank everyone for their patience while we work through this update, as you can see we have gone through every part of the armoured system, giving it more than just a bit of bug fixing, we are super excited to allow our players to get a hands-on experience with this new update.

In the next devblog, we will talk about the shell mechanics as well as a more in-depth explanation of the component damage system.

Until then we highly recommend joining our Discord server where developers chat actively with the community as well as sharing small inside information from development. It's a community definitely worth being a part of!

Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Development Update - Maginot Tunnels

Greetings!

We hope you enjoyed the small peek at what we are doing with the armour overhaul last week as well as the new vehicles coming to Post Scriptum with Chapter 4. We will be releasing more details on that soon.

But it’s time to return to Chapter 2 for a moment and talk a bit more about Maginot, while the Vehicle Overhaul is ongoing, our Level Designer Sergey is hard at work finishing up Maginot and coordinating with the QA Team.



One of the last tasks for us to complete at the moment is the Maginot Tunnel System which will span parts of the map and function as alternative paths within the maps. We have done similar underground systems before on Dinant and Grave, but never on this scale and as such, there is a lot for us to consider when it comes to design and balancing to ensure it doesn’t become a mess to navigate or fight in.



The Maginot tunnels were an important part of the Maginot line itself, it spans across the entire line linking it together using tunnels and railways, this meant that soldiers could quickly and safely be moved around on the line.

In Post Scriptum we don’t want to make the tunnels a focus point, but we do want to make them an alternative and something useful for either defender or attackers, holding and controlling the tunnels will allow for relatively safe travels between several capture points.



In the Tunnel system, you will find several features such as armoured doors and hallways that can be used to, in a limited capacity flank your enemy should they fail to guard these flanks. The armoured doors will serve as a means to block attacking forces from moving up quickly and will require explosives to open, or the capture of the two-door controls on the other side of the door.

In a similar fashion, some external doors will only be available to certain teams and the use of these doors by an enemy team will require explosives.



Below you can find a copy of the Minimap that we will use for Maginot alongside the tunnel layout. The tunnel system is colour coded to help the player identify where they are located in the tunnels, this can help you navigate more easily.




Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Armour Devblog #1 - "Development Status"

Greetings!

As some of you might be aware, we are currently working full time on the Armour Overhaul that will significantly change how we interact with the armour mechanics in Post Scriptum.

During these next few months, we will be covering significant developments in these Armour Devblogs, talking about specific aspects of the armour system as a whole and what you can expect from the system when it releases to the public.

Armour Overhaul Development Status

So let us start off from the very fundamentals of why we are even undertaking this huge task, it boils down to several key reasons, the most important of which is the fact that we just really haven't been happy with the armour system, we’ve been saying this for the last several years and Post Scriptum is finally in a state where we can spend the time working on this task, given the last 2 years was spent primarily doing Chapter 2, 3 & the SDK.

Fundamentally the armour system is flawed as it is currently based on the OWI Core which is a heavily modified Unreal Engine 4 designed by Offworld Industries our publisher for their own game SQUAD.

Our system and game as a whole borrow heavily from this Core and as such we also inherit all of its limitations. Up until now, we’ve tried to work our own systems into their core with mixed results. So late last year we decided that we were going to scrap the majority of the vehicle systems and develop it from the ground up to suit our needs.

The problem of inheriting our vehicle system from the OWI Core lies in that it is very difficult to maintain efficiently since bugs can occur anywhere in between, which causes us massive headaches.

With the new system, we will still inherit a lot of the base functionality, but we will be able to significantly improve our own maintenance and future development on that system, it also allows us to develop features that we couldn’t do before. One of the key aspects of this was the way we simulate armour penetration and its effects on vehicles.

You can watch a small W.I.P video of the new shell mechanics here: [previewyoutube][/previewyoutube]

We have been working on prototyping, experimenting and planning the changes since late last year when we agreed that we would finally commit to giving Post Scriptum an immersive and realistic armour experience that players already expect from our game.

Over the last few months we had been preparing a QoL patch that was aimed at resolving some of the major issues with the game so that the effect of significant downtime would be lessened, we have to realise that overhauling our vehicle system is a mammoth undertaking that would take several months, not to speak of testing and debugging.

Currently, the coders are hard at work building the fundamental elements like tank seats, gun mechanics, animations, vehicle handling and all other underlying systems. We are currently working towards having a fully working vehicle that we will then use as a template for any future vehicles.

So to summarise, we are working hard on finishing the vehicle handling and all the fundamental coding and designs that we will use for all other vehicles, we will be sharing progress via these dev blogs as we get further with that development.

Now we don’t want this devblog to go on for too long about the armour system as we will have a lot of topics to cover over the next few months and we are very excited to share our progress with you.

And just to finish off this devblog we’d like to talk a bit about some upcoming tanks for Chapter 4 as well as giving you a look at the updated model for our Tiger.

NEW TIGER 1 MODEL


The Tiger has been in Post Scriptum for many years, even before release and it’s been an iconic feature within the game for many players. The model, however, did start to show its age in the fidelity and texture quality, to that extent we remodelled the tank from scratch and we are quite happy with the results. We will eventually give our other tanks similar updates so that we keep our vehicles up to date visually.

On top of the new textures and model, we also started to create some new winter camo patterns in preparation for Chapter 4. We will need to do similarly for our other vehicles in preparation for this chapter.




M4A3(76)W HVSS SHERMAN "M4A3E8"


A vehicle many of our community members who follow our Youtube and Twitch will have already seen snippets of is the M4A3(76)W HVSS or simply M4A3E8. This is one of the better developments of the M4 Sherman with the very good 76mm M1 cannon. Similar to that of the Hellcat tank destroyer.

The M4A3E8 was the result of several years of work improving the problems with the M3 Lee and the M4 Sherman. One of the most notable features was the development of the Horizontal Volute Suspension System or HVSS for short, coupled with the wider tracks and the improved M1A2 76mm cannon, it made the Sherman a much more well-rounded tank, capable of taking on the German panzers. Although the tank still suffered in the protection department, the tendency for Shermans to explode from ammo detonation due to lacklustre armour compared to their German counterparts was one of the reasons that Wet stowage was introduced. Hence the ‘W’ designation in the name.



It will obviously see its introduction in Chapter 4 and has been a vital testbed for us while prototyping the armour overhaul. This Sherman is more than capable of taking on the majority of the German tanks you’ll face.


PANZERJÄGER TIGER AUSF. B "JAGDTIGER"


A brand new vehicle is also coming to Post Scriptum.

The Panzerjäger Tiger Ausf. B or Jagdtiger is a Heavy Tank Destroyer developed and built by Germany during 1944 and 45. This tank didn’t see much service since it entered service near the end of the war. The tank was first reported fully fielded by the Schwere Panzerjäger-Abteilung 512 & the Schwere Panzerjäger-Abteilung 653 during January - February 1945.

Incidentally, this tank was not much use since the Allied had full aerial supremacy and as such it never saw its full potential amongst all of the mechanical problems or fuel problems due to the war. The Jagdtiger is often portrayed as the stigma of too much, the King Tiger is often crowned as the pinnacle of German tank design. If that is the case the Jagdtiger is just overkill and shows just how desperate Germany was to try and get an edge over the Allied.



Today only 3 Jagdtigers exist, none of which reportedly still operate under their own power anymore. But the good news is that you will be able to drive this behemoth into limited battle during Chapter 4.


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Update v2.1.1302.1127 - Changelog

Greetings!

Thanks for an enjoyable April 1st. We know it wasn't as elaborate as we'd like, normally we would do a devblog for April 1st, but this year we decided to do a small in-game event.

The next update to land will very likely be the Armour Overhaul. We can't wait to share all the juicy details of this new system.

As per usual, the changelog is below.

[h3]Changelog v2.1.1302.1127[/h3]
April Fools 2021
  • Removed the April Fools gags


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

Update v2.1.1308.1143 - Changelog

Greetings!

We have a very small patch that fixes an annoying bug in Arnhem. (Sorry for the small patch, but we are now working full time on the Armour Overhaul.)

On top of this, we've finished an emergency April Quality of Life patch, as we are aware that the gameplay could really do with some improvements across the board. You can find the April specific changes below the bugfix.

As per usual, the changelog is below.

[h3]Changelog v2.1.1308.1143[/h3]
Bugfixes
  • Fixed Arnhem Church pain volume being too large and killing players in the stairwell.


April QoL Patch
  • Added some gameplay improvements to Arnhem, Driel, Carentan, Dinant & Best.
  • Fixed vehicle horns now playing the correct sounds.
  • Added sound warning station on top of Arnhem Bridge.
  • Added new headshot notification to ensure maximum realism.


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing