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0.2.37.0 - Fixes (Experimental)Jun 4, 2025 - Community AnnouncementsHi all, Here's some more fixes for the experimental branch. {STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Fixes Fixed instability caused by removing cannon recoiled segments. The firegroup select GUI is no longer visible if the vehicle only has 1 firegroup. Fixed part moves triggered by hotkeys bypassing restrictions, allowing you to rotate the tracks (resulting in instability). Fixed certain graphics settings not applying in the main menu. Fixed certain graphics settings not applying automatically when loading-in. Fixed unattached parts being included in the damage model. Updated the main menu alpha notice. General stability improvements. Changes The current selection is no longer cleared when exiting the vehicle editor. Undo/redo is no longer cleared when exiting the vehicle editor. The destruction of uninstalled parts when exiting the editor can now be undone upon returning to the editor. - Hamish0.2.36.0 - Fixes (Experimental)Jun 3, 2025 - Community AnnouncementsHi all, Here's some quick fixes for the 0.2 beta. This update's for the experimental branch.{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Fixes Fixed freeform structures sticking around in vehicle save files when unused. Fixed turrets not being correctly destroyed when undoing their placement. Stopped returning to editor while in photomode after winning a scenario from throwing the game into unknown state. Stopped text inputs into the armour overlay config from triggering editor hotkeys. Fixed cannon blueprint loads rendering the cannon uneditable. Fixed duplicate vehicles spawning when rapidly exiting and returning to the editor in sandbox. Fixed engine ignition constantly turning the engine off and on again when held. Fixed plate structures with degenerate faces having NaN mass, resulting unexpected physics behaviour out of editor. + Fixed screen resolution potentially defaulting to 320x200 when switching from 0.127 to 0.2. Fixed the custom battles start button being clickable when the configuration was invalid, resulting in a crash. Fixed custom battles without any enemies resulting in an instant victory. Fixed undo failing when reverting a pick-up and destroy of a mirrored part with symmetry enabled. Removed an enemy spawn outside of the map bounds in the railway scenario. Fixed mass budget not being shown on 'Silent Border' and 'No Tank's Land'. Fixed muzzle brakes turning transparent when changing between models with the interior overlay active. Fixed the firegroup GUI not showing. General stability improvements. Changes Removed non-functional battle size setting in gameplay settings. Removed non-functional grass distance setting in graphics settings. The exterior and interior overlay hotkeys (1 & 2 respectively) now work during part placement. Placing fuel tanks, ammo racks and crew now switches to the interior overlay. All other parts switch to the exterior overlay. Unattached parts which aren't being actively placed are now seethrough. This better shows which parts will be destroyed when exiting the editor. Starting on some bigger fixes now, which might take a bit longer. - Hamish0.2 Alpha - Beta TransitionMay 28, 2025 - Community AnnouncementsHi all, As mentioned in Tuesday's patch, 0.2 is at target feature parity with 0.127. So all work will now go into fixing bugs, improving stability, and refining the new 0.2 features. 0.2 is moving to the 'experimental' branch and the '0.2-alpha' branch will eventually be closed. Version 0.127, which is currently on the experimental branch, will move permanently to the new '0.127' branch. So to participate in this 0.2 beta, you'll need to opt-in: {STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Recap For those who are just joining us in 0.2 and haven't been following development, here's a summary for you: Volumetric to geometric internals Components (Engines, crew, fuel, etc) are now 3D objects which need to fit inside the vehicle. The internal space based system has been removed entirely. {STEAM_CLAN_IMAGE}/40992535/cb8123f394f8566fbaa22b9d7bd3f0d9f8af2061.png This removed need to measure internal space combined with the new 3D armour plates allows you to make open topped vehicles. Editor Fully rewritten, it's now a more stable and intuitive experience. Part editing UI has changed from switching between tabs, to simply right-clicking on the object you want to edit. The editor now has a more thorough reload when switching designs and eras, often providing a quick fix should you run into any stability issues. Undo/redo is much more dependable now. Cleaned up the GUI and made it more sleek. Select-ability and visibility of types of parts can now be configured in the new overlay configuration panel. Freeform Rewritten from the ground up, freeform is now an in-house system tailored for tank design. All armour plates now have physical thickness. Overall it's much more stable and comes with a few more quality-of-life features, though this is still only the beginning. Riveting is now integrated with freeform directly, with generation that allows entire vehicles to be rivetted at the press of a button. Update post Deletions, fills and extrusions all now support mirroring. There's also few new selection methods: full plate select, box select, radial select, linked select and invert select. Colson (aka The Wonder Waffle) has made an excellent tutorial covering the new freeform and a few useful building techniques: https://www.youtube.com/watch?v=b8BBezsBxBo Damage model The damage model received a full rewrite, to work with the 3D plates. It's now semi-volumetric, so thicknesses will be different when shooting down the length of plates, or through their corners. The simulation is far more realistic now, with improved ricochets, spalling, de-normalization and overpenetrations. The new system is fully exposed through the armour overlay, allowing you to run your own simulations and see exactly what would happen in battle. Update post Crew efficiency Crew no longer have an efficiency value which affects how quickly they perform tasks. Instead, they always perform 100% (at full health) but can only do one task at a time with each limb. E....0.2.35.2 - Battle Overlay & Turret Decoupling (0.2 Alpha)May 27, 2025 - Community AnnouncementsHi all, Here's the final major 0.2 alpha patch before it enters beta. We'll move to the experimental branch in the next few days, where 0.2 will be stabilized and polished. 0.127 will be moved to its own dedicated branch where you'll be able to continue playing it. Battle Interior Overlay Added an in-battle overlay (O by default). This shows the health of every part in the vehicle in a more readable fashion than the GUI readout. {STEAM_CLAN_IMAGE}/40992535/92bcb4fc2795ab9e966484cc1e0649e08cf601ee.png It also shows how much ammo each rack has remaining. Turret Decoupling Turrets can now pop-off if sufficient pressure builds within the vehicle from ammo rack detonations. {STEAM_CLAN_IMAGE}/40992535/bd1af1331a13a1de868cc2c9f0c36def15b1a278.gif Other Changes Reworked armour overlay module shader to be more clear. {STEAM_CLAN_IMAGE}/40992535/6c3ecf94bece71015b8073431a86d400b9c7af19.png Significantly increased track resistance to piercing damage. Steering assist is now disabled when one or more tracks are destroyed, making tanks veer more when one track is destroyed. Spare tracks and wheels moved from 'Tracks' to 'Other' category in overlay filtering. Raised the minimum damage required to be delt to ammo racks for them to detonate. Redid cannon traverse health icon. Fixes Fixed rebinds not working for vehicle controls. Fixed parts in the damage model being incorrectly sized. Fixed turret traverse motor health being shown with the engine icon. Hatch doors now disappear after ammo rack detonations. Once 0.2 is stable, an updated roadmap will be released and we can continue on with the exciting features that the 0.2 rewrites laid the groundwork for. - Hamish 0.2.34.2 - Detracking & Multi-Cannon Fire Delays (0.2 Alpha)May 20, 2025 - Community AnnouncementsHi all, Continuing the implementation of missing features from 0.127 to 0.2. Cannon Linking Cannons can now have their firing mechanisms linked, allowing one gunner to fire multiple cannons at once, or with a delay between them. {STEAM_CLAN_IMAGE}/40992535/cebb9f62729ea9dad829333593332a9c336559d5.png Fire delay has been changed from a constant timing, to a percentage of the reload of the linked cannon. This lets you stagger fire more effectively, as the delay will adjust depending on the load time of the rack that's currently being loaded from. Track Armour & Health Track roadwheels, idlers and sprocket wheels now provide a small amount of armour. Shooting these will damage the track and, eventually, destroy it. {STEAM_CLAN_IMAGE}/40992535/480f570abbe9d1ee0579202e49bde974e2f3d252.png The belt will disappear when the track is destroyed. No further drive or brake forces can then be applied to the track. Fixes Fixed multi-cannon fire group label showing '0' instead of 'Fire group'. Fixed AI thinking the player vehicle was knocked out if there was a partial ammo-rack detonation, but the hatches weren't blown. Fixed a small memory leak. Working on an in-battle interior overlay next. This should show component health a little better, as well as how much ammunition you have remaining. - Hamish 0.2.33.2 - Scenarios Reimplemented (0.2 Alpha)May 7, 2025 - Community AnnouncementsHi all, This one reimplements all missing scenarios from 0.127 over to 0.2 - with a few tweaks to take advantage of the flexibility added by the rewrites. This update's for the 0.2 alpha, you'll have to opt-in to play it: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Changes Reimplemented all missing scenarios from 0.127. Made fuel tanks require larger hits to be set on fire. This should stop light spalling from creating fuel fires. Ammo rack cookoff damage now scales with the quantity of propellant in the vehicle. Fires now deal less damage the more extinguished they are, making them easier to put out. Significantly increased the radius illuminated by muzzle flashes. Lowered the brightness of muzzle flashes. Halved the length of the light flash from muzzle flashes. Shell impacts now apply force to the hit vehicle. Replaced all scenario splash images. Added separate splash images for custom battles map selection. Fixes Spare wheels now default to the air tyre model if the vehicle has no powertrain. Scenario Tweaks No Tank's Land Objective changed from 'Destroy 75% of enemy artillery' to 'Cross no man's land'. Moved the vehicle editor closer to the front. Moved artillery back by several kilometres to more realistic ranges. Removed allied artillery. Removed crossing boards from the enemy trenches. Replaced enemy AT guns with designs more suitable for the era. Designed by Nirrti from the community. Taiga Objective is now to get past several well-concealed AT guns. It's now a solo mission, you're limited to one vehicle. It now has a heavy fuel requirement, with a long distance travelled since the last refuel. Ambush The ambushers no longer drive into the convoy. Instead, they'll maintain the high-ground. Improved graphics of the background mountains. Moved the escape point closer to the start position. The Crossroad Allies will now dive to cover on first contact. Allies will wait until the whole convoy is in cover to begin their assault. Silent Border Objective changed to 'Get three vehicles across the border'. Moved the ambushing AT gun inside the barn, instead of next to it. Significantly reduced the surface area in contact with the tracks required for mines to detonate. Made mine damage more consistently deadly. Doubled the density of mines. Sandbox Overall map polish. Removed the runway, as it felt out-of-place (the flat is still there) A copy of the editor vehicle now spawns 150m away. A neutral heavy from the Defence scenario now spawns 300m away. Removed the beach. Replaced with continuous cliff. Improved ocean visuals. Just a few features remaining until 0.2 goes into beta: Multiple cannons per gunner, with a potential fire delay. Internal overlay in battle, to better show component health and remaining ammo. Track armour and health. Part and turret decoupling on ammo rack detonations. - HamishDevelopment ResumedApr 14, 2025 - Community AnnouncementsHi all, Just letting you know I've finished my much needed break. Back to work! - HamishDevelopment BreakMar 25, 2025 - Community AnnouncementsHi all, Feeling a bit burnt out. Taking some time off to recharge, until I can be productive again. Should hopefully only be a week or two! - Hamish0.2.32.1 - Improved Freeform Selection (0.2 Alpha)Mar 12, 2025 - Community AnnouncementsHi all, A few quick and very needed quality of life freeform features for you. For the 0.2 alpha branch: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Additions Freeform: Added ability to select all connected geometry. (L) by default. Freeform: Added a circle selection tool (C key by default). Left click adds to the selection, middle mouse removes from it, scroll changes the circle radius. Freeform: Added a box selection tool (B key by default). Left click adds to the selection, middle mouse removes from it. Freeform: Added ability to invert the current selection. (Ctrl+I) by default. {STEAM_CLAN_IMAGE}/40992535/dbce4538d0c19a94806eca21775417c29d960301.gif Fixes Freeform: Switching to corner mode from face mode will no longer select corners that weren't part of selected faces. Fixed poor shading on bolts at certain sizes. Fixed poor shading on fuel tanks. Remaining 0.2 alpha features: Turret and part decoupling Remaining scenarios Back to scenarios now (for real). - Hamish0.2.31.4 - Damage Model Rework (0.2 Alpha)Mar 10, 2025 - Community AnnouncementsHi all, Here's another major iteration on the damage model with a much more advanced approach. Should fix most of the inconsistencies of the previous version. Overall this update provides a buff to high calibre and muzzle velocity cannons, with the addition of overmatching. This update's for the 0.2 alpha, you'll have to opt-in to play it: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Changes Shells now simulate overmatching. This is when the force required to redirect a shell becomes higher than the plate can resist. With enough energy, projectiles will start to ignore the slope of the plates they hit. Realistically, this will only be a concern with plates thinner than 30mm. This effect drops off significantly at an impact angle above ~80 degrees. You might want to rethink any 5mm roof armour... Shell deflections now create spalling. {STEAM_CLAN_IMAGE}/40992535/ce0b38c551d03ed11acca41f1fc6ffa0efb0673e.png Shells now simulate denormalization. Penetrations will now change the path of the shell, depending on how much energy the penetration consumed. {STEAM_CLAN_IMAGE}/40992535/1ef641de7567815f3e5948e99d3bec0eb4738a24.gif WWI armour is now carburized steel, instead of RHA. Simulated as a x0.5 effective thickness modifier. Applique armour is now structural steel (excluding addon structures), instead of RHA. Simulated as a x0.4 effective thickness modifier. Shell deflection angle now changes depending on how far the shell penetrated before being redirected away from the plate. Shells no longer automatically bounce above certain impact angles depending on their calibre. Instead, deflections now happen when a gouge shallower than 1 calibre is created and the impact angle is higher than 10 degrees. The damage model will now ignore any applique armour intersecting with plate structures. So fenders clipping into armour wont reduce its effectiveness. Connected plates now have their thickened edges merged if their points are within 5mm of each other. This can result in armour thicknesses that differ slightly from the set value, but it was deemed better than having cracks in armour. Thicknesses in the armour overlay armour sampler are now shortened to "999+" above 999mm. {STEAM_CLAN_IMAGE}/40992535/9aa709147cf2b47bee6da54edbba1c5f8e15b783.gif Fixes Spall direction now changes based on the angle of the plate which created it. Spall is now a significantly less effective penetrator than shells. Spall and shells no longer bounce as if they were perfect spheres. The armour overlay effective armour readout now correctly scales with the hit part's strength relative to rolled homogenous armour. Ricochets are no longer perfectly reflected as if shells were a sphere. They'll slide up the plate more. Stopped shells and spalling bouncing down cracks which would be too small for them. Fixed parts being incorrectly damaged by non-penetrations. Fixed holes in the backs of plate structures with certain setups. Fixed the move tool hitbox not scaling...0.2.30.0 - Defence Scenario (0.2 Alpha)Feb 19, 2025 - Community AnnouncementsHi all, This patch brings the Defence scenario across to the 0.2 alpha. {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Additions Reimplemented the Defence scenario. Added a distance travelled since last refuel to some scenarios. You'll need to include enough fuel in your design to be able to start the scenario. You'll enough excess to complete the scenario, so fuel leaks can now become a genuine concern. Added a scenario budget widget to show the scenario's mass limit and how many vehicles will join you. Fixes Fixed a case of freeform merges corrupting the structure. Fixed a case of freeform merges failing on edges not connected to any faces. Fixed fire extinguishing not working. Fixed fuel tank leaks not working. Fixed destruction of one transmission in a twin transmission preventing you from having some mobility using the fully functional one. Default fire extinguish hotkey changed from 'F' to 'X', to avoid overlap with cruise control binds. Changes Removed the arbitrary 'Cross the line' fail condition from the Defence scenario. Moved the whole Defence scenario map 200m towards the enemy. This provides more open ground before the main slope and reduces the time to first contact. Fields scenario now has 100km travelled since last refuel. Vehicles without a powertrain now receive x5 less recoil, since they can be anchored to the ground. Crew members now disappear when killed. Fuel tank leaks now only leak to a certain level. e.g. If a fuel tank is at 50% health, it wont leak below 50% capacity. Fuel tank leak rate is now shown during leaks. Reduced grass height and density on the Defence scenario, to improve performance. Continuing on with scenarios next - Hamish0.2.29.1 - Damage Model Fixes (0.2 Alpha)Feb 10, 2025 - Community AnnouncementsHi all, Work is underway on reimplementing the remaining scenarios. In the meantime, a few damage model fixes for 0.2.29.0: Fixed addon structures attached to a cannon barrels not being in the correct position in the armour overlay after being moved. Fixed incorrect damage model behaviour with perfectly overlapping plate faces. Fixed the damage model getting confused between what's armour and what's air in certain cases. - Hamish0.2.29.0 - Fixes (0.2 Alpha)Feb 5, 2025 - Community AnnouncementsHi all, Had a bit of a slow patch on this update, hopefully back on track now. This patch is for the 0.2 alpha branch {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Fixes Freeform: Fixed case of extend action corrupting plate structures. + Allowed placement on the side of armour plates. Fixed cannons using late-war muzzle velocity, regardless of the current era of the vehicle. You can no longer select parts through the sides of armour plates. Fixed addon plate structures not preserving mirror state when undoing a detach and delete. You can no longer save part blueprints with an invalid file name. Fixed issue with opening a selection panel while another is open. + General stability improvements. Damage model Significantly raised the allowed complexity of penetration simulations. This fixes the issue of complex armour being invulnerable. You might see lag spikes when hitting complex armour models, but the optimizations should reduce this heavily. Fixed armour overlay penetration sim visualization sometimes having missing path segments. Fixed fragments bouncing off of the inside of plates in certain cases. Improved handling of hitting parts overlapping armour plates. Changes Significantly raised the upper limit for how detailed plate structures can be. (Point limit now 32bit when required) Damage model: Raised the hard limit on the number of fragment bounces from 16 to 255. Removed checker pattern from the armour overlay. Optimizations Optimized damage model simulations. A minimum 20x speed increase, with complex cases being hundreds of times faster. Significantly reduced the in-battle damage model CPU overhead of using a lot of applique armour and addon structures. Modding Cannon operating pressure is now stored using a u32bit int, instead of u16. Returning more scenarios to 0.2 next. - Hamish0.2.28.2 - Part Blueprint Saving & Loading (0.2 Alpha)Jan 15, 2025 - Community AnnouncementsHi all, This one returns part saving and loading to the 0.2 alpha branch: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Reimplemented part blueprint saving and loading for engines, transmissions, cannons, tracks, paint, posture and plate structures. The part save and load buttons have moved to beside the blueprint name field. Plate structures don't save their attached parts as this is planned to be reimplemented in a different manner. Reimplemented engine presets. - Hamish0.2.27.2 - Crew Posture QoL (0.2 Alpha)Jan 9, 2025 - Community AnnouncementsHi all, Here's a little quality of life patch for crew posture. For the 0.2 alpha branch: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Additions Selecting crew posture editing points (RMB default) will now show move arrows, allowing posture to be moved like every other part. The current posture editing with (LMB default) still works. The move hotkey (G default) will now begin a move of the currently selected posture control point. Added crew posture presets. Part blueprint saving and loading returning next. - Hamish0.2.26.2 - Hotfix (0.2 Alpha)Jan 8, 2025 - Community AnnouncementsFixed keymapping screen showing default bindings instead of rebound keys after reopening the settings menu. 0.2.26.1 - Settings Menu Fixes (0.2 Alpha)Jan 7, 2025 - Community AnnouncementsHi all, A few fixes for the 0.2 alpha branch settings menu here. {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Fixes Fixed settings changes not applying immediately. Fixed the controlled vehicle firing when clicking resume in the pause menu. Fixed control rebinds not applying instantly. Fixed control rebinds not reverting when cancelling settings changes. Fixed photomode not correctly applying movement speed settings. General stability improvements. Additions Added a 'Low' vehicle shader quality, adjustable with the new 'Shader quality' option in the graphics settings. Removes non-essential effects to improve GPU performance. Added DLSS quality settings. Added low, medium and high quality options for TAA and SMAA. Changes Tweaked TAA to be better suited for fast moving vehicles. Removed obsolete "Ignore space requirements" and "Place anywhere" cheats. Removed "Override cannon traverse rates" cheat. Removed double-click to change compartments setting. Compartment selection has improved enough to make this obsolete. Control rebinds are now synced with the Steam cloud (if enabled). Split display settings into a seperate settings tab. Disabled track microbumps due to the current implementation being too CPU intensive. This will be reimplemented with a different approach. Working on crew posture next. - Hamish0.2.25.1 - Fixes & Performance Improvements (Geometrics Alpha)Dec 31, 2024 - Community AnnouncementsHi all, Here's a few fixes for the 0.2 alpha branch: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Fixes Fixed cannons creating a new shell size when loaded, instead of using the one they were saved with. Fixed the view not syncing to the scope's aim direction when exiting scope view while aim lock is on. Freeform: Fixed a case of mirroring stopping certain actions from running. Freeform: Fixed faces potentially thickening along edges which have been deleted, which resulted in file corruption. Designs corrupted by this will now correctly load excluding the corrupted structure. Freeform: Removed ability to split an edge connected to more than two faces, which resulted in game instability and file corruption. + Freeform: Fixed the button to place a new turret (non-revertably) replacing the currently selected plate structure, instead of spawning a new turret. + Freeform: Fixed Shift+D to duplicate also triggering the rotation placement tool mode. Freeform: Swapped the y and z positioning slider names to match the transform hotkeys. Removed sentience from the spawned ally vehicle in the flat sandbox. Fixed parts of the currently controlled vehicle turning invisible when viewed from certain angles. Powertrain info is no longer shown when controlling vehicles without a powertrain. Fixed incorrect shadowing of track belt segments. General stability improvements Changes Freeform: Allowed an edge to be split when it's not connected to any faces. Freeform: Actions are now triggered on hotkey press, instead of release. Ammo rack shell size selection now shows (Calibre)x(Propellant length) instead of (Calibre)x(Total shell length) Optimizations Track belt movement and physics is now multithreaded. Significantly sped up CPU-side rendering of track belts. (Using Unity's new ECS) Sped up vehicle spawning (Belt segments are significantly faster to spawn through ECS). Significantly sped up opening of design selection. Happy new year! - Hamish0.2.24.7 - Fields Scenario & AI Reworks (Geometrics Alpha)Dec 17, 2024 - Community AnnouncementsHi all, This update's for the 0.2 alpha, you'll have to opt-in to play it: {STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png Fields Rework Fields has been reworked using the new scenario tech to intensify its long-range big-battle feel, and to generally make it more of a challenge. The map has been expanded westwards by about 500m (50% wider) to make it less of a corridor and promote different ways of tackling it. Spoilers ahead, so skip this section if you'd like to do the scenario blind: Heavies at the back changes They're now a much tougher design, requiring the best AT guns of the period to pierce the frontal armour. They'll no longer charge at you. Instead, they'll hold the hill and fire down on you. They spawn at the start of the scenario, so you'll have to fight them and the light tanks simultaneously. If you charge them with greater numbers or they take heavy losses, they'll fall back. Aggressive lights changes There's now AT variants scattered amongst their ranks. They split up into two groups to form a crossfire. If you avoid engaging them, they'll turn around and chase you down. Profile now matters more than ever due to the shallow hill cover from the enemy heavies while you engage the enemy lights. You can head west to avoid a close quarters fight with the light tanks and use a hill as a shield from the heavies. Doing so opens you up to flanking fire from the lights. The scenario can now be completed by reaching an exit point, providing a way for mobility focused designs to succeed. Should you break through a flank, the enemies on the other flank will relocate to fire at you from the side. Changes Reimplemented Fields map. Added a 'None' powertrain option to remove the powertrain and tracks entirely, allowing you to make stationary AT guns. Reimplemented camera shake. Camera shake no longer affects the position of your crosshair. Camera shake now affects your view rotation as well as its position, instead of only affecting camera position. Camera shake now affects scope view. Added an impulse-based camera shake which adds more weight to sudden events (cannon fires, received hits, vehicle collisions). Greatly improved AI handling of mission and player orders. They should no longer get confused and sit around doing nothing. Reimplemented bot formations. Bots now follow their adjacent vehicle in formations, instead of following the lead vehicle directly. Improves turning and makes formations feel more organic. Taking control of a member of a formation and driving off will break the formation into two separate formations. Bots now halt until the slot in front of their assigned formation slot is filled, instead of all bots trying to immediately rush to their assigned spot. Greatly improved the driving precision of bots. Allows tight enough manuvering for urban maps. Bots now zero-in their shots when not moving, getting more accurate over time. Allies on Dunes no longer charge in by default. Instead, they'll advance u...0.2.23.2 - Custom Battles Return (Geometrics Alpha)Nov 18, 2024 - Community AnnouncementsHi all, Reimplemented custom battles into the 0.2 alpha in this one. Also updated the game engine version to Unity 2022.3.52f1, which was necessary to receive some fixes. Engine update main features: Decal CPU side rendering is much faster. Fixes issues preventing DLSS from working in scope view. Contact shadows are significantly improved and less noisy. Particularly noticeable in internal view. Volumetric clouds look much better and react to the sun angle better, which was the reason time of day controls were removed from custom battles. Fixes Fixed the custom battles lockout issue, which prevented you from doing custom battles. DLSS is no longer disabled in scope view. Fixed slight view tilt when exiting scope view. Fixed scope rotation starting tilted when the cannon is rotated around its forward axis. Fixed dirt being height-based on track wheels. Fixed new parts not having grime correctly synced with the rest of the vehicle. Changes Custom battles are now possible again. Team livery and weathering configuration hasn't been reimplemented. The custom battle escape menu now has a "Reset" button in place of the greyed out "Return to editor". Allows you to reset the custom battle at any time. Scenario select screen reimplemented. Scope view overlay no longer increases size with the current zoom level. Shell penetration marks now glow red-hot, cooling down over time. Shell penetration mark holes are now darker. Overlay see-through and select "Plate structure" filter separated into "Exterior" and "Interior". Allows plate structures to be made fully see-through. Darkened armour overlay colour. Made armour overlay modules more transparent. Bringing more scenarios back next. With them, an option to remove the powertrain and tracks entirely and build stationary anti-tank (AT) guns. Scenarios can then be brought back with in-game built AT guns designed around the scenario. The remaining tasks before 0.2 is feature complete and at feature parity with 0.127, in order of highest priority: Better crew posture manipulation controls Improved freeform selection tools Saving and loading of individual parts Radios, bot orders and formations Turret and part decoupling The scenarios will be returning over time when their respective tech is updated. After that, 0.2 enters beta. The beta will only receive fixes and iterations on existing features. - Hamish
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