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Sprocket screenshot
Genre: Simulator, Indie

Sprocket

V0.11915 - Fixes (Experimental)

Quick(ish) fixes for V0.11914.

Fixes



  • Reverted engine version to version in V0.11913, fixing the constant crashing in V0.11914.
  • Creating a new gunner no longer reassigns an assigned cannon to the new gunner.
  • Assigned cannons are now faded out again in gunner weapon selection.

V0.11914 - Experimental Branch Fixes

Hi all,

Survived the heatwave with another batch of fixes ready.

Fixes



  • Fixed turrets on turrets with constraints not firing when the bottom turret's target is outside of its constraints.
  • Made scope aim inputs relative to sight orientation. Allowing non-upright gunner sights to function correctly.
  • Stopped turret traverse sound still playing while turret is at its limit. Also made rotation stop less abruptly at turret limits.
  • Fixed incorrect cannon aim preview slider limits.
  • Fixed cannon recoiled barrels not fully resetting to original position.
  • Fixed sideways turret having camera track pivot offset to the side, making aiming difficult. Past a certain rotation, the camera will fallback to tracking the compartment the initial target is mounted on.
  • Fixed incorrect shading of cannon barrel segments when length is zero.
  • Fixed blueprint-loaded vehicles having different max turret traverse speeds than the designer vehicle.
  • New gunners now auto-assign an unused cannon. Fixes pre-multicannon designs having their gunner unassigned, needing to be manually reassigned.
  • Fixed shell impact marks not appearing.
  • Stopped ability to restart the engine and continue driving after tank is considered knocked out due to loss of gunner or loaders.


Only a few more multi-cannon bugs left.

- Hamish

V0.11913 - Multi-cannon Fixes

Hi all,

Fixes for the experimental branch. Seemingly half of which are for the Sherman mantlet.

Fixes



  • Blueprint load panel now closes when exiting the designer again.
  • Fixed small rocks on "No Tank's Land" scenario flickering to a lighter colour.
  • Stopped tracks being modified when changing era in the sandbox.
  • Fixed setting the number of ammo racks to zero causing the compartment selection UI to disappear for future racks until the vehicle was reloaded.
  • Fixed different grass density at the end of the "Fields" scenario.
  • Fixed gun laying drive constraints UI not updating on blueprint load, showing incorrect constraints.
  • Stopped the hit point indicator hitting the back of the Sherman mantlet at high scales.
  • Stopped part of Sherman mantlet being visible in scope view when depressed.
  • Barrel position now correct on Sherman mantlet at lower scales.
  • Added missing turret ring hitbox.
  • Fixed detaching an unmirrored mantlet with mirror enabled creating a cannon for the new mantlet but not mounting it. Cancelling placement would then leave the new cannon unmounted.
  • Stopped the part distance limit destroying parts which have been cancelled, but haven't been destroyed for undo/redo capability.
  • Upside-down mantlets were having odd behaviour with vehicles spawned not facing forwards. Locked all mantlets to rotate around the vertical axis. Q/E (default) only now, rotation placement tool disabled.
  • Stopped scope rotation starting upright when entering scope on non-upright scopes.


Changed



  • Updated Sherman mantlet icon (removed the tarp).


More on the way...if I survive this heatwave.

- Hamish

V0.11912 - Multiple cannons (Experimental)

Hi All,

The multi-cannon update is now playable. As discussed in the previous news post:
https://store.steampowered.com/news/app/1674170/view/3370395218655775735

It's still not fully stable, I'm just leaving the features here for now. It's up on the experimental branch, so you'll still have to opt-in to play it:


I had wanted to get AI controlled secondary turrets in this update but truth betold, I've run out of steam for multi-cannons and I'd like to move to other areas for a while. Especially as the next areas (Custom battles & more maps) are so exciting.

Multi-cannons



  • Allowed placement of multiple mantlets.
  • Raised crew member limit from 5 to 16. Uncapped the number of gunners and loaders.
  • Ammo racks are now created manually and assigned to compartments and shell sizes. Instead of having a rack created for each compartment.
  • Duplicated mantlets will use the same blueprint, meaning any changes made to one will affect all cannons using that blueprint. Mantlets can be linked and unlinked manually.
  • Cannons can be marked as the primary cannon. The camera will track the compartment of the primary cannon.
  • Cannons can now be assigned to groups. In-battle, firing will fire all cannons assigned to the currently selected fire group. Switching fire groups will switch the scope view to a cannon assigned to the new fire group, prioritizing primary cannons.
  • Cannons can have a fire delay set. Multiple cannons assigned to one gunner will fire each cannon after its delay time has passed since the initial fire. This allows you to keep firing while the other cannons are reloading.
  • Turrets and cannons can now have their range of movement restricted. This allows you to stop cannons aiming in directions which might result in them hitting your own vehicle.


Fixes



  • Fixed issues with "Destroy Parts" option in compartment design. Doing this on the hull would partially deregister the turret, causing it to detect itself as a surface next time it's picked up, constantly moving towards the camera.
  • Fixed not being able to re-place a part you've just placed without hovering off and back over the part first.
  • Fixed a cause of designer to gameplay transition failing with "Assembly failed" error.


Changed



  • Blueprint selection now starts on the same page as when it was last open.
  • Updated major engine version to receive the latest fixes and improvements.
  • Removed the cloth on the Sherman mantlet model. This needed a different tech which was a constant source of problems, so it's easier to remove it for now.
  • Part placement mirroring now disabled when snapped to centre.
  • Made designer navigation buttons smaller.
  • Changed scope markings from chevrons to a cross.
  • Allowed mantlets and sights to be rotated.
  • Removed the external mount from all levels. Since cannons are now spawned when placing
  • Added a smoother transition between loading screens. Also added a transition for returning to the designer when beyond a certain distance from the platform.


- Hamish

Multi-cannons (In the works)

Hi all,

It's been a while since the last update, due to the start of the next major update - multiple cannons.
Thought I'd update you on how it's going as there may still be a few weeks left.

The main reason many (and myself) wanted multi-cannons is now possible. The doors are now open for effective WWI land ships.


By assigning cannons to fire-groups you can fire one at a time, or multiple at once.



You can have multiple cannons using the same blueprint, making designing a breeze.


Different calibers are perfectly possible, though we're still lacking effective high-explosive for the higher calibers.



You'll need to have a gunner and loader for each cannon. Still limiting to one cannon per gunner and loader.


Ammo racks are now less cluttered with high numbers of turrets. You'll need a rack for each size of shell fired by the tank's cannons.


All that's left is AI turret control, and gun and turret constraints.
AI turret control allowing you to have your secondary turrets all targeting different enemies.
Better gun and turret constraints stopping your secondary turrets all targeting you (shooting yourself accidentally).

It's still very much a work in progress, but you can play it right now in the new beta branch for multi-cannons. Though it's best to wait until it's out of experimental if you'd like a smooth experience. Opt-in like so:


- Hamish

V0.1182 (Unstable) - Hotfix #2

More fixes and tweaks from your feedback to Friday's patch.

Fixes



  • Fixed text input for positions in freeform not functioning.
  • Stopped the compartment designer camera refocusing when editing the hull.
  • Selecting over a selected part now deselects the part again.
  • Fixed artillery and AT-guns not firing due to the recent cannon changes.
  • Fixed track belt ignoring roller wheels at high segment length to roller radius ratios.
  • Fixed one cause of UI getting stuck on screen when transitioning between designer and gameplay.
  • Fixed turret rings not showing in blueprint preview icon.


Changed



  • Scroll input for sliders now requires you to hold shift - stops you accidentally changing values while scrolling through the properties.
  • Cannon barrel segment limit raised from 6 to 10.
  • Cannon segment length slider limit lowered to 1m. Up to 6 is still possible through text inputs.
  • Reintroduced an improved version of track 3D editing. Grab points are more visible now.
  • Stopped "The Crossroad" ally AIs from stopping to fire.


- Hamish

V0.1181 - Hotfix

Quick fixes for Friday's patch.

Fixes



  • Fixed slider input fields not deselecting correctly, causing the camera to remain locked.
  • Fixed track edits with camera autofocus enabled resetting the camera pivot to the centre of the vehicle.
  • Fixed ammo racks not loading blueprints correctly when loading a design with the same number of compartments as the current design. This stopped further edits from updating space and mass correctly.
  • Fixed track separation slider not updating limits correctly. Causing it to break when edited.
  • Fixed designer UI not syncing with current description when loading in. Meaning returning to the designer appeared to delete your vehicle description.
  • Fixed freeform hotkeys triggering in generated compartment design, causing actions to start and the camera to lock.
  • Fixed the selection panel not allowing scrolling. Only noticeable on the custom decal and paint tabs.
  • Fixed torsion bar length slider breaking after loading a vehicle.
  • Part description fixes:

    • Added missing spaces in circular hatch name, crew required parts description, 50 Cal description, Pz VI exhaust.
    • Added missing name and description to radiator cap.
    • US and German track segment descriptions were switched. Unswitched them.

  • Fixed unclickable buttons when selecting a blueprint. Only occured after selecting a faction (the active faction button was being disabled, and not renabling upon reuse).
  • Stopped detaching a turret with another turret on top from detecting itself as a surface, making it constantly move towards the camera.
  • Finishing a freeform armour edit no longer disables armour view if armour view was enabled at the start of the edit.
  • Fixed various designers not fully resetting when starting a new vehicle.
  • Fixed certain designer hotkeys being triggered while typing text.
  • Fixed typo in destroy attachments confirm panel.


Changed



  • Rearranged freeform action buttons, into a more orderly 2x3 layout.
  • Fire extinguish key now rebindable.


More on the way ːsteamthumbsupː

- Hamish

V0.118 (Unstable) - Descriptions, Cannon Design Flexibility & QoL

Hi all,

Lots of house-keeping in this one, cleaning up and restructuring. Lots has changed and I've no doubt made mistakes, so it's going up on the experimental branch.

You'll have to opt-in to play it:


Additions



  • Added vehicle descriptions. For all of your lore-building needs. These will be visible in unit selection screens in custom battles and the campaign once they're in.
  • Added part names and descriptions, visible by hovering over the part's icon. Wanted to do these in a way which supported other languages, ended up doing most of the work for multi-language support.
  • Added an ISU-152 muzzle brake.
  • Added a Browning MG port.
  • Scrolling over sliders now changes their value by their smallest step, great for fine-tuning.
  • Added buttons to cycle through all compartments. Find them on the left and right of the compartment name field (only visible with more than 1 compartment).
  • Added an option to enable double-clicking to select the hull or turret to edit.
  • Added undo-redo support for the cannon designer.
  • Compartment design now autofocuses the camera on the selected compartment (if autofocus is enabled).
  • Increased the flexibility of the cannon designer (part of multi-cannons). Barrel segments are no longer fixed to 2.
  • Compartment design now switches to armour view when on the generated compartment armour page or while editing armour in freeform.
  • Added undo-redo support for loading in compartment blueprints.




Fixes



  • Stopped placeable fender tab from disabling options after they're picked.
  • Abandoning the vehicle then returning to the designer now resets the cannon and turret rotations correctly.
  • Reworked approach to locking camera rotation & zoom in the designer. Should fix these staying on when they shouldn't during exceptional circumstances.
  • Fixed Matilda mantlet barrel positioning being ~1cm too high. More noticeable at high scales.
  • Fixed issues with destroyed parts causing returning to the designer to lock up.
  • Exiting the designer now destroys unattached turrets correctly. Also prevents the soft-lock this caused when returning to the designer.
  • Fixed turrets left unattached in the air becoming impossible to pick up again.
  • Fixed camera auto-focusing not removing the offset from the focus point. Meaning the camera wasn't centering on the target correctly.
  • Fixed extends+move (via the extend hotkey) not redoing correctly.
  • Fixed various freeform actions not applying mirroring correctly when redoing.




Changed



  • Reworked GUI generation, now supporting columns. This has been used to reduce the space taken up by various buttons in the freeform and engine designers.
  • Disabled detaching/selection for everything except decals in the decal designer.
  • Blueprint selection icon fields are now removed when an icon couldn't be found.




After some more in-depth planning, custom battles is looking like a bigger workload than expected, while multi-cannons is looking smaller.
As a result, I'm cancelling the compromise to do a basic custom battles first. Instead going straight to multi-cannons.
I'm also pushing the engine reworks back until after multi-cannons.

Starting on multi-cannons next (may need a stabilization patch for this one though).

- Hamish

V0.117 - Fixes & Stabilizations

Hi all,

Fix focused bunch here. Stabilizing all the recent content.

Fixes



  • Pressing duplicate over turrets no-longer deselects the turret. Meaning you had to switch to the hull and back to make the placement tools appear again.
  • Stopped duplicating while holding translate/move arrows creating a broken turret duplicate.
  • Fixed various parts of HVSS (2nd suspension type) not resetting their angle correctly when returning to the designer. Causing them to gradually move more and more out of position, though this didn't affect performance.
  • Stopped exiting the designer while the mouse is over the designer GUI from locking camera zoom.
  • Fixed placements further than the allowed distance not having their mirrors destroyed.
  • Made rivets more stable, they shouldn't be changing on loads or placement tool movement anymore.
  • Loading blueprints now deselects anything selected. This stops issues with UI trying to modify parts of the unloaded vehicle.
  • Worked on hit detection for Panther, Square, Sherman, Matilda and SU-85 mantlets. This should fix mantlet armour being ignored by projectiles. Allows better placement on most (the base, not the moving part).
  • Fixed cannons constrained to 0 elevation or azimuth becoming stuck at 0, only fixable by replacing the mantlet.
  • Fixed cannon load progress indicator sometimes showing fully loaded when leaving the designer, when it shouldn't.


Changed



  • Part placement is now enabled in all designers. Enabling placement in ammo storage and paint designers.
  • Parts can no longer be detached or duplicated in the compartment designer. This obviously doesn't apply to turrets.
  • Disabled azimuth for the square mantlet as it didn't make sense.


Vehicle and part descriptions up next, comes with some UI rework to support it.

- Hamish

V0.116 - AI Reworks & Riveting Rivets

Hi all,

Continuing on with the smaller updates. Got carried away with some AI work this time.

Additions



  • Vehicles in formations now aim in the same direction as the leader.
  • AIs now fire if they're aiming at any part of their target, instead of only on the exact point they're aiming at.
    Making them more likely to fire if you're passing by them quickly.
  • Vehicles now have a number identifier at the end of the name. Helps to tell them apart in messages.
  • Added a temporary solution to increase traction of roadwheels.
  • Added a rivet part. Wanted to hold off on these for performance reasons - until people started using much more intensive parts as rivets.
    These should let you cover your tank without taking a big performance hit. Unfortunately, the optimized approach doesn't let you change the spacing.
    Instead of changing the size, scaling will change the number of rivets in the line you're placing, with resizing options moved to a menu accessed by selecting the rivets.
    Ideally there will be a generator to do this for you later on, this will do until then.




Fixes



  • Allies no longer execute other allies if they have the nerve to get between them and the enemy. Only works at close range (~100m), friendly fire may still happen at long range.
  • Fixed enemies not spawning on 'Fields' scenario sometimes.
  • Fixed attached parts on spawned vehicles having both left and right mirrors, mainly fenders.
  • Fixed Sherman mantlet not scaling at all, introduced in V0.115. Scaling in individual axes is still disabled for this one.
  • Fixed duplicated custom decals not saving correctly, causing them to reset to the default decal when they're loaded.
  • Stopped hull/turret smoothing issues from imported models causing spawned ally vehicles to be left incomplete, lowering performance until the level is exited.
  • Stopped the SU-85 & round mantlets separating from their base at low scales.
  • Fixed pickup hitboxes not matching the scale of all mantlets.
  • Pressing play will now destroy all parts further than 20m from the vehicle - fixes some physics issues.
  • Fixed generated fenders having gaps above a certain section length.
  • Prevented pausing causing an open order menu from sticking on screen until you gave another order.
  • Fixed load time indicator giving an incorrect time estimate with low efficiency loaders. The displayed load time wouldn't change but the timer would go down slower.


Changed



  • Completely overhauled the AI, they now make more decisions based on their current situation and take steps to improve their offensive & defensive effectiveness.
    Tanks will start pulling back when they are taking too many hits or they meet an overwhelming force.
    In general, battles will now be slower paced. More interesting situations should happen more frequently. The rework also prepares target detection and prioritization for multiple gunners.
  • AIs will now stop to fire at long range, increasing their accuracy. This doesn't happen in formations.
  • Improved AI pathfinding around knocked out and immobilized vehicles.
  • Cycling through team vehicles (</>) now follows the order of your current formation, if you're in one. Useful for cycling through convoys.
  • AI Orders are now completely disabled without a radioman.
  • Radiomen can now function without antennas, but only to within 50m. Antennas extend the range to anywhere in the battlefield.
  • Reintroduced 'Attack' and 'Defend' commands.
    Attacking vehicles will try and flank their enemies, flanking to different areas around their target if they're not penetrating.
    Defending vehicles will hold and face their target.
    Using these will make the affected vehicles exit their current formation.
  • 'Move to Position' orders now reset the rest turret direction to straight ahead.
  • Doors are now blown off on hatches which don't get flameout effects due to the 'effects per vehicle' limit.
  • Increased AI range error. AIs will be less accurate at long range.
  • Reworked 'Railroad' mission to be more interesting and provide more cover, especially fun at 200% battle size.
  • Essentials checklist no longer displays required numbers "(0/1)" if only 1 is required (all of them currently).
  • Increased HVSS (2nd suspension type) stiffness by 20%.
  • Spread out the spawn points on "Silent Border" scenario.
  • Reduced view range of allies on "Silent Border" scenario.


Optimizations



  • Lowered physics and AI resource use of knocked out vehicles.


- Hamish