Rewrote the placement system, allowing undo and redo for part placement.
You can now adjust the number of belt segments in each spare track part. This is done by selecting the desired spare track, then editing the field in the right side panel.
Added attachable spare wheels.
Added the Matilda II's mantlet.
Suspension can now be resized, removing the need for small, medium and large versions. Designs using the old small versions will be fine but it's recommended to update them by switching to the large variant and bringing the size down to where it was.
Added sound effects to various designer buttons which were silent before.
Fixes
Spare track armour and visualization now match the size of segments much more closely.
Stopped the hull completely breaking when resetting a design.
Fixed step fields (the ones with +/- inputs) not receiving typed inputs.
Fixed mantlets not updating their armour visuals until their thickness is modified for the first time.
Fixed smoothing on the Sherman mantlet's armour.
Undo/redo history is now cleared when loading or resetting a design. Preventing bugs until this is handled better.
Changed
Increased default traverse ratio from 10 to 45. Increased the slider range from 0.1-30 to 15-75. Ratio is now displayed to 1 decimal place, instead of 2.
Move/Rotate/Resize tools now stay the same size on screen, so they won't get unwieldy when very close up.
Doubled the size of gunner sights (back to where they were several patches ago). Also tightened up the hitbox.
Replaced gun mounting, paint designer and settings menu GUI headers with dropdowns.
Changed default crew locations to the hull, removing the notifications that various crew members have been moved to the hull when you enter the designer.
Made all mantlets start smaller.
A notification is now displayed when placement is obstructed.
Optimizations
Significantly reduced RAM usage for part models.
Sped up track processing, may be noticeable with many vehicles close together.
- Hamish
Where we're going (Roadmap Update)
Hi all,
As promised, I've updated the roadmap to reflect the missed and premature goals:
Text Version
These are ETA goals for major features, to get an idea of the progression. Actual times may differ substantially.
Per quarter goals: - 2 new scenarios - 5+ player-suggested vehicle parts
2022-Q1: - Pike-nose hulls - Round turrets - Multi-turrets - More flexible hull/turret design - Custom decals and camo - Vehicle and part descriptions
Q2: - Multiple cannons - Custom battles - AI & Scenario reworks - Multi-language support - Design sharing (Steam Workshop)
Q3: - Shell designer - Mod support
Q4: - Campaign. Features vehicle and resource management. Adds many more concerns when designing.
Q2: - Auto-cannons - Functioning machine guns - Auto-loaders - Oscillating turrets - Open turrets and hulls
Q3 - AI aircraft + Anti-aircraft scenarios - Extra gamemodes - Strv103 suspension - Steam Achievements - Mac & Linux support
Q4: Full release
Next Focus
Multi-cannons and custom battles are the next in line, which is a tricky one to prioritize. Multi-cannons will unlock the use of multi-turrets while custom battles will help the sorely lacking purpose for your designs.
After a poll on the Discord server came up with ~75% preferring multi-cannons over custom battles as the next major focus, I think it's worth a compromise. Custom battles can be split in half, with a quick, basic implementation. Then multi-cannons. Then full custom battles with more control over unit placement and defences. A few more smaller updates until work starts on these.
Campaign
One of the first changes you might notice, this is an expansion on "Vehicle & resource management" on the roadmap V1.
Quite a ways off, but still worth thinking about now. It has pushed back multiplayer, which I'm sure isn't great news to many of you. Hopefully you'll see the appeal.
Logistics and ergonomics are two quite major design concerns in tank design, both poorly simulated in-game. The campaign will be the fix to that, adding the challenge of designing tanks to be war winners, not just battle winners.
The idea is to get a massive grand strategy, then cut away at it until only the essentials are left and it's possible to do in a reasonable time-frame. The campaign will follow a section of a war front as it pushes into enemy territory, progressing through several eras while managing a tank battalion under constant resource constraints. Tech will advance, leaving your current vehicles outdated. You'll be in a constant battle between up-to-date designs, mass production and production quality. You'll start picking 4 man crews over 5. You'll pick lighter, more fuel efficient engines, sacrificing some acceleration. I'll go into more detail once it's a little closer but you get the idea.
Exciting stuff, all to come.
- Hamish
V0.114 - Custom Decals & Paint
Hi all,
Here's some fixes for V0.1136. Included some new parts since that was held up over the major update.
Additions
Added custom decals and paint jobs. To use: drop a .png or .jpg file into the dedicated folders, then select it in-game. There's a button to open these folders in the "Custom" tab of the decal and paint designer.
New parts:
Circular hatch.
Trim vane, a board used to stop water going up the front of the tank when entering water.
Cuboid stowage box.
Added a setting to disable film grain.
Added settings for screen brightness and gamma.
Fixes
Decals now scale correctly in single axes.
Fixed turret ring height being ignored for generated turrets outside of the designer.
Improved shape editing undo/redo effects on part positions. It shouldn't go haywire when undoing extentions, merges, etc.
Rotation snap enabled by default again.
Moving freeform points with select rebound to LMB resulted in everything being deselected and the move only affecting the point under the cursor.
Disabled return to designer hotkey while paused, to stop it leading to unexpected behaviour.
Fixed a cause for rapidly entering/exiting the designer and having the HUD getting stuck on screen.
Stopped turret position slightly changing across loads. This was more noticeable when the turret was slightly above or below the surface.
Several stability improvements.
Changed
Allowed lower and higher look sensitivity settings.
Enjoy!
- Hamish
V0.1136 - Freeform Designer
Hi all,
Here's Sprocket's largest update yet. Thank you all for being so patient.
This update is fully backwards compatible, so old designs will be updated and be (mostly) fine.
Freeform Designer
The new approach allows more faces to be added, infinitely increasing the possibilities. Through this, you can create pike-nosed, cast and Sherman hulls, round turrets and just about anything else you can think of.
As a result (no extra effort), multi-turrets are now possible. Due to the fact you can only have one gunner, extra turrets will be aesthetic until this limit is raised (scheduled for multi-cannons).
Superstructures work more naturally now, extending out of the hull instead of fixing the turret. This makes their mass and space more accurate (lighter and roomier), and stops internal walls from limiting gun depression. Turrets are now placed like regular attachments, able to be positioned and rotated using the new placement tools. Armour gradients (thickness changing gradually across a plate) are also possible.
Additions
Added a new way of designing hulls and turrets, known as "Freeform" mode.
Added tools for moving, rotating and resizing parts. Holding duplicate while dragging on these will duplicate and perform the action on the copy.
Added new cannon sound effects, one for low, mid and high calibers.
Gun laying drives can now be damaged and destroyed. When fully destroyed, the cannon will be locked in-place (but can still be fired).
Context menu. Selecting attachments can now display a design screen, allowing much more in-depth design of attachments. Mantlet design is now accessed through this, instead of through the gun mount designer.
Crew role, engine and fuel tank icons are now displayed with their respective positions.
Introduced first undo/redo support (default undo:Ctrl-z redo:Ctrl-y). This currently only supports hull/turret editing and attachment positioning, with support for others coming over time.
Saving individual hulls and turrets now saves everything attatched to them.
Added a button to destroy all parts attached to the selected hull/turret.
Added placeable versions of the previously generated-only fenders.
A notification is now displayed when converting a design between eras.
Crew members are now automatically moved to where their required components are. e.g. Placing a cupola will move the commander to the hull/turret you placed it on.
Added a subtle film grain effect.
Increased the flexibility of the GUI, allowing for dropdowns. Most designers have been updated with these, giving the designer a more sleek look. This allows for more options and info without adding clutter.
The 'Essentials' guide in the designer can now be hidden by clicking on it.
Generated front fenders can now have their length adjusted.
Added 3 new camouflage patterns.
Fixes
Paint job selection now shows when flat and paintless options are selected.
GUI toggling is now disabled in the main menu, stopping loading into scenarios without a GUI.
Decals now start with the selected graphic, instead of needing to be placed, selected and changed.
Fixed issue with shell penetration, sometimes causing applique armour to be ignored. This was most noticeable on large parts, like mantlets.
Fixed the mount of the AT gun behind the barn on "Silent Border" staying behind when the AT gun is moved.
Fixed a mistake in track mass calculation, resulting in tracks being twice as heavy as they should be - tracks are half as heavy now.
Stopped slider jitter from rounded values.
Improved recovery of the designer when something goes wrong when pressing play, it shouldn't softlock the game anymore.
Changes
Re-wrote how compartments are handled behind the scenes. This fixes a few issues like inconsistent mass and volume when loading blueprints. Overall this should prevent many bugs and speed up all future additions.
Updated old hull/turret designer to work with the new freeform designer, the old style is now refered to as "Generated" mode. Took some time to polish and simplify it by removing the hull sponson slant, as well as the front and rear strips. These would only complicate things now, since they can easily be re-added in freeform design.
Re-wrote the post-penetration model. The fragments created from penetration now bounce around the inside, damaging anything they hit. Previously fragments didn't bounce. They may also go out the other side of the vehicle, meaning more penetration isn't always better. You might notice:
More of a middle-ground between fully working and destroyed internals, there will be more partially working cases.
A larger difference between high and low caliber cannons. Lower calibers hit fewer internals, higher calibers hit more.
Due to the increased number of fragments (with damage being spread across), big absorbers like fuel and transmissions will now absorb fragments better.
Disabled track blocking of placement, since it was inaccurate and frustrating.
Changed paint rendering method, allowing camouflages to continue across edges and parts, without seams. This does come at the cost of some distortion, more noticeable on flat sides.
Rebound armour view default hotkey from 'a' to 'v', 'a' is better used for selecting/deselecting all in the hull/turret designer.
Changed turret and cannon acceleration display to the time taken to get to the maximum speed.
Lowered ammo rack capacity slider limit from 300 to 100.
Armour view now has a checker texture, helping to see surface direction.
Disabled the fender designer, as it can no longer function with the new compartments. Fenders on old designs will be converted into placed fenders. Placeable fenders have been moved to the "Structural" tab in the crew section. This will be replaced with a new approach to fender generation in the coming updates.
Increased base damage of cannons by 50, meaning a crewmember (100 health) hit by the smallest cannons wont be able to walk it off anymore.
Significantly lowered the mass of HVSS suspensions.
Lowered paint saturation slider limit from 200 to 100%.
Armour thickness slider is now rounded to the nearest 5mm.
Internal fuel tank capacity slider is now rounded to the nearest 20L.
Decreased armour density from 8000 to 7850kgm^3, everything will be slightly lighter.
Minor GUI improvements to designer, victory & defeat screens.
Increased the size range of many parts.
Raised the minimum scale for hatches. They can no longer be scaled to a size a human couldn't realistically fit through.
Disabled collisions on many parts. These may come back when it serves a purpose other than to annoy you.
Engine rpm sliders are now rounded to the nearest 100.
Increased the distance the world border can be seen from.
Track design now hides disabled options better. e.g. Interleaved roadwheels and grouping are mutually exclusive, so now one is hidden when the other is enabled.
Shells can now ricochet off the ground, into an enemy if you're lucky.
Made Czech anti-tank hedgehogs more effective at jamming themselves under tanks.
Removed the attack and defend AI orders, these will go back in once they work better.
Shell visuals/tracers now visually match their caliber better. Most noticeable on larger calibers.
Stabilization took longer than expected back in 2021 Q4, many roadmap goals were missed. The roadmap will get an update, pushing everything not covered in this one forwards. It'll rearrange some orders too.
I realize there was slightly poor communication on this one, I'll work on that in future major updates. Several smaller updates on the way next!
- Hamish
V0.1121 Experimental - Fixes & Graphics Tweaks
Hi all,
Here are some fixes for V0.112 on the experimental branch. I may have gotten carried away with some graphics tweaks.
Additions
Added stop-gap cheat to make applique armour purely aesthetic. This is planned to be removed with addon structures.
Trees are now affected by wind.
Added experimental graphics setting to enable tracks to push grass down.
Added muzzle flash effect for medium size cannons.
Fixes
Spare tracks and external fuel barrels now have reasonable mass again.
Attached part mass wasn't being considered in the physics sim, it is now.
Fixed name validation issues with faction creation.
Fixed AIs only moving up to a certain point in the new Fields by themselves.
Fixed armour view not disabling correctly when returning to the main menu.
Fixed track end wheel mount selection GUI not updating correctly to the currently selected mount.
Removed holes in new Fields map border.
Stopped the game locking up when trying to play with tracks with no roadwheels (broke again in V0.112).
Shell ground impact visual effects now scale with shell size.
Reduced black pixel artefacts on cannon muzzle flash effects.
Fixed not being able to place on track panels after armour view has been enabled.
Changes
Adjusted all external armour mass.
Made external armour mass and thickness more accurate when scaled.
Changed grass shader, looks better and runs better.
Game version now permanently displayed.
Adjusted wind for all levels.
Tweaks to "The Crossroad" lighting and fog.
Track resistance is no longer inversely proportional to roadwheel diameter.
Added more smoke to engine fires.
Optimizations
Disabled attached part model merging. While it saved CPU performance, it threw a wrench in GPU rendering. The multi-threading improvements are still working.
V0.112 Experimental - Armour, AI & Optimizations
Hi all,
This one features an overhaul of everything armour related, three new parts, AI formations and improvements as well as a major vehicle optimization.
This is live on the experimental branch for a few days until you've all nailed down any issues.
To opt-in: 1. Right-click the game in your library. 2. Click properties. 3. Open the 'BETAS' tab. 4. Move onto the 'experimental' branch.
You can opt out at any time.
New Parts
Track belt segment off of the Mark IV.
Churchill sprocket wheel mount.
Sherman idler arm.
Additions
Addon armour is now visible in the armour view.
Maximum expected armour is now shown in the era description (this is the same as the slider soft limits).
Armour view can now be toggled with a hotkey ('A' by default)
Addon plates and track panels now add armour and mass.
Added AI formations, featuring line and convoys.
Added cruise control, driving without having to hold a button.
Added graphic to show the attachment currently under the cursor.
Added open/close animation to space/mass summary dropdowns.
Added open/close animation to AI order menu.
Added post-processing settings for vignette, motion-blur, chromatic aberration, bloom, ambient occlusion, contact shadows and depth of field. Disabling these will give a significant performance boost.
Added several new midwar enemies.
Fixes
Fixed unpredictable results when sampling armour thickness of mantlets.
Made effective thickness added by external armour more realistic.
Tracks and external fuel tanks no longer fully absorb shots. They now function as standard applique armour.
Fuel tanks blown off the vehicle now remove their fuel.
Fixed the cannon-load indicator not showing the correct value when switching from a vehicle with a destroyed loader to one with a functioning loader.
Removed the gap underneath roadwheels on destroyed tracks.
Switching vehicles now carries over throttle and steering control, you no longer have to release and press.
AI command highlighted selection no longer gets stuck with the highlighted colour.
Fuel tanks blown off the vehicle no longer match the owner vehicle's level of detail, stopping low quality barrels lying around.
Fixed cannon designer updating the cannon with outdated values, resulting in unpredictable results.
Fixed potential crash with rollers enabled and a track configuration with no rollers.
Decals are no longer cut-off when placed on the boundary of the hull and a fixed superstructure.
Deleting a blueprint while waiting for confirmation of another delete no longer causes the confirm panel to get stuck on screen.
Fixed blueprint-loaded decals disappearing when detached and scaled up.
Fixed "Taiga" scenario being unwinnable.
Changes
Hull/turret armour design now enables full armour view, instead of only the part being designed.
Turret traverse motor torque can no-longer go below hand cranked torque.
Roadwheels not in contact with the ground now spin at the same speed as the rest of the track.
Fully reworked "Fields" scenario. It has changed from latewar to midwar.
Changed lighting on "The Crossroad", creating an even gloomier atmosphere.
Changed text style on message logs.
Improved AI movement with Clutch-braking steering system and tight turns.
The scope crosshair now receives anti-aliasing, making scope markings appear crisper (with anti-aliasing enabled).
Various polish to designer GUI.
Track end wheel mounts are now flipped depending on which end of the vehicle they're on.
Optimizations
Attached parts are now merged with the hull/turret into a single model, massively reducing the workload on the CPU. This is especially noticeable with high-part count vehicles or big battles.
Made CPU processing of all vehicles more suitable for multi-threading, more noticeable at higher part counts.
Reduced rendering cost of wheels at far distances.
Next up: Designable addon structures that extend the hull/turret, contributing to internal space and mass.
V0.1111 - Stability Improvements
Hi all,
Back from the break now. Here's a stability patch, fixing less common issues (also fixes that pesky lower height bug).
Additions
Added visual effect for successful penetration.
Fixes
Fixed hull lower height not moving at all.
Several behind-the-scenes stability improvements.
Changes
Reduced chance of ammo rack detonation.
Made placement more responsive.
Adjusted lighting on "The Crossroad" scenario.
Lowered maximum suspension damper from 10000 to 2000
Changed default damper and transmission ratios to more reasonable values.
Next up: The external armour rework.
Development Break (4-14 Oct 2021)
Hi all,
It's been an intense month since release, the game has seen quite a makeover. The time has come for the planned and much needed break, to recharge my batteries for the exciting changes lined up over the next few months.
I'll be taking 10 days starting on the 4th of October, back on the 14th.
Thank you for your patience everyone - back in full force soon. Hamish
V0.111 - Hotfix
Fixes for various issues created in V0.111
Additions
Cannons now have gearing, like the turret. This will allow you to move just about any cannon. Lighter cannons will be able to see their old speeds in V0.110.
You can now scale with the keyboard. Default bindings: -/=. Traditional scaling wasn't working for some, making the new mantlet scaling very limiting.
Fixes
Pz38t mantlet armour now uses the correct model.
Pz38t mantlet can no longer rotate sideways.
Fixed two inaccuracies in cannon mass distribution calculation.
Fixed hull strips not being able to move all the way up to the lower hull height.
AT guns are now aiming and firing correctly again.
Gunner efficiency no longer affects the torque used to move the cannon as it doesn't make sense.
Repeatedly rapidly opening and closing various GUI screens should no longer cause the GUI to get stuck on screen.
Changes
Doubled turret top speeds, allowing you to get the same top speeds with double the acceleration.
Halved the mass of all muzzle brakes.
Hull front and rear strips can now be completely hidden.
Updated all starter vehicles.
Lowered the max torque of cannon traverse motors to correct for the increased torque possible through gearing.
V0.111 - Turret & Cannon Movement
Hi all,
Major cannon and turret movement changes in this one, they're much more realistic now. It also introduces mantlet scaling, unfortunately you'll have to re-place most mantlets. I've included a new mantlet as an apology.
Additions
Turret gearing design. You can now exchange maximum turret traverse speed for acceleration.
Added setting to toggle aim lock instead of holding.
Added control tips based on what you're currently doing. These can be hidden in the settings.
You can now adjust the size of the sprocket and idler wheel mounts.
Can now save and load with "ctrl-s" and "ctrl-l" respectively.
Added display to show how many functioning vehicles are on your team.
Added cheat to allow placement in obstructed areas.
Added an interwar mantlet, based off the Pz 38 t.
Fixes
Turret rings weren't constrained correctly. This was causing odd internal space behaviour with rings larger than the hull.
Cannon technology now saves correctly with cannon blueprints. This was causing WWI allies to have latewar cannons (Since V0.110).
Certain UI tooltips no longer stick around when exiting the designer.
Victory/Defeat screens can now be toggled like the rest of the UI.
Internal space now behaves more as expected when loading designs. There should be less space-difference when loading the same blueprint twice.
Fixed camera being forced underground or locked above a certain height with camera auto-focus on.
Roadwheel diameter no longer has a large effect on the force applied by a track.
Track segments now closer to zero speed relative to the ground.
Fixed certain track segment joints not appearing correctly aligned.
Entering invalid text inputs no longer stops you from exiting the designer until you restart or return to the main menu.
Suspension specific weight now takes all tracks into account, instead of just one.
Changes
Cannons and turrets now have more accurate physics. They will now accelerate and decelerate instead of moving at a constant rate. This makes them feel heavier and makes fast traverse rates look better.
All mantlets can now be scaled like every other part.
Weathering is now saved with the vehicle.
Turret mass display changed to show full turret mass instead of only the armour's mass.
Increased contrast on kill confirm message, making it easier to read.
Designs now load as soon as they're selected, you don't need to confirm your choice anymore.
Roadwheels now continue spinning when lifted off the ground.
Increased mass budget of "Fields" scenario from 100 to 120t.