Here's this week's work, including the long awaited era-switching in the sandbox. Your cannons and transmissions might need tweaking.
Additions
You can now change the era in the sandbox.
Added HD textures for the riveted applique panel.
Added more applique panel variations.
You can now place on track panels.
Added decals: Chinese star, Japanese flag, German cross variation, Polish emblem and a red star variation (all made by Drift).
Added more notifications for why your crew setup isn't working.
Counterweights can now be configured for cannons, allowing much larger/longer barrels.
Muzzle brakes now add mass, helping with cannon balancing.
Added cheat to allow era switching in scenarios.
The sandbox current era will automatically switch to the loaded vehicle's era (this wont happen for vehicles from a previous version).
Fixes
Shot-off fuel barrels no longer stick around and become magenta when their original vehicle has been despawned.
Losing the scenario at the same time as returning to designer no longer makes the defeat screen stuck until the game is restarted.
Artillery health now resets correctly on "No Tank's Land" scenario.
Vehicle dirt colour now correct on parts loaded from a blueprint.
Typing text no longer triggers hotkeys.
The sandbox spawn menu can no longer be opened in the designer.
Removing crew members now removes the roles on the "Essentials" checklist correctly.
Tracks shouldn't be changing shape (sometimes) when a vehicle is loaded.
External fuel now adds mass to the vehicle.
Fixed issue causing faction selection screen to not load correctly.
Stopped malformed belt segments appearing on the track belt sometimes.
Barrel kill markings now wrap all the way around larger calibers.
Stopped an option potentially sticking around in the AI command menu.
Drivers in the turret no longer work for AI vehicles.
Fixed issues with file-manipulated track blueprints locking-up the game.
Fixed clutch braking tightest turning radius not functioning correctly. This was also causing AI casemates to face the exact opposite direction of their target.
HVSS (2nd suspension type) no longer has downtravel, the arm no longer goes below horizontal.
Fixed incorrect initial values on turret and cannon design HUD.
Fixed crew not using space after loading from one casemate to another.
Fixed bright dome caused by engine fires with the circular engine vent.
Changes
The current era is now attached to each blueprint, meaning WW1 vehicles can be used in latewar.
Increased the maximum size of sideskirt and applique panels.
Removed engine design fuel display until it's more useful.
Increased shell maximum length from 1m to 1.2m
Made braking less twitchy.
Moved the trunnions(pivots) of various mantlets back.
Engines now encounter resistance around their max rpm. Top speeds are more predictable and correct gearing is more important to unlock full speed potential.
Halved engine health in response to lower damage from overstrain.
Clutch brake hard brake turns can now be done in reverse.
Lowered damper max by a factor of 10.
Broken tracks affect vehicle movement more.
Updated all enemies.
Optimizations
Improved performance with high quantities of attached parts.
V0.109 - Hotfix
Fixes for issues created in V0.109
Fixes
AT guns and artillery no longer destroy themselves on the 2nd shot.
Removed the scope visual artifact on the far left of the screen.
Sequential aiming elevation no longer gets stuck with turret mounted cannons under certain circumstances.
V0.109 - Fixes (And some features)
Hi all,
A mixed batch today. Fortunately we're starting to see the end of the major bugs.
Additions
Rotation snapping can now be toggled (hotkey:R).
Added a cheat to have a minimum 5 degrees/second cannon traverse rate (Settings/General/Override cannon traverse).
Added French Rondel decal (made by Drift).
You can now hold the fire button to fire as soon as the gun is loaded.
Gunners now need to be over 70% efficiency to rotate the turret and cannon simultaneously.
Fixes
Fixed issues created by tracks with zero roadwheels or suspension assemblies.
Despawning enemies no longer causes hit direction indicators to get stuck on the screen.
Cannons now functioning on ally casemates with the cannon mounted in the superstructure.
Mission instructions no longer visible in "No Tank's Land" mud reflections.
RPM no longer slams to 0 when no roadwheels are in contact with the ground.
Firing while the gun is recoiling no longer permanently affects the cannon's position.
Removed duplicated "LockAim" key rebinding.
Fixed game locking up when exiting the designer and pausing the game simultaneously.
Kill marks on the barrel no longer appear on surfaces the barrel is close to.
The cannon is no longer affected by decals placed on the hull.
Vehicle decals no longer appear when close to an object in the environment.
Decals placed on the turret no longer appear on the hull (and vice versa).
Shell impact marks no longer appear on the environment or on parts they didn't hit. Turret marks wont move across the hull when the turret is rotated.
Shell impact marks shouldn't sharply cut-off as often.
Soft armour limits are now correct on "Dunes" scenario.
Fixed confusing keybinding for attachment scaling.
Fixed icon of autosaved vehicle.
Vehicle is now autosaved every time you exit the designer, instead of only when you have allies.
.50 cal no longer disappears outside of the designer on low graphics quality.
You can no longer drive off the platform in the showroom.
The track belt failing to hook to certain wheels should happen less often now. This mainly happened with small rollers and large belt segments.
Changes
Symmetry now applied on the base hull or turret when placing parts on parts. This instead of across whatever you're placing on.
Symmetry toggle now fully controlled by the player, it wont automatically sync with whatever you pick up.
Track belt now disabled on tracks with zero roadwheels or suspension assemblies.
Improved sub-component save success and failure message.
AI is now less accurate the faster you travel.
The number of wheels per axle no longer affects the resistance of the tracks.
Scope crosshair no longer gets bigger when zooming in.
Turret design now rounds to 2 decimal places instead of 1.
Replaced placeholder decal selection graphic.
V0.108 - Hotfix
Fixes
Cannons are now functioning again when placed in a casemate's superstructure.
Version number now correct.
Adjustments
Decreased overall vehicle resistance.
V0.108 - General Fixes
Hi all,
Mostly general fixes in this one, along with a few tweaks to movement.
Fixes
Mantlet armour thickness now loaded correctly with the vehicle.
"Yes or no" prompt no longer gets stuck on screen when two prompts appear at roughly the same time.
Placement mirroring now works correctly on turrets with a side offset.
Spawning an invalid vehicle meant the vehicle would stay unfinished. It is now destroyed, possibly fixing many other issues.
Fixed a potential black screen on launch.
Vehicles should no longer be spawning half in the ground.
Can no longer scope in without a cannon attached. This was resulting in the scope view not moving with the vehicle.
Certain steps allowed a gunner and loader to operate a cannon in the hull, this doesn't work anymore.
Disabled WIP concealment system. AIs can now see your 200t tank in the middle of a field, even when it's standing perfectly still.
Vehicles now switch to different ammo types when they run out of the current type. The AI will now use APHE.
The number of allies spawned now matches the display in the designer when the "Budget size" setting is over 100%.
One specific enemy on "Fields" scenario no longer stays exactly where it spawns, waiting for you to find it.
Mantlets are no longer flipped upside-down when placed on a downward-sloped plate.
Switching ammo types while loading no longer destroys shells.
Fixed spawn on "Silent Border" which caused an ally to instantly run into an explosive barrel and blow up.
You can no longer phase through the cliffs in the Sandbox.
The .50 cal no longer disappears when exiting the designer on lower quality settings.
Streams are no longer 100% visible through smoke.
Improvements
Reduced track belt slipping, reversing when braking and general twitchy-ness. This also improves powertrain simulation accuracy, as it associates with track belt speed.
Heavier roadwheels now provide more traction while lighter roadwheels allow higher speeds. Wheels being wider than the track belt doesn't apply traction bonuses and only adds mass.
Selecting a new attachment while already placing now replaces the current placement.
The custom gunner sight is now always prioritized over built-in mantlet sights
Decals are now automatically selected when placed.
Selecting a decal image without a selected source will now start placement of a new source.
Adjustments
Changed approach to lowering impact of irregular terrain on steering
Lowered minimum caliber from 30 to 20mm.
Increased target rev range max from 4000 to 8000 (the slider max is still 4000).
Darkened invalid placement colour, to help with colour-blindness.
Decreased roadwheel number's effect on resistance, increasing overall resistance to balance this.
Increased interwar max elevation torque from 500Nm to 1000Nm.
V0.107 - General Fixes
Hi all,
Getting closer and closer to stable, not long before we can continue with features and content.
Features
External fuel tanks can now be blown off.
Enemy and ally tracks can now be destroyed by shooting the wheels.
Fixes
The track belt no longer travels faster than the wheels with V-sync turned off.
Roadwheels weren't perfectly rotating around their axles.
Logs can no longer be scaled to the size of an ICBM.
Cannon traverse and constraints were being calculated with slightly old values, making the designing feel incorrect and unresponsive.
Russian casemate mantlet no longer blocks the scope when aiming to the far right.
Scopes no longer gradually move backwards after receiving hits in quick succession. This was causing the mantlet to completely block the screen eventually.
'Esc' on the Victory and Defeat screen no longer instantly returns to the main menu, without a prompt to save your design. This also fixes some pause screens appearing in the main menu.
Disabling UI no longer causes currently displayed hit indicators and messages to get stuck on screen.
M4 Sherman mantlet no longer listed as a heavy mantlet.
Trench crossing trail no longer completely blocks shells.
Fixed trench crossing tail collisions.
Fixed every other letter being capitalized when creating faction names with caps-lock on.
Quickly exiting and returning to the designer no longer causes the gameplay HUD to stick around.
Gun rotation limits now applying correctly, preventing extreme azimuth and elevations that don't make sense.
Loading sync issues fixed with: all angled shapes, suspension damper, turret motor torque, paint roughness, paint metallic and turret ring height.
Improvements
Vehicle blueprint name now turns red with an invalid name.
Trench crossing tail can now be rotated.
APHE penetration debuff now shown in its description.
Adjustments
Increased cannon traverse rate display from 1 decimal place to 2.
Halved placement snapping distance.
Increased engine target max rpm limit from 4000 to 8000, (you have to type values higher than 4000).
Increased shape design accuracy from 1 decimal place to 2.
Significantly lowered friction on trench crossing tail.
Increased M4 Sherman mantlet and mantlet #1 hard depression limits from 10 to 25 degrees.
Decreased light mantlet #4's hard azimuth limit from 15 to 10 degrees.
Slightly increased the amount of recoil absorbed.
Increased overall track health.
Fixed ALLEN's elevation.
Made "The Crossroad" scenario's enemy slightly more deadly.
V0.106 Hotfix
Some fixes for issues created in V0.106.
Fixes
Sprocket and idler traction fixed for rear-mounted sprocket wheels.
Sprocket and idler torque was applied incorrectly, meaning it was inaccurate and didn't scale with wheel radius.
Applied sprocket and idler torque now removed from roadwheels, energy is now conserved again.
Adjustments
Moved scale poles up to the level of the platforms.
V0.106 - Track fixes
Hi all,
Here are some big fixes focusing on tracks and general movement. Vehicles should be steering by themselves less and getting stuck in un-realistic positions much less often.
Additions
Added current version display to main menu.
Now visible and rebindable in keymapping settings: Toggle UI, Shell1, Shell2, LockAim, OpenSpawnMenu
Added a placeholder 183cm/6ft pole in the sandboxes for scale.
Added a tip to the cannon designer to aid with balancing cannon weight.
Added steps to "Sandbox" scenario to test how high your vehicle can climb.
Fixes
Torque/force no longer applied through roadwheels that aren't touching the ground. Now if only one roadwheel is touching the ground, the entire force of the track will be applied through it. This was causing vehicles to steer themselves.
Powertrain shouldn't be slightly influenced by frame-rate anymore.
Removing a mantlet with azimuth and adding an elevation-only mantlet resulted in azimuth motors still adding mass and using space.
Gun mount azimuth now removed when the cannon is placed on the turret.
Improvements
Sprocket and idler wheels now have traction. Vehicles climb steps better, get stuck less often and have a better time crossing trenches.
Improved gun mount design interface responsiveness.
Adjustments
Increased driver stability assistance, reducing how much irregular terrain affects vehicle steering.
Slightly increased strength of wooden boards in "No Tank's Land" scenario.
Renamed cannon "Dispersion" to "Accuracy"
Adjusted insufficient elevation hint to reflect recent cannon changes.
Reverted elevation and azimuth constraints to how they were in V0.104.
This seems to be the last of the major issues, switching to general fixes and balancing now.
V0.105 - Cannon fixes
Hi all,
Fixed various issues with the cannons today, should allow you to start lifting those heavy late-war cannons.
Fixes
Tapered barrels no longer have higher mass than straight barrels.
Typing values in sliders now works with different number formats from different cultures (e.g. using ',' instead of '.' for decimals).
Cheap ally vehicles no longer stack on top of one-another on "Fields" scenario.
Fixed potential game startup failure (grey screen).
Fixed some spawns on "Taiga" scenario that were out of bounds.
Improvements
Now able to squeeze out slightly higher muzzle velocity with longer barrels.
Gun mounting key information is now shown in the cannon designer.
Adjustments
Decreased barrel mass and increased breech mass, the two are now easier to balance, allowing heavier guns to be usable.
Decreased overall cannon mass.
Slightly increased cannon internal space usage.
Rebalanced gun motor limits for every era.
Small gun motors now take up less space while the biggest motors take up even more.
Buffed APHE penetration.
Traction is now the main focus.
V0.104 - General fixes
Hi all,
Mainly general fixes today. Enjoy!
Fixes
Fender length and type now saves with vehicle.
Crew visualization colours now correctly show whether the role placement is correct.
Decreased suspension maximum height as it was allowing negative ground clearance, creating a vibration effect at the extreme.
Can no longer place useable ammo in non-existent turrets.
Light mantlet #5 and the Driver's port no longer disappear outside of the designer on low graphics settings.
Fixed double door hatch textures on low graphics settings outside of the designer.
AI now automatically starts the attack on "Dunes" scenario.
Fixed bright domes on lights, most noticable on "Silent Border" scenario.
Improvements
Notification now displayed when crew members are automatically moved.
Scenario hard vehicle number limit now shown, explaining why increasing 'Budget size' setting may not always result in more vehicles.
Can now modify the armour thickness of strips on the front and rear of the hull.
Long segment track belts will fail to wrap around wheels with low diameters less often now.
Symmetry button toggle behaves more as expected. Now toggles the current mirror and whether to mirror any new placements.
Made decal design instructions clearer.
Adjustments
Moved M4 Sherman mantlet's scope to the other side of the cannon, as it was in real life.
Increased hard limit on the number of allies from 6 to 10 in "No Tank's Land" scenario.
Renamed "Minimum depression" to "Max depression".
Can now zoom out x1.5 as far, helping with larger designs.
Lowered engine fire light and muzzle flash instensities.