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Tank Squad Tactical WW II Realtime.

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Asid:
Development Status #82
Fri, 7 November 2025



Dear Tankers!

Welcome to our 82th Development Status.

German captured KV-1B 756(r) work in progress

Hull is done for captured version



We have completed one of the stages of production of this tank, or rather a variant of it, as the changes are cosmetic, but they do add a slightly different character. The main differences between the standard KV-1 hull in the game are a different engine cover with hatches, and a modified rear hull shape ? it has been remodelled. New side skirts and on top of that some additional tank crew equipments.

Read on...

Asid:
Game Update 1.1.6
Mon, 10 November 2025



Dear Tankers and Mechanics!

Situation report
We did not make it with direct gunner control, nor battle save system nor proper radial menu - these have been pushed for next patch - sorry for this.

We want to further optimize the game and finalize the way the decals/emblems are handled in the game so only those used are in memory instead of every one of them - so that's to be added as well as some simple modding support for this (as a start for whole modding support for the game).

Another one is the damage system/decals from battle being carried over to the repair section which is non-existent right now. All the marks or penetration will be visible and repairable in the Repair Section.

Sale
Our game is now 20% off. The sale will last from 10 November, starting 19 CET and will last till 17 November.


Known issues
Radial menu incomplete
You can open various radial menus, depending on in which game state you are (different option will pop out when you're inside tank or outside it) but the UI, icons, localization and execution of many of these options is still missing. We need more time to finish it

Upscaling problems
After updating the Unity engine to version 2022.3.62 and then updating DLSS and FSR upscaling modules to version 4.0 we have strange issues regarding using both of them.

After switching some video settings while the player has the upscaling filter on the game view starts to zoom to the left side and does not render the whole screen properly. We're attaching a screenshot of how this looks more or less.



We're in contact with the developer of these modules but we did not yet found a way to fix this issue other than:

  - restart the game
  - stop using upscaling
  - use upscaling but only with quality settings on highest (TAA option)

Low performance while zooming in on smoke particles
This one is very hard for us to tackle as we've tried to fix it multiple times and the issue persists. We don't have a quick workaround other than just using a smaller zoom when you are looking at smoke grenades or burning vehicles up close - sorry for this.


Changelog 1.1.6
Below is the full list of changes being made:

Added:

  - New firespread smokes for tanks
  - Moved explosions, infantry weapons and shrapnells to multithreaded code
  - Moved fire spread from molotovs, module burnings etc. damage detection to multithreaded code
  - Optimized looking at player components on NPCs on repair section, resulting in unnecessary calculations
  - Ability to peek out in KV-1 and KV-1S
  - Using binocs will also turn off grass if player has that option on (disable grass when aiming)


Fixed:

  - Xray white material
  - Single player mode no longer need connection to network
  - Purple hazel bush has been removed from C1M6 and C1M7
  - UI fixes
  - C1M10 terrain and scene fixes, navmesh and optimization
  - Earth from craters should no longer be visible from inside the tank (when in interior cam mode)
  - KV-1S played in multicrew is now possible (previously an error blocked it totally)


Modified:

  - Game version changed from 1.1.5 to 1.1.6
  - Updated HBAO, Beautify, DLSS and FSR, adding new asset for VFX
  - Simulation difficulty now automaticly hides vehicle status UI (rotation and driving values) - visible only when you press and hold T key by default
  - Changed the Ballistics Simulation (Aim prediction, red/green cross) to multithreaded code


Removed:

  - Removed unnecessary props and terrains on C1M9 and C2M5


Our friends game worth checking out!
We also want to highlight a game from our friend, Marco Amadei, Easy Red 2.

Marco was working on Tank Squad some time ago and he and his team are preparing a big patch that is going to be released at 11.11. Make sure to check out their announcement on Steam - especially the new trailer, new roadmap.

You can find Easy Red on Steam here:
https://store.steampowered.com/app/1324780/Easy_Red_2/


Thank you for your support, we are working. See you next time!
DeGenerals

Asid:
Development Status #83
Fri, November 28, 2025



Dear Tankers!
Welcome to our 83th Development Status.

KV-1B 756(r) and KV-1C mod 1942 - work in progress



Turret is done for both versions

As we mentioned in the previous Development Status #82, we wrote there that we would now be working on creating a new cast turret for both versions of the tanks. I have spent the last few weeks working exclusively on preparing models of these turrets.





The cast turret features thicker armour on the sides. The Soviet version will still have the ZiS-5 gun, while the German version has been modified. Instead of the ZiS-5, it has a 7.5 cm KwK 40 gun. A commander's cupola from the PzKpfw IV tank has been added, as well as a vent from the T-34 on the left side.



The models will soon be added to the project, and Robert will have the opportunity to implement them. Before that happens, I still need to finish the interior. It will be based on what was in the KV-1S, with some modifications, of course. More on that in future updates.






There will be three new vehicles for the game. As a reminder:

   KV-1 mod 1942 or KV-1C mod 1942
  -   - same hull as KV-1S
  -   - new cast turret
   PzKpfw KV-1B 755(r) (ZiS-5 gun)
  -   - new hull, few minor modifications, especially seen on the rear
  -   - new cast turret
  -   - German camo/paint
  -   - as a conversion for tank above
   PzKpfw KV-1B 756(r) (7.5 cm KwK 40 gun)
  -   - new hull, new mudguards, some additional modifications made by Germans
  -   - new cast turret with new gun
  -   - German camo/paint
  -   - as a more costly conversion






----------------------------------------------------------
New Ponyrii campaign level art and design tools improvement

We are working on new set of tools that will help us do two things:

  1 - Create the large maps that Ponyrii needs without spending so much time on them as we did on previous ones, with the detail level we want
  2 - Work on these tools so they could be reused or simplified for user modding (map or scenario editor)




The tools we?re using come from a system called MicroVerse. We showcase these tools below with examples on how we can place trenches without a lot of time required to merge the terrain around the trench or that we don't need to cut the terrain underneath ourselves.


In-game screenshot to show how the trench blends in with terrain without much effort from us

We want to streamline the process of creating fortifications, lines of defense etc. enviro and to focus on the mission itself. Previously we?ve added very much detail to some maps that ended up being very dense and not really playable in co-op or with other AI tanks under command. This changes for the next campaign.


----------------------------------------------------------
Battle Save system (WIP)

We are finalizing the Battle Save System. How will it work:

  - Auto save every 5 minutes during battle
  - Auto save upon leaving the battle early (before it finishes)
  - Manual save available in pause menu
  - Manual load available in pause menu
  - Loading a battle from main menu



The game will save following information:

  - who played on session and their stats
  - overall stats of battle
  - spawned units and their state, what was their command, who was in charge, their position and rotation
  - objectives and event states
  - wrecks state
  - damageable objects, trees and deformation state


----------------------------------------------------------

Explosives and aim prediction improvements

We are also reworking how Explosives damage is handled by our game.

Let?s start from the need of this work, the new campaign will also introduce the soviet perspective. Now imagine fighting against Tigers, Ferdinands or Panthers on flat terrain without much cover on distances around 1500-2000m away.

This requires us to add a bigger tank for soviets for 1943 Kursk, the SU-152 that will allow the player to knock out these tanks on long distances. After adding a prototype of SU-152 we?ve noticed that it doesn't really do that, the shots hit the target but fail to destroy it.




This also applies to Air attacks, heavy artillery bombardment direct hits - they should knock out a KV-1 or Tiger. Having all this in mind, we also need to think about the infantry and how players have a hard time killing them when they are entrenched.
Here we also have some improvements but that?s for next dev status, where we?ll showcase how these changes must help players dominate a fortified position when he?s shooting with HE shells or calling in offmap support on it.

----------------------------------------------------------

Thank you and have a good weekend!
DeGenerals

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