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1
Racing / Richard Burns Rally Rallysimfans update V1.49
« Last post by Asid on Today at 06:11:41 PM »
Rallysimfans Installer version 1.49, plugin version 0.60.5051 update
May 10, 2024




Check full update log and get your update from rallysimfans.hu
2
FSX/P3D/X-Plane / Re: Announcing the TFDi Design MD-11
« Last post by Asid on Today at 03:41:55 PM »
TFDi Design MD-11: May 2024 Development Update | Feature Complete
May 15, 2024

A short development update for the TFDi Design MD-11 talking through new features and plans going forward.



3
Games Discussion / Re: Bargains / Sale
« Last post by Asid on Today at 02:55:25 PM »
Cauldrons of War - Stalingrad



SPECIAL PROMOTION! Offer ends 1 June
https://store.steampowered.com/app/1497230/Cauldrons_of_War__Stalingrad/

-50%  ฃ11.99  ฃ5.99
4
Games Discussion / Re: Klotzen! Panzer Battles
« Last post by Asid on Today at 01:29:03 PM »
Update notes for 18th of May
Sat, 18 May 2024



Minor bugs and typo fixes. More to come soon.

5
Games Discussion / Re: NationWar2:Chronicle
« Last post by Asid on Today at 01:25:41 PM »
Update0.10.0
Sat, 18 May 2024



1. It costs prestige to disband an army
2. Slightly increase notoriety when capturing cities late in the game
3. Ordinary character abilities are generated by normal random algorithm in order to highlight the role of celebrities
4. Fix some errors that might be caused by not being able to find a shortcut
5. Remove war caps to make it easier for AI to start wars
6. Disbanding the army alone costs prestige
7. Simplified conditions for tactical effectiveness, which no longer depend on the tactical level of the general
8. The game level 4 difficulty, gold in percentage reduction

6
Games Discussion / Strategic Command WWII: War in the Pacific
« Last post by Asid on Yesterday at 12:59:27 AM »



We're thrilled to announce that Strategic Command WWII: War in the Pacific will be out on June 25th.

Soon you'll be able to battle through land and sea, commanding the forces of 7 Major powers: Japan, Australia, China, Communist China, USA, UK and USSR. The 1941 Day of Infamy campaign is coming with 36.000 hex map, get ready to re-fight the 20th century's greatest conflict in the Pacific.

Fury Software completes its trilogy of WWII games with Strategic Command - WWII: War in the Pacific, enabling you to re-fight the great land and naval campaigns of this amazing theater. Are you ready to avenge the Day of Infamy?

If you haven't yet, register for the beta, in the meantime you can find a feedback article here.

Remember to wishlist the game, victory awaits.






7
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on May 17, 2024, 12:15:19 AM »
Atlantic Update 0.29.0.0
Thu, 16 May 2024



Just wanted to say a quick thanks again for being a great community and being really positive about making this a great game! We've added the Renown and P-51 Mustang based on community requests and we have more ships and planes coming that have been requested by the community! Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.


Gameplay:

  - Added the Renown-class battlecruiser.
  - Added the North American P-51 Mustang fighter.
  - Increased all level bomber flight sizes to 3.
  - Increased the number of ships and flights on each side in combats to 25.
  - Supply convoys are excluded from combats unless they are directly targeted.
  - Non-ASW-capable fleets are excluded from combats initiated by submersibles unless directly targeted.
  - Rebalanced damage levels and ASW hit chance in autoresolved combats, and increased fleet retreat chances in autoresolved combats once they take losses.
  - Initial chances of successfully engaging or retreating in an autoresolved combat are displayed on alert popup buttons.
  - Increased weapon accuracy for higher level ship crews.
  - Reduced bombing accuracy for flights being targeted by AA weapons.
  - Spotter range sliders now work on absolute nautical mile values.
  - Automatically-launched spotters will only attempt to scout over the ocean, and will retreat from nearby fighters.
  - AA emplacement weapon range greatly increased on the bridge at higher upgrade levels.
  - Improved aircraft flight loitering behaviour.
  - Added UI to build multiple aircraft flights of the same type at once.
  - Restricted payloads when building flights on non-carrier ships to spotters.
  - Added a button to apply a flight's payload settings to all flights of the same type on the same airfield or ship.
  - Flight card controls are enabled for selected aircraft squadrons.
  - Increased the bomb damage of the Avro Lancaster and the Boeing B-29 Superfortress.
  - Ships on fire due to critical hits will take damage over time until the fire is extinguished by crew.
  - Adjusted submersible stealth and detection calculations.
  - Increased timescales are reset back down to 1x upon spotting any enemy ship, sub, or torpedo in combat.
  - Hostile sonar pings are audible underwater when controlling a submersible.
  - Destroyed structures take significantly longer to repair, an quick repairs are proportionally more expensive on destroyed structures.
  - AI factions prioritise constructing new fleets over rebuilding planes.
  - Added more German submersible fleets, more Allied supply convoys, and an additional British surface fleet at the start of a new campaign.
  - Cargo capacity and submersible stealth/detection bonuses are visible on the shipyard stats display.
  - Added more variation to cargo ship capacities.
  - Allied supply convoys may collect resources from the USA before the USA enters the war.
  - Supply convoys reaching a destination with no resources to collect will dock until resources are available.
  - Allowed minimising and maximising of the alert panel when no alert is displayed.
  - Docked fleets may be merged by clicking and dragging the markers in the docked fleet list.
  - Do not close shipyard or airfield UI on clicking their counter a second time.
  - The camera will not focus on a counter when the counter is clicked, unless double clicked, or enabled in the options.
  - Column formations are ordered by ship speed if set during combat setup.
  - Added more campaign objective information, including incremental update popups for some objectives.
  - Increased ships required for the build ships objective in new campaigns.
  - Optimised the initial game startup some more.


Bug fixes:

  - Prevented save game files growing to excessive file sizes.
  - Stopped the aircraft payload switch panel remaining open after leaving the current screen.
  - Stopped airfield-based aircraft squadron headers getting stuck after click and drag.
  - Fixed a bug where aircraft could get stuck in position when attempting to land.
  - The displayed repair cost of a structure is consistent between the button tooltip and the popup.
  - Fixed a game freeze that could happen when merging two squadrons.
  - Structure upgrade buttons become enabled after research completes without reselecting the port.
  - Radar and active sonar toggle states are retained after a save and load.
  - The structure upgrade time tooltip displays the correct value after switching between ports.
  - Show the intelligence and technology panel tabs when not playing tutorials.
  - Stopped the aircraft resupply tutorial from getting stuck.


Visuals:

  - Added exhaust to oil tanker smokestacks.
  - Fixed the positions of flags on Town-class cruisers.

8
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on May 16, 2024, 11:11:41 PM »
Update 0.99.20 is out! - NASA logos, Orbit View, bug fixes
Thu, 16 May 2024



This update will improve many of the in-game features and campaign flow. You will find improvements in the Orbit View, campaign flow, systems and procedures, and a lot of bug fixes.

Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).


Wilhelmsen Studios changes its name to Lyra Creative

Let's face it, my surname is not ideal for a company name and I have been wanting to change the name of the company for many years. It's both long and hard to spell/pronounce for non-Norwegians.

The name Lyra (based on the constellation) has been the name of my game engine that Reentry has been built upon and was a natural choice for me.



The name change will be an ongoing process for the next few weeks as a lot of processes are in transition with both the government, Steam and assets.


NASA logos

After a long process with NASA, I have received permissions to use the NASA logos where they were used in real life. This update will roll out NASA logos to various places. It will also apply to for example the Space Shuttle where the logo was used both on the exterior and inside the cockpit. Big shoutout to Daniel Surber (Scorch) who kickstarted and helped me with the process!




Orbit View improvements

A large section of this update is a generic improvement to the Orbit View (F3). The orbit view is now more stable, and all key points are rendered with an icon. You can now easily see the Apogee, Perigee, asc/desc nodes and the position of the space crafts. For apollo, a planned maneuver point is rendered correctly, as well as the entry interface marker. I have also fixed some of the zoom limits in the Apollo Orbit View, and made a smoother transition when changing between for example the CM and the LM view modes.



Hovering the mouse cursor over one of these markers will in some cases show more information of the marker such as the altitude of Ap/Pe.

The icons used to show where the spacecrafts are is based on what icons they used in mission control.

I will continue iterating on the Orbit View, and maybe change some of the icons and coloring, etc.

I have also fixed a blocking issue where the CM/LM zoom levels on the Mission Pad MAP gets stuck if zooming in all the way.

Ocean landing requirement

I have added a setting in Main Menu -> Settings -> Realism Settings that will let you decide if landing on land will complete the mission. Typically during Mercury, Gemini and Apollo, the spacecrafts are designed to land in the ocean, and an atmospheric entry trajectory should be planned with a landing in the ocean.

However, sometimes you might land on land. In the previous update I started working on this, but landing on land did not complete the mission.

You can now choose this yourself, and the toggle is set by default to accept both ocean and land landings.




I have also continued to work on the land landing logic and connected it to the sequencer to cut the chutes and evaluate mission completion (based on the setting above).

Read on...
9
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on May 16, 2024, 12:01:46 AM »
https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/340/#comment-239976
Quote from: Ssnake
You're not alone, but in the V4 engine we can have but one gunner per vehicle. Loader on MG = 2nd gunner, so ... one more reason for V5 development.
10
Tacview / Tacview 1.9.4 beta 3 is available Now
« Last post by Asid on May 15, 2024, 11:41:53 PM »


Tacview 1.9.4 beta 3 is available Now

Download: HERE

•   Release Date: Fri, 10 May 2024
•   Operating System: Windowsฎ 32-bit / 64-bit
•   File Size: 821.8 MB

Release notes

FEATURES & CHANGES

•   ADDED Option to display the event that triggered the playback pause in the 3D view
•   ADDED Support of PilotEyeGaze* properties for professional simulators
•   ADDED DCS: Kola Map
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED GPX tracks without altitude can now be imported (at 0 ASL)
•   IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3
•   IMPROVED DCS World Channel, South Atlantic, Normandy and Syria terrain and runways

FIXES

•   FIXED Charts with distances on horizontal axis were not working anymore (regression)
•   FIXED RecordingTime property was improperly set during the import of some files
•   FIXED scale of Hawker Hurricane


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...



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