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Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on Today at 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.

2
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on Yesterday at 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...
3
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on Yesterday at 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.
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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: Windows® 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...



5
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on May 14, 2024, 12:01:37 AM »
DLC sneak peek: Gunships and exploding bugs
Mon, 13 May 2024



Troopers, listen up!

In this “explosive” update we’ll be showcasing the A12 Pegasus Gunship and a new Arachnid called the Burster
. Closed Beta signups for the Urban Onslaught DLC are still open, if you are interested in giving feedback on the upcoming DLC you can still sign up!

JOIN THE BETA HERE


A-12 Pegasus Gunship
The A-12 Pegasus Gunship is a formidable addition to our aerial arsenal, the first air unit that players can control directly. It's capable of flying over any terrain or obstacle, giving it unmatched mobility. It only has to pay attention to Arachnid types capable of firing at air units — for example the Hornets, Scorpion, and Ravager. The A-12 Pegasus is equipped with a powerful minigun to provide fire support against ground targets, while its rocket pods allow it to take down larger, armored foes.




Exploding Bugs - The Burster
The Burster is a new Arachnid unit capable of firing a volatile substance that explodes after a short time delay. Its area of effect (AoE) blast is devastating against infantry and armor. Additionally, it has an unfortunate trait of exploding upon death, causing damage to both allies and enemies nearby. Destroying one at an opportune time can turn the tide of battle.




New purchase menu
To accommodate all the new units, we are experimenting with a redesign of the radio station’s purchase menu. The new tab-based layout simplifies navigation through various options while ensuring they remain easily accessible. Each tab corresponds to a battle tier and its associated delivery platforms, making it easier to find units.




More explosions and ragdolls
The latest DLC introduces new air units and vehicles, enhanced with ragdoll physics for more dramatic deaths. Air units plummet to the ground and vehicles are ripped apart by internal explosions —because who doesn't appreciate a good spectacle?




Closed Beta signups for the Urban Onslaught DLC are still open. If you're eager to experience the new content first hand and help shape its development, this is your chance! Sign up for the closed beta here. https://www.slitherine.com/beta/starship-troopers-terran-command-urban-onslaught

That’s all for this update. We can't wait to see how you use these new features in your strategies. See you on the battlefield!

6
Games Discussion / Re: Slitherine acquires the Master of Magic franchise
« Last post by Asid on May 13, 2024, 12:02:01 AM »
Master of Magic: Important communication
Fri, May 3, 2024



Greetings wizards,

Since the enchanting unveiling of Master of Magic in December 2023, our journey has been nothing short of mystical. Together, we have delved deep into the arcane depths of the game, unearthing treasures, engaging in battles with formidable sorcerers, and conjuring spells of unparalleled potency.

Currently, we have no plans for additional DLC or extra content. Nonetheless, we remain devoted to cultivating and enriching this cherished universe.

MuHa Games, an independent studio, is now exploring new horizons with their own projects. We are truly grateful for their work in bringing a fresh perspective to this remake of a classic from the 90s. We are curious to know what they have in store and wish them all the best.

Master of Magic will continue to thrive, thanks to your passion for the game and the vibrant community you have created and shared during this journey.

We look forward to unveiling exciting developments in the future and continuing to shape the destiny of this enchanting realm.

7
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on May 12, 2024, 11:31:10 PM »
https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/339/#comment-239905
Quote from: Ssnake
Under the current engine vehicle crews are treated as a vehicle component. Therefore, dismounting them, no matter the circumstances, is not possible. One more reason why we're focusing on V5 development.
8
Games Discussion / Re: Rule the Waves III
« Last post by Asid on May 12, 2024, 09:40:07 PM »
Rule the Waves 3 - Update + Dev Diary
Fri, May 10, 2024



Hello everyone. RTW3 has officially been updated to v.1.00.46. The patch is available either via Steam or from the download link here.

The full changelog is posted below, but before we get to that - we have a dev diary for you. Some players have had issues with how officers and their appointments are currently modeled in game. To help with that we have introduced some new changes to how officers are assigned, and clarified why officers are modeled the way they are.


Dev Diary - Officers and Assignment


As always, we appreciate constructive criticism and suggestions from players. They help us make Rule the Waves III better for you. We have read the feedback on the officer system and have made some adjustments to address these concerns.

First off, the officer system is intended to provide flavor and variation in the game. It is also intended to reflect the uncertainty about peoples’ true administrative and leadership abilities until a crisis arises.

This is intentional – as anyone who has served in a military organization knows, or really in any large organization, both capable and not so capable people can get promoted. The game aims to simulate this.

In RTW3, the player has the role of grand admiral, and as such this position would usually not interfere with individual appointments of ship commanders. The game lets you do so, but at a cost of prestige, which is intended to put a brake on extensive interference in appointments from on high.

When officers are promoted or auto assigned, the system considers time in rank and battle experience as the main factors. Ability is also factored in but to a smaller degree.

There has been some feedback that the officer system is either pointless or encourages micromanagement. We have tried to respond to this, and as a result, there are some changes and adjustments to the officer system in our most recent update.

In this update officer abilities are less likely to be revealed in peacetime than previously, as most officers’ true traits will be unknown in peacetime. We hope that this will reduce the incentive to micromanage.

Having a Naval Academy will increase the quality of officers, and slightly increase the likelihood that officers’ abilities will become known.

Also, if the player chooses the option to have officers assigned automatically to empty slots, this will be done immediately when a slot becomes vacant, instead of after the player has pressed next turn. Thus, if you choose this setting, there will usually only be a few occasional free slots that the player will have the opportunity to fill without prestige penalty after every turn, which should further reduce the incentive to micromanage.

Of course, player’s still have the option to let the game auto assign officers for a turn at a time, or, if you’d like, you can opt for full manual control and try to handle officer appointments yourself.

And now for the changelog...


v.1.00.46 Changelog


Strategic Layer

    Fixed a bug that made surprise attacks very unlikely.
    Fixed a bug which could in unusual circumstances make nation base resources go negative.
    Removed Hereditary enemy from Spain vs USA. They have plenty of conflicting interests as it is, and the additional enemy status led to too high likelihood of early wars.

Battle Generation

    Fixed a bug where clicking on a division in the pre battle screen could show an error message.
    Fixed a missing objective in an Italy vs France mission.
    Fixed a data error in a mission for the Ceylon possession.

Battle Resolution

    HE penetration had been inadvertently lowered in a previous update. That has now been readjusted.

Officers

    A Fleet exercise will now have a chance to reveal the ability of ship and division commanders.
    Dissolving a division with a commander will no longer cost prestige. (Reshuffling ships and creating new divisions will impact crew and division efficiency, so should be a sufficient downside to cheesy ways of getting rid of bad commanders).
    Officer ability will now be more likely to be revealed in wartime and less likely to be revealed in peacetime.
    There is now a chance that poor ship and division commanders will reveal their deficiencies in battle, giving a chance to dismiss them for free after a lost battle.
    Fixed a rare error in officer events that could pop up if there were too few officers.

UI Improvements

    Added years in rank and battles fought to the select officer dialog.
    If Auto assign officers is selected in User preferences, then all vacant positions will be automatically filled as soon as they become vacant, thus leaving no incentive to micromanage.
    Rebuilt ships will now only have the last rebuild year after the class name.
    Made sure the flotilla attack flag is not behind the missile control panel, even on a small screen.
    Added a button to set preferences from the load/create game screen.
    Special characters in officer ranks and place names are now converted when that option is selected.
    Added notifications when largest ship of type in the world is built.

UI Fixes

    Fixed a UI glitch with maintenance cost when a game is loaded. The number shown could be slightly wrong as it omitted effects of officer attributes. This was a UI thing only and did not affect the actual calculations.
    Fixed a bug with torpedo range data not showing in the ship status screen.
    Fixed some minor UI issues.

Fleet Management

    Fixed a bug that generated error messages when the last ship was removed from a division in the division editor.
    Fixed a bug with clearing all ships from a division in the division editor.

Ship Design

    Speed limit for triple turrets in A & Y and TPS > 1 changed to 21 knots. This is to fix an issue where some legacy ships could not be refitted.

Aircraft

    Later Jet Attack and Heavy Jet Fighters can now carry 2 ASM.
    Slightly raised the production rate for jet aircraft.

Bug Fixes

    Fixed a bug that could generate errors when checking if shipnames are used.
    Fixed a bug that capped AP penetration on higher AP tech levels.
    Fixed a bug with coastal artillery occasionally being placed at sea when loading a saved game.
    Fixed a bug with the space bar restarts game setting not being remembered when the game is restarted.
    Fixed a bug with bombardment ammo loadouts.
    Fixed an unusual case where the auto run battle could get hung up on a message box.

And that is everything we have for now. Enjoy the Update and Dev Diary, and happy hunting everyone!

9
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on May 11, 2024, 04:25:27 PM »
https://www.steelbeasts.com/topic/17530-what-can-be-done-with-surrendering-infantry/#comment-239879
Quote from: Ssnake
The problem lies in that units (and equipment) in Steel Beasts (V4 and older) belongs to parties, and can't change them. So there's no way how you can actually make icons of such units appear on your screen, to give them orders, etc.
A more fundamental change to data structures is needed (one more reason why we're working on V5).
10
Version 1.4 & Survey
Fri, May 10, 2024



Version 1.4

- Wagram scenario playable vs. AI
- Two new options.
- The performance of withdrawal path computation been improved.
- Added Links to Discord and mailing list.


Roadmap Survey
The roadmap survey is here ! Do not hesitate to give nice ideas of improvement.

Check the link inside the app or here on GoogleDocs Roadmap survey.

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