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1
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on Today at 01:27:51 AM »
Preview - 1.50 - Guns Overhaul
Mon, 27 May 2024



We have a good and a less good news

Attention, Operators, we have some news for you!

First things first, a huge thank you for our players and fans who made it to our very first stream. It was a bit chaotic, but we had a blast connecting with you live. If you missed it, fear not, there will be more in the future.

As said above, we have a good news and a less good news. Let's start with the less good news, so that we can move on very quickly: the next big update and milestone, Black One Blood Brothers 1.50, is delayed until early September.

But trust us, there are very good reasons for this delay. Because we heard you, and Helios is working really hard to bring to the game what you are looking for. And we are talking about...

A brand new weapon system



Most of the feedback about Black One Blood Brothers fireguns was asking for more weapons, in particular more models from well-known manufacturers. For some legal reasons, it is not possible for us to use real models and real brands. However, we didn't want you to think that your voice didn't matter to us. So instead of a catalogue of weapons, we're bringing you the ultimate gunsmith feature.

Let's say you have a base of weapon - a rifle, a shotgun, a sniper rifle, and so on - and that you could plug 150 accessories on it, to create the weapon that will fit your gameplay. Sky is the limit.

But that's not all, with this brand new system, you'll enjoy some new breathtaking animations in the handling and reloading of your weapons, just like below:



We will have many things to show you in the near future about Black One Blood Brothers 1.50, as we want to make sure that this update will mark the history of the game and the early access.


So, do you forgive us?

But wait, there's more: because we know that between now and September, there's quite a gap, we are happy to bring you an intermediate patchnote, update 1.49C.

In this update, coming early June, you will enjoy some new features such as height customization and a revamped quick order / tacmap and loadout manager. Stay tuned for more informations about this update!

Until then, stay safe, Operators 🫡

Kane, out

2
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on Today at 01:27:46 AM »
Beta testing begins
Mon, May 27, 2024



Dear Captains,

The day has arrived! We announce the start of beta testing of the UBOAT game. This is the result of many months of hard work and the contributions of many people who have helped us. Many of the elements included in this update are based on player feedback, reflecting their vision of how the game should look and what can enhance the gaming experience.

All UBOAT owners are welcome to participate in the testing. We hope we have met your expectations.

Please remember that the release of a beta version is primarily a preparation for the full release. We want to know your opinion on the changes. There will still be bugs, things to fix and add. When you find something troubling, report it to us and we will fix it.




You can install the beta version by right-clicking on UBOAT in the game list. In the opened window of properties, in the "Betas - Beta Participation" you must select "unstable" and download beta version of UBOAT... and have fun!




Below is an quick list of new features; more details will be available in the changelog that we will publish in a few days.

New playable U-Boats: Type IIA, IID, VIIB, and VIIC41
New and upgraded ports
Updated visuals for the Type VII U-Boat
Contact system overhaul
New realism settings and related features
New features in the TAB menu
Improved night battles
New voice reports
Camouflages and emblems
Improved First-Person Perspective (FPP) mode
Ship and aircraft improvements
Added random events on ships
Fixes and graphical improvements
Manual
New items
Improved simulation
New starting scenarios
Improved performance (FSR and DLSS effects)
New cutscenes on the map
Improved missions of various types
Updated audio
New mission types
Dive schedule
Different headquarters modes
Improvements to explosion physics
Interactions with shipwrecks

..and many more

Yours,
DWS


3
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on Yesterday at 10:58:54 PM »
2024.1 (Preview 2)
Mon, 27 May 2024



Hello,

There is a new version up. It fixes the most apparent issues that we've noticed after publishing the initial release. Changelog:

Localization:
- Italian localization update by BeeTLe BeTHLeHeM.

General:
- Fix: Parts of UI could disappear after opening radio view from map, going back to map and then switching to the view orbiting around the U-boat.
- Fix: It was possible to switch to UZO view on IIA, even though it didn't had UZO. There were many problems present after doing it.
- Fix: Hours hand on clocks wasn't moving.
- Fix: The Happy Time cutscene was adjusted for English version of voiceover.

Tutorial:
- Fix: Random events, such as tuberculosis, could happen during tutorial.

AI:
- Fix (regression): Aircraft no longer attack during storms.

Graphics:
- Update to Type II interiors.
- Fix: Corrected antenna position on Type IID and fixed texture on its container.
- Fix: Wrong texture on ventilation in Type II engine room.

Simulation:
- Rudder indicator in Type II conning towers wasn't working.

Launcher:
- Fix: Added text wrapping to version name label.

Yours,
DWS

4
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on Yesterday at 01:33:25 AM »
Ssnake confirms that camouflage will become possible with version 5.0: https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/341/#comment-240238
5
Flight Simulation / Re: Announcing the TFDi Design MD-11
« Last post by Asid on May 26, 2024, 02:14:32 PM »
Update
25 May 2024


From the dev:

We're happy to announce that we've sent out the feature complete (beta) build to the Collector's Edition customers.


We still have quite a few items to work on, but the list between here and release is shrinking quickly.

For a full changelog to see the progress, please see here: https://docs.invernyx.com/en/md11/changelog

Thank you for your continued patience - we're almost there.

Collin Biedenkapp

6
Games Discussion / Re: Ostriv
« Last post by Asid on May 26, 2024, 01:57:14 PM »
Alpha 5 patch 7
Sun, May 26, 2024



This update features a completely reworked info overlays window which allows you to see a lot of useful information about your town. You can now also bind it to any key you like in options (by default its on O).



Let's see what overlays are available.

This one shows all the resources in your town, including those on the move:



If you want to know about the specific resource location, this one may be useful:



Read on...



7
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on May 25, 2024, 12:25:05 AM »
Workers & Resources: Soviet Republic 1.0 Release Date
Fri, May 24, 2024



The revolution is coming!

Dear Comrades,

The day of triumph is upon us. We are proud to announce that Workers & Resources: Soviet Republic will ascend to its grand version 1.0 on June 20, 2024! Prepare your factories, rally your workers, and stand ready to build the most glorious republic the world has ever seen.





Comprehensive Economic Simulation:
Manage every aspect of your republic's economy, from resource extraction to manufacturing, and ensure that your citizens have everything they need to lead fulfilling, productive lives.

Detailed Transport Networks:
Plan and construct intricate transport systems, including railways, roads, and ports, to keep your republic running smoothly.

Dynamic Population Management:
Watch your citizens grow and thrive, adapting to the needs and challenges of a changing society.

Advanced Construction Mechanics:
Build a variety of structures, from humble homes to towering factories, each with its own unique requirements and benefits.

Immersive Socialist Realism:
Experience the day-to-day life of your citizens through a meticulously detailed simulation that captures the essence of life in a socialist republic with a planned economy.

Join the ranks of visionary planners and dedicated builders who are ready to shape the future of their republic.

Join the Community!
Become a part of our growing community of like-minded comrades! Share your progress, exchange tips, and discuss strategies with fellow players on our official Discord server. Together, we will build a brighter tomorrow.

Workers of the world, unite!
Share your thoughts on Steam. Your feedback fuels our revolution and helps us build a stronger, better game for all.

Comrades, the future is in your hands. Prepare to lead, build, and thrive in Workers & Resources: Soviet Republic 1.0!

For the glory of the people!
8
0.14.1.3 is now available on the Tester's branch
Thu, 23 May 2024





This patch fixes a couple long-standing issues related to the damage model. The most notable new feature to come out of this, is the introduction of critical parts. To fix some related AI bugs, many parts on aircraft are now marked as "critical". When one of these is destroyed, the AI pilot will attempt to maintain control of the plane, but when they figure out they can't, they'll eject.

Between this change and the rest of the damage model fixes, it's now possible to destroy planes without completely obliterating them or setting them on fire.


In the gif, the AI pilot holds full left stick for a second and it kinda almost works, but gives up, and then ejects.


For modders: For modders: The RCS value in the Control parameter for the DamageablePart has been removed, and replaced with new values. See the changelog below for more details.

Changelog

New Features:
- Added "Critical parts" which trigger ejection from pilot

Improvements:
- Losing a wingtip in AV8 reduces RCS roll authority
- Losing both wingtips in AV8 causes complete loss of RCS roll authority
- RCS damage can be caused to specific control axes
- It's possible to destroy aircraft from pilot ejecting from damage instead of fire

Bugfixes:
- All engine instances can be destroyed by damage
- Right engine is destroyed by right side damage on F-4E instead of left
- Control damage is no longer multiplied by >200X

Balance:
- Most Wings and elevators on all jets listed as critical
- Tweaks to MiG-23 damage model to better match visuals
- Reduced image of wing damage from AV8 elevators 2.0 -> 1.0
- F-4 outer wings roll damage increased 0.1 -> 0.2
- Swing wings

JSON:
- Removed "RCS" as a value for "Control" in the "PhysicsDamage" entries
- Added "RCSRoll", "RCSPitch", "RCSYaw", as values for "Control" in the "PhysicsDamage" entries
- "Control" value defaults to "None" instead of "Pitch"
- Added "IsCritical" to the "DamageablePart" definitions

9
Games Discussion / Re: Modern Naval Warfare
« Last post by Asid on May 23, 2024, 12:15:49 AM »
Modern Naval Warfare - Navy Log Book #5 - The Virginia-class Submarine
Wed, 22 May 2024



Virginia_class_submarine.jpg
Copyright 2003 U.S.DoD. Graphic by Ron Stern. Image ID 030521-D-9078S-001

Ahoy Modern Naval Warfare Fans. In this Navy Logbook we will look at your workhorse, the Virginia class submarine. This series of boats is the latest in service into the US Navy. Be sure to read to the end for some shiny new footage of the command stations featured in Modern Naval Warfare.

In Modern Naval Warfare, you will be able to command either a Virginia Block I, II or III but before entering into the details, let’s have a very short historical background on the Virginia submarine. The Virginia-class submarines have their roots in the Seawolf class submarines, which was designed during the Cold War to counter the Soviet submarine threat. However, due to cost concerns, the Seawolf program was scaled back; only four units are currently in service.

A new class of submarines was requested. The Virginia-class submarine program officially began in 1998, with the goal of producing a versatile and cost-effective submarine for a variety of missions, including anti-submarine warfare, land strike missions and finally intelligence surveillance and reconnaissance (ISR) with a Special Force delivery capability.

To reduce the cost of the submarine, it was decided to use a modular construction system and wherever possible use COTS (Commercial Off-The-Shelf) parts and softwares. For example, the SONAR suite named the Acoustics-Rapid COTS Insertion (A-RCI) is installed on the submarine. This give the ability to upgrade either the hardware or the software more often, reduce drastically the maintenance costs.

Two naval yards, General Dynamics Electric Boat in Groton and Huntington Ingalls Industries/ Newport News Shipbuilding, Newport, were chosen for the submarine production. The goal was to produce at least two Virginia per year to keep the cost contained. With the new AUKUS trilateral security partnership, 2.33/year boats are expected to be build but currently the delivery is only 1.2/year, which also raised the total cost of the program.

The first Virginia-class submarine, USS Virginia (SSN-774), was laid down in 1999 and commissioned in 2004. Since then, 22 are in active service, 2 in pre-commissioning, 10 in different building phase. A total of 66 boat were requested by the USN. Over the years, the Virginia-class submarines have undergone various upgrades and improvements to enhance their capabilities. These include the integration of new weapons launch systems, improved sonar and communication systems.

Specifications:

Length:377 ft (115 m)

Beam: 34 ft (10 m

Propulsion: One S9G nuclear reactor delivering 280,000 hp (210 MW)

Speed: +25 knots (46 km/h)

Test depth: +800 ft (240 m)

Crew: 135 (15 officers and 120 enlisted)

As we wrote before, Modern Naval warfare reproduce the three first block of the series. A block is a batch of boat with the “same” configuration. In fact, almost all submarines are a little different one from the others; new equipment can be installed in one and not in the others or a software upgrade not applied. Modifications of the submarines are done during period of long overhaul.

Block I & Block II

The main visible difference between those are the number of segments used during the construction. Originally, for the first four hulls (hull 774 to 778), 10 modules were built and then assembled to form a Virginia. For the Block II, only four super-modules are used, reducing the whole cost, number of parts and time to build one submarine.

Block III

Block III is a small departure from the two first block. The 12 independent bays housing the Tomahawk cruise missile in the bow where replaced by two Multiple All round-up Canister MAC cylinder carrying each 6 Tomahawk cruise missiles. Note that the MAC installed on the Ohio SSGN contains 7 missiles. The missing one on the Virginia is to accommodate the connection between the submarines and the missiles.

The block IV and V are the next boat to come in the next years. With the retiring of the SSGN, the USN wanted to add a strike capability to the Virginia. The bock IV will be an elongated version of the Block III with the addition of a new section adding 15m to the boat housing the Virginia Payload Module (VPM) will be able to carry 4 pods of 7 missiles in addition to the 2 already present on the block III.

Systems of the Virginia

The Sensors

The submarines relies on their sensors to create a picture of their surrounding when you think of submarines, you consider sonar and periscope but there is more than these two iconic sensors as you are going to discover.

The SONAR system:

There is not one SONAR aboard the Virginia but a series of passive and active ones that give the submarine a 360 degrees situation awareness.

    The bow sonar (for the Block I and II) and the Large Aperture Bow (LAB) introduced in the Block III and further.

    The side sonar, wide aperture lightweight fiber optic sonar array, consisting of three flat panels mounted on either side of the hull,

    Low-Cost Conformal Array (LCCA), on both side of the sail,

    Two active sonar complete the series, one below the bow chin and the other on the sail.

The Towed Array

A towed array is a set of hydrophone towed behind a ship or submarine. It’s main advantage is that decoupled from the hull, it is not subject to the ship/submarine self generated noise. In addition, a TA can cover the baffles (the blind area at the rear of the submarine).

Here is two TA aboard the ship. The TB-16 or TB-34 and the TB-23 or the TB-33. The TB-16/34 thick-line towed array. The acoustic array 75m long, trailing behind a 800m cable. Different upgrade, added a self noise reduction, a full digitalization of the data. The TB-16 was found not well suited for shallow waters operation since at slow speed the array tend to sink too depth under the submarine. The TB-23/33 thin-line towed array. This array is 305m long, housing around 100 hydrophones, an environmental module and some radio modules (HF, MF and LF). It trailed behind a 800m line. Like the TB-16, it as been improved a lot with new sensor, telemetry modules…

The Masts (periscopes, antenna, …)

The sail is the house of a number of masts. The Radar is like all others ones mounted on the USN a Sperry Marine AN/PBS-16. There is two optronic periscopes with day, night and thermal cameras. The video can be displayed on almost all station of the boat CIC. The mast are non hull penetrating, meaning they didn’t get below the sail.

Four masts dedicated to communication (SLF, LF, MF, HF and VHF). One Electronic Support Measures dedicated mast, note that on top of each periscope there is a small ESM module to detect any enemy signal as the scope breach the surface. The last one is a snorkel raised only when the auxiliary diesel is in use.

USA_-_Virginia_blk1-3_v1.png

© 2002 Richard S. - Reproduced with permission.

After a really quick look at the gears used to detect, ID and classify a contact, he the “Boom“ moment, with all the destructions tools needed to sink them.

The Weapons of the Virginia

The Virginia class can use a variety of missiles, torpedoes and even mines. Each Virginia as 12 Tomahawk cruise missile in the bow in the Vertical Launch System and 25 or 26 weapons in the torpedo room depending to the sources. Usually is 2 or 3 Harpoon missile only and 23 or 24 the Mk-48 torpedoes but remember that the loadout is mission specific.

The Mk-48Torpedo:

The history of the Mk-48 begin in the mid 50’s as a replacement of the Mk-37 whose performance against soviet submarines in terms of maximum depth, range and speed had become obsolete. The Bureau of Ordonnance wanted an increase of 150% in depth, 400% in range and the ability to detect a target at greater range by 20%. The Mk-48 entered in service in 1972.

Since then the Mk-48 has been improved multiple time, with the biggest one in 1988 with the introduction of the Mk-48 ADCAP (Advanced Capabilities), following the rapid evolution of the Soviet submarine threat in term of maximum speed, depth and improvement o their self noise reduction. The current version use by the Virginia are the Mk-48 ADCAP mod 6 and 7.

Mines: The Virginia is able to carry mines that can be deployed for interdiction (in a narrow sea-lane or a port for example). This capability is on the Virginia fact sheet but there is no public evidence that any mine has ever been deployed in exercise or in anger.

But, don’t worry, mines will be available in the simulator to add some existing missions! The effector for deployment is a Mk-48 carrying 2 mines.

Missiles

The Virginia SSN can use a wide type of Tomahawk and anti-ship missiles.

BGM-109 Tomahawk: The 12 first Viginia (block I and II) have 12 in separate vertical launch tube like in the Los Angeles class. On the Virginia block II and III, there is 2x6 TLAM in two MAC modules.

The Tomahawk Land Attack Missile (TLAM) can be type C (block III or IV), E or D (Block V/VA). The C and E models are use against bunker or fortified targets; the D is the sub-munition dispenser version. Note that currently some TLAM-C are modified to be able to strike naval targets.

UGM-84 Harpoon: The other type of missile aboard are the Harpoon (Blocks 1C, II and II+), those are launched via torpedoes tubes and are use mainly against ships but the block II can also hit land target. So we have land attack missile with anti ship capabilities and vice versa!

The Special Forces: As the Ohio SSGN and Seawolf class, the Virginia, has a dedicated space in the torpedoes room to accommodate some special force and their equipment for covert operation on hostile littoral territories. In addition, a large lockout truck (LOT) allow the SF/Divers to exit or enter the submarine while it is submerged.

[YouTube]https://www.youtube.com/embed/608-lG9HjKs?si=zQRjaekMTMG6lZlx[/YouTube]

To conclude this Navy Logbook on your future office, here's a short video tour to the Virginia Command and Control Center.

Note: some stations in this video were not operational at the time of the recording. Modern Naval Warfare is still work in progress

In Modern Naval Warfare, you will have access to nine stations:

    Radio
    ESM
    Pilot
    Command
    Navigation, Map and Situation Awareness table
    Sonar
    Fire control system
    Radar
    Periscopes

In the future, we will make specific videos detailing the full interfaces of each of the stations.

See you next month, sail safe!



10
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on May 23, 2024, 12:15:43 AM »
Patch Update v.2.10.7
Tue, 21 May 202



2.10.7 - aa64e3f86e - Release

Many technical changes were made in preparation for the upcoming Urban Onslaught DLC, below is a list of the most relevant changes for this update:

Campaign
• Fleet Liaison now has a default attack that calls in a TAC Strafe, ideal for taking out Scorpions from a safe distance.
• Delivery platform button now highlights when you can unlock a new units
• Added new dropship animations and a new drop pod for dropping marauders and other vehicles
• Turrets now animate to pitch up/down
• E-Pulse Troopers are now stronger against armored units
• Fixed tab/shift tab keys to toggle through selected units
• Fixed bug where bullets would not correctly collide with targets in certain cases

Editor
• Editor level/edge/variation system reworked for easier selection and manipulation


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