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Tacview / Tacview 1.8.8 beta 2 is available Now
« Last post by Asid on Today at 12:01:22 AM »

Tacview 1.8.8 beta 2 is available Now

Download: HERE

•   Release Date: Thu, 20 Jan 2022
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 588. MB

Release notes


    ADDED support for Radar range gate display
    ADDED Control Zone add-on to display control zone of selected aircraft (for dogfighting)
    ADDED entries to the database (P-51B-5, MIM-23B)
    ADDED CTRL + mouse wheel to zoom in and out on charts Y axis
    ADDED support for Cyan and Yellow colored objects
    ADDED support for more RadarRangeGate properties
    IMPROVED custom textures loading order is now the same as declaration order
    IMPROVED Korea & Balkans database and terrain for BMS 4.35.3
    IMPROVED lag spikes filtering in charts
    IMPROVED csv importer now sets object name based on the csv filename


    FIXED anticipatory trail display during real-time telemetry
    FIXED incorrect beginning of speed curves
    FIXED visual curve oscillation during scrolling of some charts


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...

Games Discussion / Re: Star Traders: Frontiers
« Last post by Asid on Yesterday at 11:57:46 PM »
Update #287: Arc Scanner Contact!
Wed, 12 January 2022

Upgraded ship comparison report, better repair times, new effects on Shielded Barracks

Happy new year and welcome to the first major update, #287. With the huge new wave of captains () joining us in the void over the winter holiday, we've focused this update on one of the major areas tripping those captains up -- with #287, we have a major upgrade for the ship comparison data in ship encounters as well as a few other minor display tweaks to help that screen flow better. We've also made another big step improving repair times and costs, added new effects to all Shielded Barracks and resolved a display bug with Engine fuel / AU shown in game.

Speaking of new, shiny, blaze -- if word hasn't trickled down from the tippity top of the New Boston spires, leaked below the streets and drip-drip-dripped into your safehouse, we're here to tell you about our upcoming turn-based cyberpunk heist RPG. Cyber Knights: Flashpoint will be coming to Steam in 2022 and mixes stealth, hacking and tactical combat with deep RPG elements and a unique heist system for missions. We've just launched the private alpha to over 1,000 players and the wishlist button is calling your name, Knight.
Cyber Knights: Flashpoint
IsometricCRPGCyberpunkTactical RPGStealth
Coming Soon
Cyber Knights: Flashpoint

Relative Ship Comparisons
Update #287 has simplified the encounter text the top of the screen so it is more easily readable quickly and added the level next to the profession so you don't have to go digging for it, such as Smuggler (Lvl 6). In addition, we've included a note to players to check the ship report if they are considering a fight.

The ship comparison report has been improved to use relative comparisons to give the captain better data about what their ac scanners can pick up about the enemy ship. The comparison report warns about razor-thin margins in dice pools and reminds that a single buff can tip a pool upwards of 25% so even that kind of margin must be considered risky.

Once in combat, the hover over the enemy ship continues to update each turn and considers all buffs, ship damage and crew losses so you can get a continued feel for how things are going and know whether or not it's time to close or retreat and where your buffs or debuffs may be best applied.

Better Repair Cost/Time
Update #287 completes a project started on Update #285. This greatly reduces the cost and time to repair for some of the most expensive components in the game. Their high install cost was previously granting them a very painful repair duration and price.

For the modders, these fields (repair time and cost) from install cost, time and salvage value allowing easier control over these important aspects ship components.

Event Log Abbreviations
We also tweaked the event logs display of dates so that we could always keep all of the relevant data displayed. 3 yrs, 2 wks, 5 days would be "3 Years, 2 Weeks and 5 Days". Before #287, it would have simply dropped the days from the count which was causing confusion.

Improved Shielded Barracks
Shielded Barracks 3, 4, 5 and 6 have all received new bonuses that help protect the ship from Void and Radiation Damage, and some of them have had a small Shield bonus increase. This helps them find a better position within the meta compared to Reinforced Barracks

Engine Fuel / AU
We have made a display change (with no gameplay impact whatsoever
) to Void Engine's display of their Fuel / AU statistic. This has long bothered some captains who are closely watching their Water-Fuel that in real travel conditions, the Fuel / AU is always higher than was being posted. This change makes the Fuel / AU calculation correct and closer to real travel conditions. In most cases, it results in an additional +1 Fuel for the engine. However, there was no gameplay change, only the text in the display.

v3.2.25 - 1/12/2022
- Enemy captain level now visible from the main screen of ship encounter
- Improved ship comparison report (ship encounter, combat hover) to include relative comparison data (toss up, risky, dominant, etc)
- Reduced & Adjusted repair time and cost for many expensive components (high-end bridges, engines, launch bays)
- Corrected Fuel / AU rates for all engines to better match real world travel conditions (display only, no gameplay change)
- Improved Shielded Barracks 3, 4, 5 and 6
- Fixed display bug where reduction of repair time was not properly displayed (but correctly used, per event log)

Games Discussion / Re: Foundation
« Last post by Asid on Yesterday at 11:53:25 PM »
A Look at Foundation’s Future
Fri, 21 January 2022

Hi everyone!

Now that the holidays are decidedly behind us, it’s time to think about what the future holds.

There’s little doubt that 2022 will be a pivotal year for Foundation. We know you’re eager to learn more about the game, hence why we’re sharing an exclusive look at what’s going on behind the scenes…and hopefully answer some of your burning questions!

Laying down the cards

After three years in Early Access (time flies!), we are finally starting to see the light at the end of the tunnel. Looking back, we’re proud of what we’ve accomplished so far, but acknowledge that there’s still a lot of work left to do. Still, we’re confident that we’ll cross the finish line before long.

Our current focus is on Core Game II (1.9), which we’ve actually already talked about last year. We can’t stress enough just how much of a game changer this new release will be. We’ll have more details to share about it very soon. In the meantime, here’s some up-to-date info about the new features being worked on right now by the team for this massive update:

Gameplay Types & Progression


As part of our overhauled progression system, your village will now score points according to various metrics (territories, population, etc.). We’re calling this system Prosperity (which is not to be confused with Splendor). The idea behind it is to allow you, the player, to progress in the game without imposing a specific playstyle. For example, you will be able to progress by focusing on a large populated city, but you’ll also be able to progress by focusing on a prolific monastery. Aiming for higher scores isn’t just for bragging rights: you’ll unlock new buildings and put in place new politics (edicts) along the way.


The Estates are evolving and will be closely tied to different gameplay types. Each Estate will have their specific advantages over some core features of the game. For instance, the Labor Estate will fare well in villager taxation, the Clergy Estate on luxury resources and the Kingdom—you probably guessed it—on military campaigns. Also, get ready as having a high Splendor with an estate will negatively impact influence with other estates. This is just a quick overview of our intentions. More on that later!

Victory conditions

We know several players would love to see endgame content added to Foundation and 1.9 will deliver on that front. Victory conditions are late game objectives you can complete to score rare player celebrations in Foundation—and their own achievements. Pick one or more victory conditions to track and try to complete all the prerequisites…if you dare!


If you’ve been following us on social media, you know we hired a talented narrative designer a couple of weeks ago. Core Game II will be the first occasion to see his work applied to the world of Foundation. What does that mean?

Well…we’re not ready to spill the beans quite yet, but here’s a nugget of information for you: our new narrative events aim to make your experience more open-ended. Since 1.9 redefines our global game progression, we wanted to establish the first step of what we could describe as a “dialogue” between players and Foundation. In that sense, the game will feel a lot more responsive by serving events tailored to your play style.

New onboarding

Core Game II is an opportunity for us to review Foundation’s early game and more precisely its onboarding. Since we’re introducing a lot of new features to the game, it’s important that our tutorials and in-game messaging are on point. We’ve put a lot of effort into explaining our systems and helping players understand the steps they need to take in order to build—and maintain—successful villages.

And more! Look forward to our new blog series that will delve deeper into upcoming features included in 1.9

The Core Game II (1.9) update is scheduled for release in the first half of 2022.

Looking even further

Apart from the work being done on Core Game II, our team is working in parallel on other important additions that will see the light of day before/at release. Here’s a few of them:

Residential Revamp

We are rehauling the residential experience to make it more fluid and informative while improving the game’s overall organic layout. Villagers will still build and upgrade (up to a 3rd level) houses by themselves but through blood, sweat, and tears, they’ll be better at it than ever!

Gone are the days where unused space could really hinder your village’s development. Improvements to our painting tool will help determine more precisely where districts are formed and ensure residential space (as defined by the player) is sufficient. The tool will be able to predict how many villagers can be housed within a specific zone.

Map Generator

We already gave you a glimpse of our Map Generator. Work on this feature has progressed steadily since then and is already showing promising results. We know this is one of the most anticipated features and we want to make it right, hence why we’re keeping things a bit under wraps for now.

New Terrain Biomes

One way to add more uniqueness to maps is by making sure biomes are different enough from each other. How are we going to do it? Well, for starters, we want to improve vegetation a lot—even going as far as having different vegetation depending on elevation. Think leafy on lower altitudes and coniferous on higher altitudes. What we’re not aiming for is to add tropical or desert biomes, as we feel they don’t quite fit with our design.


We strive to make Foundation more functional, accessible and enjoyable by all types of players. Expect even more accessibility options in the future, including improved colored text contrast and colorblind-friendly signs/feedback.


We will continue to support the modding community. One way to do so will be by exposing more real-time interactions, but we also plan to let modders edit the user interface (UI), among other things.

Quality of Life (QOL)

Delivering a smooth gameplay experience has always been a top priority for us. On that point, we can say this year will introduce a number of interesting QOL changes, included but not limited to: more tooltips, improved handling of panels and ESC key behavior, new Book shortcuts and UI customization (resize).

We are doing everything in our power to get Foundation our of Early Access before the end of 2022. We will keep you updated as we go.

Squad / An update on Squad's Roadmap
« Last post by Asid on Yesterday at 11:50:05 PM »
An update on Squad's Roadmap
Fri, 21 January 2022

Out of everything you’ve been saying to us, the most commonly raised issue is our out-of-date Roadmap!

Hello Squaddies!

At the end of 2021 our focus had been on improving our communication with our players, and we want to continue that into 2022. Now that is a two way street, and it requires us to listen as much as talk, and so we’ve been listening to your concerns. Out of everything you’ve said the most commonly raised issue is our out-of-date Roadmap!

It is fair to say that the current public Roadmaps that we have provided, and yes there are two of them, have long ago ceased to be useful. While they were well intentioned, they were at best overly optimistic in their target dates. This resulted in us “breaking off more than we could chew”, or overpromising and underdelivering to you our players.

It’s just as clear to us as it is to you that something needs to be done and we wanted to let you know that it's one of our main priorities. There are essentially two main things we need to finalize before we’re able to present you with a new Roadmap.

    Create a new visual format:
    We’ve done a static illustrated Roadmap in the past, which looks slick and is the kind of thing that marketing departments get really excited about. The problem is that it was hard to update and when things changed, as they are likely to do during development, it was cumbersome to make manual changes. We want us to update a Roadmap to take away from actual development, and so whatever we decide on has to be something that is easy to keep up-to-date.
    Confirm what we can first share as part of the new roadmap:
    The intention is that all of our outstanding announced content (V2.12, US Marines, Australian Faction, Pan Asia Faction) will be released, and our wider development team is currently deep in planning to determine updated and realistic timelines for this content. Part of this process will be informed by the experience our new CEO Vlad Ceraldi brings to the table. If you missed our announcement about Vlad joining us, you can find that post here Part of this timeline is also impacted by a few unexpected technical challenges that arose with the upcoming 2.12 release. While we wish this update would have had a much smoother release, we are grateful to all of our playtesters who have helped to identify bugs that can only be established via mass gameplay.

Now we have decided a few things about the Roadmap so far, and wanted to share those with you at this stage before it’s introduced to help set expectations.

Update Frequency: We are aiming to update the Roadmap once every two months. Even if nothing significant has happened in the interim, we at least want to share that everything that we have laid out on it remains accurate.

    No Dates:
    One of the lessons from the previous attempts at a Roadmap is that we have not been great at hitting our own estimated dates.  When we first launched the Roadmap, we made a point to emphasize that dates can and likely would shift - yet we still found ourselves getting too specific, and even with this warning we witnessed too much frustration with changes. Going forward, the Roadmap will focus more on presenting a Release Order and a set of priorities. Release dates for content will be communicated much closer to their actual release, so don’t worry we’re not going to sneakily update the game with a new faction without you noticing. Ultimately though experience has shown us that communicating dates too early in the development process only leads to broken promises.
    Other Communication Touchpoints:
    We will continue to engage through our social channels, and elsewhere within our community. We are also looking at other methods to keep communication flowing between Roadmap updates, so that you’re kept better informed of what’s happening behind the scenes at Offworld Industries. These will include our Developer Q&As which we started last year, a planned resumption of the Squad Chat Streams later this year, Server Spotlights, monthly Wrench Mod Features, and other ideas. Our goal here is to avoid long periods of radio silence while we’re developing the game. Some of these initiatives are on hold until we can hire a new Community Manager to replace Krispy.

We understand that with the precedent of the previous Roadmap attempts you might have expected our next Roadmap to include the dates, and be updated on a more frequent basis. However, given that both previous Roadmaps ended with missed deadlines, and were not updated as frequently as promised we think that this time a more conservative approach is needed. While we will make mistakes we can also try our best to avoid repeating the same ones again, and again. Our aim is to not return to the complete lack of transparency that predated the first iteration of our Roadmap, and to instead iterate further and shift our approach in a manner that makes the most amount of sense for our team.

We know that you’re all anxious for the new Roadmap, and we’re anxious to be able to share with you our priorities and what we’re working on! For now all we can ask is for your patience, as we work towards getting that to you.


- The Offworld Industries Team

Games Discussion / Re: new project naval game, no download yet
« Last post by Asid on Yesterday at 11:40:42 PM »
Looking great GL.

You put in a lot of effort  :winner
Games Discussion / Re: new project naval game, no download yet
« Last post by gameleaper on Yesterday at 06:42:25 AM »

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 19/01/22 @ GMT18:00
« Last post by Asid on January 20, 2022, 11:27:41 PM »
D.O.W. Steel Beasts Wednesday Mission 19/01/22

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 19/01/22 @ GMT18:00
« Last post by Asid on January 20, 2022, 03:33:39 PM »
Thanks for the AAR Rinix  :thumbsup
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 19/01/22 @ GMT18:00
« Last post by Rinix on January 20, 2022, 01:56:33 AM »
Here's my screenshots:

The plan


We move ahead

We move into the objective

I give support with A-11, A-12 is already disabled

We push directly north, instead of around

I lost A-11, so Oleg and Ligthert complete the victory

Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on January 19, 2022, 11:41:23 PM »
Update 1.05: New options + Hotfix
Wed, January 19, 2022

Dear operators,

A new update with new difficulty option and many fixs, thanks you for your feedback!


- Add: Difficulty option - No tasks markers
- Add: Separation of toggle run/walk (default:V) and sprint (default:left shift)
- Add: Gameplay option - Set default FOV
- Add: New icons of keyboard and mouse
- Add: AI radio voice indicates azimut of target spotted
- Fix: Delete an order might not update pathfinding correctly
- Fix: "Shoot a point" order might not skip next order if target isn't valid
- Fix: Some orders might not work correctly under certain conditions
- Fix: Toggle aiming option doesn't update ADS correctly if weapon blocked against obstacle
- Fix: Textures errors on buildings of Al-Jan province
- Fix: Wrong location of some rocks in Ancient ruins
- Fix: Unless shadows in Central Hospital
- Fix: Location of spawn operators
- Fix: Collision of outdoor stairs in Central Hospital
- Fix: Unknow icon of keyboard doesn't display text correctly
- Fix: Errors of cinematic insertion in terms of selection operator controlled by player
- Fix: AI could spawn under buildings in Al-Jan province

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