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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...
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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...



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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!

5
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.

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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.
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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!

8
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).
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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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Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on May 11, 2024, 01:37:34 AM »
Vol. 73 - Ready or Not Development Briefing
Fri, 10 May 2024



Attention Officers,

Thank you for joining us for the 73rd edition of our Ready or Not development briefing, May 10th, 2024!

This week we’ll be showing some work on new AI target detection systems that make engagements feel more fair in situations where the player is partially obscured from Suspect/Civilian AI line of sight.

We have two new specific types of target detection checks under development that are meant to meet this goal of improved fairness: “dynamic visibility blockers” that make thick CS gas clouds obscure your location from AI, and “AI detection cone checks” that make you less likely to be detected between small cracks or when mostly-obscured by cover at longer distances.

We also want to highlight that this is Mental Health Awareness month and contextualize the new videos on the topic that are releasing on our YouTube channel. In this newsletter you’ll find some additional development philosophy regarding the inception of our existing SWAT AI mental health system in-game for Commander Mode.

These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that everything in this development briefing is work in progress and subject to change.

Vol. 73 Development Briefing Summary Points:

(not a changelog)


- AI Target Detection Changes
       - New dynamic visibility blockers that cause thick CS gas clouds to block effective AI target acquisition
            -AI fires at target’s last known position
       - AI accuracy is now reduced per meter of CS gas thickness
       - New target detection “cone” checks help prevent AI from acquiring targets through unintended tiny cracks, small gaps from a distance, and acquiring peaking players from a distance or at difficult corner angles

- May is Mental Health Awareness Month
       - New thematically relevant videos releasing on the VOID YouTube channel to help bring awareness to mental health concepts present in the game
           - First video is titled “PTSD”
       - Game design insights for the inception of the SWAT AI mental health feature in Commander Mode; simply surviving is not always enough.

Read on...
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