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1
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on Today at 01:28:06 AM »
⚓ Victory At Sea Atlantic - Update Firstlook Branch Now Available!
Fri, 7 November 2025



Commanders,

We?ve been hard at work preparing the next update for Victory At Sea Atlantic, featuring a wide range of bug fixes, gameplay tweaks, and UI improvements.


Before pushing it live to everyone, we?re releasing it today on a Beta Branch called firstlook ? so you can try it early and help us make sure everything runs smoothly before the main release next week.
🧭 How to Access the Firstlook Branch

If you?d like to preview the update early:

    Right-click Victory At Sea Atlantic in your Steam Library.

    Select Properties.

    Go to the Betas tab.

    Open the dropdown menu and select firstlook.

If you prefer to wait, we?re aiming to push the update to the main branch early next week.


⚙️ Bug Fixes

  - Fixed AA weapon targeting against carrier-launched planes.

  - Fixed a bug preventing troops replenishing in control zones.

  - The player's submersibles can now change their depth in an autoresolved battle, where appropriate.

  - Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.

  - Fixed some incorrect ship positioning when loading into combat.

  - Prevented a case of structures being built on top of other structures.

  - Clicking a port marker doesn't count as clicking the structure behind.

  - Ensured player spotter aircraft obey the range limit.

  - The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.

  - Prevented a case of two tutorials becoming simultaneously active.

  - Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.

  - Fixed a bug that could cause extra ships to be loaded into combat.

  - Fixed a bug that could prevent aircraft being added to combat.

  - Fixed a bug that could stop combats from starting while unrelated fleets are in combat.

  - The message shown when a faction changes sides displays correctly.

  - Iceberg sea foam displays correctly.

  - The Gloucester-class cruiser may be commissioned in Allied shipyards.

  - Ship weapons will not automatically switch their payload from starshells while selected.

  - Prevented multiple alerts getting queued for the same aircraft combat.

  - Stopped a case of campaign alert messages showing up at the start of combat.

  - Fixed a bug that could cause the camera to end up off the campaign map.

  - Make sure all docked fleets in a port are shown on the shipyard UI.

  - Stopped the airfield UI overlapping with the selected flight UI.

  - Fixed a case of Axis and Allies labels getting swapped over.

  - Added the Elco-class research project's missing title.

  - The TBM-3 Avenger's sprite shows up correctly.


⚓ Gameplay Improvements

  - Fleets are no longer hidden or repositioned after an air raid.

  - Nearby fleets are not excluded from combat in an air raid.

  - Bomber flights may be ordered to defend other aircraft flights.

  - Player-ordered bombers no longer automatically turn back and land after a fighter intercept.

  - Player-ordered fighters do turn back and land after an intercept.

  - Increased the spotting range on the campaign map, more so for planes.

  - Increased the overall spotting range of spotter aircraft.

  - Planes begin slightly further from enemy ships in combat.

  - Reduced the supply cost of civilian ships.

  - Separated the airfield ASW bomber lock from the general bomber lock.

  - Reduced civilian ships' spotting range and spot chance against submersibles at night.

  - Further reduced civilian ships' gun accuracy and reload speed.

  - AI will create more supply convoys, but in greater numbers.

  - Supply convoys use zig-zag manoeuvres on the campaign map level.

  - Improved enemy ship AI when retreating.

  - Torpedo boats can no longer sink warships.

  - Slowed the deceleration of all ships.

  - Improved seaplane landing behaviour.

  - Improved enemy seaplane UI when its home ship is not in combat.

  - Slightly increased the gun inaccuracy of uncontrolled player ships.

  - Reduced the damage reduction on uncontrolled player ships.

  - Enemy ships are less likely to stop using their guns due to crew casualties.

  - Improved the AI of divebomber squadrons.

  - Improved the AI of torpedo bombers, and reduced their torpedo drop distance.

  - Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.


🖥️ UI Improvements

  - Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.

  - Alert popups do not automatically cycle to the next alert when clicking "view on map".

  - Added a visible spotter range limit circle for ships.

  - Ensured a fleet's total troop count label updates while the fleet is selected.

That?s all for now, commanders!
Thank you for your continued feedback and support ? as always, your reports and suggestions help us keep improving Victory At Sea Atlantic.

Fair seas,
The Evil Twin Artworks Team
2
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on Yesterday at 12:57:56 AM »
Development Status #82
Fri, 7 November 2025



Dear Tankers!

Welcome to our 82th Development Status.


German captured KV-1B 756(r) work in progress

Hull is done for captured version



We have completed one of the stages of production of this tank, or rather a variant of it, as the changes are cosmetic, but they do add a slightly different character. The main differences between the standard KV-1 hull in the game are a different engine cover with hatches, and a modified rear hull shape ? it has been remodelled. New side skirts and on top of that some additional tank crew equipments.

Read on...
3
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on November 07, 2025, 11:16:22 PM »
Liftoff - REENTRY hits 1.0 and has left Early Access!
Fri, 7 November 2025




After 10 years of development, Reentry - A Space Flight Simulator is finally out from Early Access!

What a journey it has been. After 7 years of Early Access where I have been in active development with you, the players, the community, and the test pilots, the 1.0 scope has finally been met where the goal was to implement the mandatory systems to allow you to:

  - Reach Orbit in Project Mercury

  - Rendezvous and Dock in Project Gemini

  - Land on the Moon in Project Apollo

The game has slowly evolved to become something much bigger than I ever imagined possible for a single developer. However, I have never felt alone. From the start, you, the community, has joined me along the journey to help me shape the game, support me and been part of the project in one way or another. For that I thank you!

This will be celebrated with the community through a fully online event, and I will be hosting multiple development updates, Ask-Me-Anything's (AMA) and Steam Broadcasts.


THANK YOU!

I want to take this moment to thank you for being part of the game in one way or another, either you reporting issues, sending suggestions, providing constructive feedback, being part of the community, helping out other players, organizing multiplayer sessions, being a moderator, or being a Test Pilot, your work is visible in the game, and can be enjoyed by everyone else. So thank you again!


RNTYCON 2025 - The 1.0 Online Release Party



For the release and to celebrate 10 years of REENTRY, the he Reentry 1.0 launch party will be all online, so you, the community, can participate and join me in celebrating the release of the game.

The event also adds a new game mode, the Flight Plan Mode, for Project Apollo.

The sessions will get their links added behind them after the first session (see agenda below) is done, so step back here for details as I update the post with links to each session.


Friday Agenda

1.0 bits are published - NOW

Steam Launch Trailer, YouTube - NOW

10:00 AM (Pacific Time): RNTYCON 2025 Launch Party Keynote:


YouTube? Video: The Reentry 1.0 Launch Party - Ask-Me-Anything (AMA)
https://www.youtube.com/live/rIPnUxpv5mI

11:30 AM: The Developer Plays the Apollo 8 launch using the new Flight Plan Mode, Steam Broadcast

MOCR LIVE, in-game event, see the Apollo Live Mission here:
https://www.youtube.com/live/x4kDY-b7UsI


Saturday Agenda

10:00 AM (Pacific Time) An overview of the Reentry Community and how to navigate it, YouTube

10:30 AM The Future of Reentry, YouTube

11:00 AM Ask-Me-Anything, YouTube

12:00 The Developer Plays, Steam

Most sessions will be recorded and stored under the RNTYCON 2025 - The 1.0 Release Party YouTube Playlist.


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Tacview / Tacview 1.9.5 beta 18 is available Now
« Last post by Asid on November 06, 2025, 12:04:54 AM »


Tacview 1.9.5 beta 18 is available Now

Download: HERE

    - Release Date: Mon, 3 Nov 2025
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1168.1 MB

Release notes


FEATURES & CHANGES

  - ADDED support for the Nuclear Option exporter written by Gabor Nemeth
  - ADDED 4 additional chart windows
  - ADDED Playback speed of x120
  - ADDED ?Data Capture Mode? option to the DCS World exporter to improve recording performance
  - ADDED Simulation pause recording to DCS World exporter for accurate media playback synchronization
  - ADDED Touchdown velocity addon for MSFS & X-Plane
  - ADDED Gibraltar database and terrain for BMS 4.37.6
  - ADDED support for relative path to DCS World exporter: lfs.writedir() + "path/"{libreak}ADDED DCS World: CH-47F advanced telemetry
  - ADDED DCS World: F4U-1D advanced telemetry
  - ADDED DCS World Cold War Germany Map and runways
  - ADDED DCS World Iraq Map and runways
  - ADDED DCS World Afghanistan Map terrain and runways
  - ADDED Event Log Extras add-on to edit events and kill-remove aircraft
  - ADDED ComboBoxes to Lua DialogBoxes API
  - ADDED Error messages for telemetry export failures when saving to a CSV file
  - ADDED Support for multiple XML files for custom elevation and texture maps
  - ADDED /ExportTelemetry command line option
  - ADDED Carrier Landing Pattern addon from Tickler
  - ADDED Lua Command Server add-on to remotely execute Lua instructions
  - ADDED Hundredths of seconds to the time displayed in the 3D view
  - ADDED AGL Altitude for DCS World aircraft
  - IMPROVED you can now remove any type of event from the event-log
  - IMPROVED Improved fuel quantity export for most high-fidelity DCS World aircraft
  - IMPROVED Fuel Consumption add-on to calculate over distance or time
  - IMPROVED updated Earth magnetic field up to 2030 (IGRF-14)
  - IMPROVED media synchronization now supports sub-second accuracy via YYYYMMDDThhmmss.ssssZ
  - IMPROVED speed calculations especially at very high altitude
  - IMPROVED Weapon name is now displayed alongside callsign in labels
  - IMPROVED Boats trails

FIXES

  - FIXED crash when merging multiple files via the command line with the event log active
  - FIXED crash when opening shortcuts via the tacview: protocol
  - FIXED crash when reloading addons using the "Pick 3D Point" feature
  - FIXED random crash when joining or hosting an online debriefing
  - FIXED Knots are now correctly abbreviated as "kt" instead of "kts"
  - FIXED magnetic heading was not always displayed in the 3D view and telemetry windows
  - FIXED custom elevation maps with negative altitudes were not working properly
  - FIXED events deletion from the event log was not always working
  - FIXED bookmarks not always showing in red on the timeline
  - FIXED -OpenMedia command line option not working for windows 5 to 8


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: Task Force Admiral - Vol.1: American Carrier Battles
« Last post by Asid on November 05, 2025, 11:12:59 PM »
Fall Update 2025 - News on the Road to Point Luck
Wed, 5 November 2025



We have a "release window" now, and we're talking about what's next, along with the latest dev updates



Hello there, Steam fans!

It?s been some time since our last update. We haven?t been idle, far from it, so no worries about that. We have some nuggets of interest today, along with a few shots from the work that has been achieved over the last few months. Welcome back aboard & let?s get done with the latest intel digest ? and please accept our apologies for the time it took!

Note: Kickstarter backer have a custom version of this update online on the KS website. Please click here to check it out!
https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition/posts/4529142



The Team

The funds acquired from the Kickstarter campaign allowed us to expand the talent pool, hiring some ?off-the-shelf? fashion makers from the War on the Sea & Sea Power modding community. They did bring new blood into these old arteries of ours (yeah, 2019 feels like a century ago by now), and are helping much to increase the overall cadence. Allow me to use this article to thank them all for their contribution ? in particular Ian, Reis & Skyblazer, with whom you will certainly be very familiar if you?ve been dwelling on the unofficial SP & WotS modding server.



We have also hired a couple of experts for short-term missions for the animations (more about it below) & the overall action log system, which is about enabling, at first, compatibility with Tacview, and then an actual replay system. All of this is progress happening in parallel, but also remember that we only have one single dev, and as such, more than ever ? good things do take time.



Most importantly, don?t take the lack of news as a proof that we were idle or something. We simply had to keep a lower profile, as a couple of us were also in the last leg of their studies (and will defend their respective thesis in the weeks to come), while we were simultaneously working on the future schedule with our publisher. This also meant that the extra help was not only welcome, it was actually decisive in keeping us on track. JB our dev, on his end, took a few weeks of rest before the last development stretch, and we?re going into November with a strong organization and project timetable.



The Release

So what are we going for in terms of a deadline? Right now we?re planning for an early access release in Q1 2026.



Why the early access release thing? Several reasons. First of all, we owe a version of the game to the pledgers, and having it in the ballpark of what was promised cannot hurt (well, at least there will be something delivered...). Besides, obviously, the number of new features introduced by the successful campaign means that the game will have to be further developed stage by stage. Selling it as a final product in this state would be deceiving, and EA offers that kind of safe space, an intermediary stage between something not playable and something final that fits neatly as far as the current state of the game is concerned. Besides, it will also allow us to have a price that increases step by step along with the completion of the game ? those who will buy into early access will be rewarded compared to those who will buy the final game, as will Kickstarter backers compared to EA & 1.0 customers. It might be all about a few dollars more or less, but the symbolism is important. At any rate, Beta Access players get to play with the exclusive contents a bit longer, so there?s that too.



So, we know some of you guys might have their reserves regarding Early Access as a release mode. But I?d rather focus on what?s been done right in the past as an example of what we're aiming for. Take a darling of mine, Doorkickers 2 for instance. Or Sea Power, that has built a steady & strong followership a year after a strong EA release. So, yes, success stories do exist, and we?re really going to work hard to emulate them. Obviously, we?ll also do our best to provide you with a working demo ? all efforts are now directed at the release so I can?t promise to have the demo hit Steam in due time. Possibly we might be able to refurbish the Coral Sea one for a small early surprise, but no promises there.

Read on...

6
Games Discussion / Re: Exanima
« Last post by Asid on November 04, 2025, 12:14:10 AM »
Coffee Diary - November 2025
Mon, 3 November 2025



Hey Exanimates,

At this point we're mainly putting the final layers of polish on the new content. This is mostly material work, to make everything look good and cohesive. Making detailed and realistic materials for modern graphics is very difficult, and making sure all the colours are balanced and that all the materials, the dirt and grime etc. belong together and their environment is like a giant game of whack-a-mole.


Even Madoc who is our main programmer has been mostly helping with getting art finalised. When Madoc gets involved in the art pipeline there's a lot of finding tool based solutions to improve results and avoid lots of brute force work. Why fix a problem once when you can fix it forever? While making the game and our own engine, in total we probably spend more time developing our content and asset creation tools. We have our own unique way of doing everything from physics, animation and AI to rendering, with many unique features; our tools are the backbone that allows us to take advantage of these features, and to develop them in the first place. When there's a major advancement in what we're able to do in the game, it usually has more to do with tools than anything else.

Our tools are extensive and designed around creating instructions for how something is made, so that the process can then be rapidly repeated and iterated on. Adjusting or improving any step of the process is relatively quick and easy, as well as creating more assets using the same or a similar process. We're proud of our tools and they're how our tiny little team is able to consistently produce cohesive, high quality, original art and content. Exanima has grown to be quite a large game, but mainly it has an enormous amount of carefully crafted stuff in it. Our most recent addition to the team, a second programmer (Jimmini), has been almost entirely dedicated to expanding our tools and content creation pipeline. These range from improving on what we can do with engine features to brand new tools which will play a major role in how we make content going forward. Some will be used for the content in the Exanima 1.0 release, but we are gearing up for what comes after.

We typically avoid showing any new content before release, but we'll make a small exception with screenshots of one asset to illustrate our art pipeline. Beyond some low poly modelling work, this was created entirely within our tools and uses our newest features, also in terms of rendering. Everything down to the brickwork and roof tiles is created entirely from scratch, giving us complete artistic control. This asset is part of a highly modular "kitbash", meaning we carefully make many individual elements (e.g. the segments of an arch) which combined in many ways and with some tricks can a large number of different assets, that still look well integrated and varied, while using fewer resources. We aim for a certain level of quality and immersive visuals that contribute to the game's atmosphere, while using approaches that are very performance friendly to keep everything running well, even on low end hardware.





And here is a detail of the roof tiles which shows the kind of thing we're able to generate using procedural methods in our tools.



In our last diary we mentioned we were overhauling our 3D grass. The main goal was for the grass system to support not just grass but also small plants and dense undergrowth, as this would be more scalable and efficient in terms of performance and especially in terms of level design. We've made a large number of all new grasses, plants and flowers, more detailed and much higher quality than our previous assets. To make convincing 3D plants we also had to use more advanced rendering methods and there were a number of difficult problems to solve with this. We're using dense grass in environments with lots of lights and high contrast lighting, making grass not look flat or polygonal while preserving lighting detail is difficult, and performance is a concern when so much of the screen is covered in layers of grass being lit by many lights. Indeed our previous grass was heavily reliant on shadows for any depth, which are not always possible. Another common and difficult 3D graphics problem is blending, the grass in our game is small therefore thin, and we really wanted to avoid the pixelated or fuzzy look this often produces, so we needed some clever solutions.

It took a lot of fixing, tweaking and adjusting to finally get everything working and looking how we wanted, and once again adding some features to our asset creation tools was critical to getting it right. We solved all the problems we mentioned and developed some fancy custom shading that is also highly optimised. It looks great even on lower settings and blends perfectly with the ground and all its variation.

Here is an example of dense undergrowth to fill in more vegetation heavy areas. We can now quickly paint this in with a brush and it will dynamically adapt to changes in the terrain as it is edited or modified.



Here is a large amount of grass showing the variation and how it adapts and blends with the ground.



While the ground is not intended for such close-up viewing, this zoomed in shot shows the lighting detail, including specularity and translucency. It looks convincingly 3D even under high contrast lighting:



As well as a new NPC thaumaturge, in this update we're adding four new non-human encounters. The most we've added at once until now was two, and adding new creature types requires a lot of rigging, animation work, careful tweaking of physics, combat AI, sound design etc. So far we've been developing the features to support each new creature and its unique physical and other behaviours as needed and the result is a lot of custom hard coded rules and systems. With four new character types added now and more on the way, this is becoming cumbersome, but importantly this hard coded system has been a big problem for modders who like to add as many modified versions of them as possible. Modders have been very limited in this regard and when we add new creatures it takes away valuable slots they rely on and undoes their work. They've asked, and we promised modders a better system some time ago, so we decided it was finally time to add it.

We developed a proper "race" system which allows adding virtually unlimited character types featuring a massive number of properties and parameters for their appearance, physical properties, animation behaviour, AI, sound and voice effects, stats, locational resistances, equipment use, blood effects and generally how they interact with every game system. On the back of this we've made various improvements to some of the underlying mechanics and tools. We're now able to make adjustments to physics and animation in real-time to immediately see the effects in game, which really improves our workflow.

The biggest change we made though is to how character motions are managed. The new system can create custom motion sets on the fly based on race parameters, equipment, skills and combat styles and effects like special properties on items, powers etc. Motion sets are mixed and matched dynamically allowing all these conditions to provide highly specific overrides while also finding appropriate fallbacks if a motion for specific combinations is not provided, which is also great for modders. We've been wanting this sort of functionality for a long time, but understanding all the requirements and mechanics for a data driven system was a difficult problem. This is also the perfect foundation for changing motions for different weapon grips and even layering motions to support things like performing actions while running or dynamically changing stances.

In general we've been trying to work more closely with modders recently and we've been putting a lot of work into developing polished, user-friendly visual interfaces for all our tools as well as versatile systems to eventually pass on to them. We hope to begin releasing some of these soon and we're quite excited to see what the modding community comes up with. Already with these new systems we expect there's a whole lot they'll be able to do. We're a little restricted with the relatively serious and realistic tone of the game, but modders can be more daring and tend to push at the limits of what our game can do.

We do mention our tools from time to time, but only briefly and usually without specifics. We realise it's not what many gamers get excited about, you just want more content nao, and the amount of effort we put into the back end or seemingly small additions to the game might seem insane, but while Exanima might now be close to its 1.0 release, we're only just getting started and there is so much more we plan to do with these systems and tools. We're in it for the long haul, and to create something special. We know the long development cycles can be frustrating, but we're still here, as dedicated as ever and we will continue to deliver more and better game. The 1.0 release is ultimately an arbitrary milestone.


Best,
Bare Mettle

7
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on November 04, 2025, 12:14:03 AM »
Sea Power AMA!
Mon, 3 November 2025



Check here to use a google form to send us your questions directly

Sea Power - 1st AMA

Hello everyone! It's been nearly a year since our last survey, where we set out priorities and got to work. While we have not been able to deliver on all of them as quickly as we wish, we plan to release the first iteration of AI upgrades in the very near future. In the meantime though, we would like to host our first AMA to see what all of your questions are about the future and current state of Sea Power. Feel free to submit your questions here!

Note: Your alias/name will be shared publicly if you choose to fill it in on our AMA form. If you wish to remain anonymous, feel free to put N/A!

https://forms.gle/8GEEBWJoQxYjbGAr7


*Should be active for 2-3 days!*
8
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by Asid on November 03, 2025, 12:19:59 AM »
Dev Update | Audio
Fri, 31 October 2025



Hey bush flyers! It's our October wrap-up and this month we have focused mainly on adding audio into Deadstick, and it's made a huge difference when we've been jumping into builds.

In our latest Development Milestone we've began implementing HOTAS support, redesigned job cards, improved Cargo interactions with the UI, added an in-game radio and began the initial framework for a public playtest next year!

As usual, please note that all of this is work in progress in-game footage/images.

We have been able to share a few videos which feature some of the new audio added to the game!







When implementing the audio into Deadstick we wanted to be as authentic as possible, so we rented a plane (Piper PA-18-150 Super Cub) with Chris Cheetham and the crew over at Sound Cuts. We wanted to share some Behind the Scenes pics!













We've had an amazing reaction from the community so far, so please let us know in the comments what you think!

Here are some of the short form videos we've put out across our YouTube Shorts, TikTok and Instagram Reels this month.

Sounds in Deadstick
Deliveries

-Mythwright

9
Games Discussion / Re: Wolfpack
« Last post by Asid on November 02, 2025, 11:08:01 AM »
Development Update October 2025
Fri, 31 October 2025



Hello everyone! This month we have continued working on terrain mesh generation and water simulation for the client side. Work on the corvette continues.


Terrain and water

We have spent the better part of this month working on terrain mesh generation. The terrain is generated from real world data using a spherical earth model. The spherical earth means that we sadly can?t use Unity?s built in terrain system, which is based on flat heightmaps, so we have created our own terrain system. The water system has similar requirements, where the water function has to be deterministic and continuous across a spherical surface.


The corvette

The functional parts of the wheelhouse are now completed, and we are now making equipment for the radio room.


What?s next?

The terrain generation system is more or less complete, so now we are working on the ocean function. When this is completed, we should be able to seamlessly stream the world. At that point most of the work will be to tie systems together, to fix bugs and to update UI and menus to fit with all of the new things we have built.

10
Friends, the latest episode of Retro Dogfight is out, in which we take a deep dive into not only F/A-18 Interceptor, but also the Amiga itself.

https://www.retrodogfight.com/07-f-a-18-interceptor-and-an-education-on-the-amiga/
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