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Tacview / Tacview 1.9.4 beta 5 is available Now
« Last post by Asid on June 15, 2024, 12:15:08 AM »

Tacview 1.9.4 beta 5 is available Now

Download: HERE

•   Release Date: Fri, 14 Jun 2024
•   Operating System: Windows® 32-bit / 64-bit
•   File Size: 868.0 MB

Release notes


•   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
•   ADDED DCS: F-4E Phantom II advanced telemetry
•   ADDED Various Artillery 3D models to the database
•   ADDED option to map routes in the Track Injector Add-on
•   IMPROVED CSV files support
•   IMPROVED Mach speed handling over 80km of altitude
•   IMPROVED Sea vehicles now remain displayed after destruction
•   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


•   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
•   FIXED scale and orientation of C-130 Hercules parachutist object


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: Field of Glory: Kingdoms
« Last post by Asid on June 14, 2024, 12:24:45 AM »
Field of Glory: Kingdoms - Enigma: Perceive and Resolve
Thu, 13 June 2024

Here is a summary of the upcoming guide about frequently asked questions.

Many new players feel stuck at some point without a clear way to progress in Realm type and level (for example, from a Duchy to a Petty Kingdom, also known as governments). This comes from two concepts that are tailored to slow down expansion and require foreplanning. It has been designed this way so that Kingdoms is not just another map painter. The historical rationale is that the overwhelming majority of nations did not expand geographically for dozens of years. Only a few managed to do that, and it was often a long process.

Two key values must be understood:
"Max Demesne Size for Authority Gain": This limits the main source of Authority gain (there are other sources, but they are not passive and demand effort). As the realm grows in size, this limit is approached, and Authority gain stops. This can mean the realm is not in the progress tier anymore, and thus the Realm cannot be changed.

"Required Regions to Progress": In addition to this limit, a second concept acts as a barrier. To change Realm, in addition to being Ascendant with 5 progress tokens, a critical size must also be reached. The conundrum to solve is that this value is higher than the first, which might initially give the impression of being stuck.

Note: These two values are indicated in the left part of the Nation Panel.
The obstacle represents a glass ceiling. However, it can be broken, and there are several ways to do that.

Peers of the Realm
If a province is held, a governor can be named (in-game flavor terms: Domain and Peers of the Realm). This will increase the first value, as a Peer will enhance the "Max Demesne Size for Authority Gain" by their Admin value. However, there is a limitation: the bonus from Peers cannot exceed the base value. For example, a Taifa with a Max Demesne of 2 cannot exceed 4.

Creating vassals will lower the "Required Regions to Progress" by 5% for each vassal. Given the game will round values to the nearest one, it means that with 10 regions and 1 vassal, there is a rebate of 1 region. Note: The HRE Emperor has a penalty here; it's a special mechanism.

On and Off
By combining both approaches and adopting a strategy where Authority is either accumulated or spent more liberally, progress can be achieved. Alternating between these two phases until a runaway mechanism is reached, where both spending Authority liberally and progressing is possible, is the goal. It's quite achievable.

Who to play?
Starting with a minor backward nation is not recommended. Kingdoms does not strive to equalize the playing field. Some nations are harder to play than others, and beginning with a small nation, but with an existing Domain (like Scotland) will provide a more rewarding experience, will not be overwhelming, and will present many challenges. It won't be easy mode.

Unlike Civilization, where everyone starts equal with a single pop village and can thrive to greatness, Field of Glory: Kingdoms presents a different challenge. Only when experienced in the game should a backward nation be attempted.

Note: Easy mode will be easier in the first patch, helping players get started. Switching to balanced mode is possible at any point.
Games Discussion / Re: Stargate: Timekeepers
« Last post by Asid on June 14, 2024, 12:24:40 AM »
Stargate: Timekeepers - Team Interview
Thu, 13 June 2024

Welcome back time travellers,

Do not miss the chance to meet the team behind Stargate: Timekeepers and discover all the details of the creation of the stealth video game of one of the most loved tv series.

We would like to thank all the fans who have been supporting Stargate: Timekeepers since its launch.

The team has been working relentlessy to deliver you the best possible gaming experience and please let us know what you think of the game. Your feedback is essential to keep improving the game.

Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on June 14, 2024, 12:24:34 AM »
Atlantic Update
Thu, 13 June 2024

Thank you as always for the positive and constructive feedback!

Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. This one covers campaign optimisation, a new look campaign map as well as big changes to the Objectives and the campaign overall, which hopefully makes progression clearer for you. We've also added some new ships and planes to the roster!


  - Added the Algérie-class cruiser, Gearing-class destroyer, River-class frigate, and Altmark-class oil tanker.
  - Added the Hawker Typhoon fighter, the Junkers Ju 188 bomber, and the Messerschmitt Me 262 jet fighter.
  - New campaign objectives now require transported resources instead of manufactured resources.
  - New campaigns lock amphibious assaults and building assault fleets until certain objectives are met.
  - Updated the objectives panel, with progress indicators and locked objectives shown.
  - Improved enemy scouting and convoy-hunting behaviour, and increased German priorities for building u-boats.
  - Improved enemy structure building behaviour and research priorities.
  - Starting convoys now include troop ships.
  - Adjusted the initial structure setup for North America and Axis territories.
  - Increased spotting range vs structures on the bridge.
  - Removed delay between alert popups.
  - Increased research times for historically later technologies.
  - Added separate lock toggles on airfields for automatic fighter, bomber, and spotter launches.
  - Airborne aircraft flights are rebased (or removed, if no space is available) after demolishing their airfield.
  - Added passive sonar to frigates, and they can no longer be ambushed by submersibles.
  - Adjusted torpedo launching behaviour for submarine AI.
  - Ship squadrons more in faster and looser formations whilst turning.
  - The lead ship of a selected squadron is highlighted as such on the minimap.

Bug fixes:

  - Gave the L, O, S, and U-class destroyers functioning AA weapons.
  - The Heinkel He 177 Greif model now loads correctly in combat.
  - The Cimarron-class oil tanker is available to the Allies in the campaign.
  - Docked fleet markers will not double up when a new multi-ship fleet is completed.
  - Under-construction fleets can be merged with docked fleets in the shipyard panel.
  - Ship and aircraft build counts are reset upon closing the window.
  - Ensured initial convoys don't include non-researched ship classes.


  - Updated the appearance of the campaign map.
  - Various performance optimisations.
Games Discussion / Re: Empires of the Undergrowth
« Last post by Asid on June 14, 2024, 12:24:28 AM »
First Post-Release Newsletter! May-June 2024
Thu, 13 June 2024

EotU 1.0 is here, so let's talk about where it's going in the near future!

We’ve put many of our best years into Empires of the Undergrowth, and it is finally released. Welcome to our first newsletter in a post-1.0 world! For all of the many new people who are joining us, you are most welcome, and we hope you’ve been enjoying the game since launch on Friday, 7th June 2024. It’s been a rollercoaster of a few days for us, to say the least, and we’ve got a lot to talk about - so let’s get to it.

Matabele ants in a custom game from Zvistic

First and foremost, thank you so much for making sure that our launch to full release was a successful one. So far, our highest concurrent player count was on the Sunday after launch - peaking at 6,367 - absolutely annihilating our previous best of 2,509 which happened nearly 2 years ago when the fire ant update was set live. These are stunning numbers for our little ant game, far higher than we could have hoped for, and we will be eternally grateful for that.

On launch day we also posted a new roadmap, detailing some of our plans for the immediate future of Empires of the Undergrowth. This newsletter will mainly deal with that, but we’ll also talk about some of the coverage that the game has been getting and how the launch itself went.

1.0 Launch

In the early evening of 7th June, we took a short break from our preparations to do a short livestream celebrating the reach of 1.0. It was great being able to take a quick breather with more than 800 of you watching at one point, and to be honest this was for us as much as it was for everyone else! The recording of the livestream is available on YouTube for anyone who would like to have a look:

Read on...
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on June 13, 2024, 12:25:24 AM »
2024.1 (Preview 11)
Wed, 12 June 2024

Dear captains,

There is a new patch ready for 2024.1 beta.

- Japanese localization update by かねのもうじゃ.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.
- Russian localization update by Hard.
- Spanish localization update by Miguel Haakon.

- Fix: UI tools with custom position were permanently moving after switching between certain views or pressing ALT in FPP mode.
- Fix: Chronometer tool didn't had its position saved and was in the default position after restart.
- Fix: Torpedo depth and salvo spread sliders in the launchers UI were changing value each time this UI was reopened.
- Fix: Character portraits could disappear after opening map, if resolution to UI scale proportion was too low, and they weren't appearing back when there was again space for them.
- Fix: Bearing in the hydrophone tooltip was having a reserve sign.

Play as skipper:
- Fix: Section view orders mode wasn't activated correctly after toggling the pause, when scroll view modes setting was turned off in the settings.

- Fix: Survivors and guests on board could receive serious wounds and then be hospitalized on land like crew members.

- Fix: Distant smoke usually wasn't visible in the scene.

- Updated Uboatopedia in English and German.
- Added shortcuts to Uboatopedia in the storage and galley UI.

- Fix: Added description for Capetown.

- Fix: Adjusted range of all U-boat types to be close to the historical range when not charging the batteries.
- Fix: Possible fix for the lack of food in the storage after starting a new campaign. This fix is unconfirmed yet due to this issue happening rarely and randomly.
- Fix: It was possible to place on the deck cargo boxes floating on the sea, even when being submerged, after selecting an officer and clicking on the cargo box directly.


Games Discussion / Re: Bargains / Sale
« Last post by Asid on June 13, 2024, 12:25:21 AM »
Discount -65%
Wed, 12 June 2024

Sound the alarm! UBOAT is on sale!

-65%  £24.99  £8.74

Until 22nd June, there is an unprecedented 65% discountvon UBOAT! This is your chance to command your own WWII submarine, manage your crew, and engage in thrilling naval battles.

Whether you're a seasoned veteran or a fresh recruit, UBOAT can be adjusted to your preferred play style. Experience the tension of silent running, the thrill of torpedo attacks, and the challenge of commanding a complex war machine.

Don't miss this limited-time opportunity to add UBOAT to your Steam library at an unbeatable price!

Save 65% before the discount ends!


Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on June 13, 2024, 12:25:18 AM »
Update 0.99.22 is out! - Bug fixes, UDP and Ambient Sun light
Wed, 12 June 2024

This small update is mainly a bug fix patch with a few new features. I have continued to fix issues reported by the community, and issues I have discovered as I create some new content for the game. In addition, I have created a new feature to slightly illuminate the cockpit depending on where the sun is relative to the cockpit windows.

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).

Cockpit Internal Ambient Light

I have added a new feature that will add some ambient light into the cockpit, around the windows where sunlight gets through. This feature is available in Graphics: Ultimate only due to the requirement of rendering multiple additional lights in the cockpit.

This feature prevents the cockpit from getting fully dark even if sun light shines through the windows of the space craft.

In the images below, all the internal cockpit lights has been turned off:

Updated Flashlight Cookie

I have updated the flash light cookie to create a more realistic mask when looking around the cockpit with the flash light.

Configure Cockpit Switches through an API

I have started to test a new feature that allows the game to configure panels through an API. This uses UDP, and will allow external applications to set panel switches and press buttons. I will soon release a new GitHub repo where an example client + domain models can configure the panels while Reentry is running.

This is mainly to allow external devices such as an AGC to press buttons without having to bind input as a joystick, and for 3rd parties to create small panels and switches that can be used to control Reentry, such as an SCE to AUX switch, or maybe some more used switches to configure attitude modes etc.

This is step 1 and is currently in testing with a few developers, feel free to join us in the Reentry Discord server.

An example of this is a DSKY that can interact with the AGC/LGC DSKYs in Reentry:

More information about this project and how you can build one can be found here:

TB6/TLI and the SII Sep and Uplink Act light

I have fixed an issue where the SII Sep and Uplink Act light would extinguish too early, preventing the crew to use the lights to start the Mission Timer at TLI T -9:00 minutes.

Patch Notes:

    Added some logic that creates an ambient light based on window orientation and size relative to the sun, to prevent a cockpit being completely dark even if the sun shines through the window
    Updated the Flashlight cookie
    LM RCS min impulse updates
    CM and LM system tuning
    Fixes related to saving and loading CM and LM orientation and rates
    Fixes related to storing CO2 levels in save state
    UDP testing to allow external applications set switches and push buttons. This will allow external devices control switch positions in the cockpits.
    TLI Pad text corrections
    Campaign 3, Set Sail updates
    Campaign 3, Loss of signals updates
    Big update to the Mission system to be able to create more complicated and detailed missions in the future
    Updated the logic related to SII Sep and Uplink Act light and TB6, making it possible to time DET start with the light
    Apollo Ascent>Boost checklist update

Games Discussion / Re: Britannia
« Last post by Asid on June 12, 2024, 12:30:07 AM »
Multiplayer Fix
Tue, 11 June 2024

We have worked recently to fix the known issues over multiplayer and the version updated today should solve most of your issues, in particular regarding the problems linked to poor connections.

We still work on other improvements that will come during the coming summer months, namely

* some know bugs on vassals incomes
* a way to speed up AI animations (too slow for now but required for our MP fix)
* other various rules minor fixes
* AI improvements

Thanks for your patience.

Games Discussion / Re: Shadow Empire : A military-oriented and sci-fi wargame
« Last post by Asid on June 12, 2024, 12:19:39 AM »
Shadow Empire - Arachnids & Allocations update v1.26e out now
Tue, 11 June 2024

A new update for Shadow Empire is out now. This update focuses on the Arachnids and their presence on almost all planets, allocations, balancing, game improvements and bug fixes.

Here are the patch notes:

During the Galactic Republic era domesticated Arachnids were present on many Planets as they were able to produce the raw materials needed to produce Starlace fabric, an ideal material to produce advanced heat shields for the re-entry into the atmosphere of spacecraft.
After the Dissolution War many domesticated Arachnids starved in their pens, but as they are quite clever, on most worlds, at least some of them managed to escape and they went Feral. In their Feral stage there can be some reproduction, but it is only when the Arachnids reach their Hive stage (or higher) that they’ll get a Queen and get some serious reproduction going.

The Arachnids Minors have multiple levels now: regular, Hive, Swarm and Nexus. On the higher difficulty levels they’ll be able to spawn special castes as: Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.

Allocations give reference to 3 minor rule changes:
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map.  (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*

Balancing, Changes and Improvements
  • It is now possible to create “Makeshift” Zones on Hexes without a Zone (“No Zone”). However this is more expensive than regular Zone creation (35PP, 500 Credits, 500 freeFolk/soldiers), but it can start a new Zone closer to an existing city (needs to be only 3 hexes away instead of 5, or even without condition if it concerns a small island of 16 Hex or smaller). This seemingly minor addition will give you more flexibility in special cases and open up a large number of possible new strategies concerning expansion by airlift. Note this new feature uses the same “new Zone” button when a “No Zone” Hex is selected.
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*
  • The Arachnids Minors have multiple levels now. The higher difficulty level you play the more dangerous they’ll be able to get, spawning special castes as Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.*
  • Added some protective code to avoid Majors starting on island that is inside a lake (not ocean zone).

  • Various big fixes to Slavers, Arachnids and Mutants actually “decimating” population & free folk and getting growth of them, as well as them changing zone culture once population levels reach zero. (partially*-ed)
  • Fixed exploit where reconquering a Zone (after losing it) gives you a Fate Pack again. (partially*-ed)
  • Fixed buggy behavior with MTH wants more staff Decision.*
  • Fixed some serious production penalties for various stuff including lowlands penalty for Wind Traps, Agri Rain PH modifier, Agri Soil Heavy Metal modifier, Solar Panel rain modifier, Agril Rad modifier. This only kicks in with games started with this latest version, otherwise the rule shock might be to violent to many ongoing games.*
  • Fixed layout bug in Planet Stats Report caused by some rare planet gens.
  • Fixed Energy Rebate rule to be actually applied
  • Fixed some Tech mouseovers*
  • Fixed rare issue with disappearing Free Folk through some Decisions like “Demagogue”
  • Slight nudge to CAS increase indep of tradition level, very slight though…
  • Fixed showing of movement arrow with strategic movement when using roads with more than 9999 logistical points on them
  • Fixed miss-focussing map in some map centering cases on hexes that are close to the “map seam” where the map loops (Asset clicking, probably also history replay)
  • Fixed a crash causing bug because units were transferred between regimes (like with the new option introduced in subversion D for Arachnids to split off from their core regime) (big thx to Carl)
  • Fix Fate Stratagem category in Stratagem Encyclopedia crash
  • Fixed Geyser turbine mouseover text.*
  • Fixed rare issue with Minor Militia popping up between friendly units (after you conquered their “masked” zone center).
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