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Games Discussion / Re: Headquarters: World War II
« Last post by Asid on Today at 12:20:30 AM »
Headquarters: World War II: Update 1.00.02 is out Now
Mon, 22 April 2024



Hello everyone!

It is 1 week since release and we have got tons of feedback and suggestions thanks to all of you! We are processing all of that, and setting up priorities of what we could do and when. Right now the main focus is on the most common crashes, AI-related issues, and localization polish. Then we would move on to the less critical issues and implement improvements based on your feedback. We plan to deliver weekly updates until the game is more stable and no frequent issues occur.




Here are the key changes in 1.00.02 update:


- Added the missing Email notifications for the Slitherine account about your turn in PBEM games.
- AI bug: Fixed a major issue that could have prevented AI from advancing toward the enemy flag
- AI improvement/bug: A major increase in its calculating speed, without impairing its capabilities. (Please, let us know how well it now works for you in terms of speed)
- AI improvement: AI now will try to keep attacking the same target with both attacks.
- AI improvement: AI will now have more incentive to “focus” enemy units - i.e. if one enemy unit was already attacked by AI controlled unit - other AI units will more likely attack it as well, unless they have a much better target available to them.
- Fixed a major issue with Chinese localization where some lines would not fit the UI (Combat Prediction and Terrain info). Now the font is smaller (but still big enough) and everything fits the UI better.
- Various localization fixes in all languages.
- Fixed a crash that would occasionally occur when Assaulting a unit with 0 Reactions left.
- Fixed a bug where an Info panel of a Spotted enemy unit could be opened via a hotkey.
- Fixed the counter on map 9 of the German campaign. Previously it did not work on the first turn of the mission.
- Added missing Smoke grenade sounds.
- Fixed Unit list not always updating in Hotseat when passing the turn to another player.
- Various UI fixes.
- Fixed a bug with incorrect use wreck for a unit Sherman Firefly (Poland). Previously the wrong mesh was used - Panzer IIIE
- Fixed a bug with incorrect use wreck for a unit Panzer III (FL). Previously the wrong mesh was used - Panzer IIIE.


Open Beta branch is now live

Additionally, we now added an Open Beta branch for everyone to check out new updates even before they are delivered to the main game. So, all new updates are first available in the Open Beta branch, and in a few days go to the main game. If you want to get the latest fixes ASAP, you can always switch to the Open Beta branch. To do it you have to:
1) Right-click Headquarters: World War II in the Library list
2) Select Properties
3) Select Betas
4) Select 'beta - open beta' in the branch dropdown
This should allow you to update to this new branch.

To opt out of Beta, just go through the same steps and switch to the “None” branch.


Further updates

We are already working on the 1.00.03 Update to be delivered next week
. We found one AI issue that slipped through when we were working on the 1.00.02, so we will finalize the AI fixes in 1.00.03. Also, there are still a number of very important problems we will do our best to address. For example, some issues are happening, because the Windows user is not an Administrator, so we are looking to address that in 1.00.03. That and much more.


Your feedback

Your feedback and suggestions help us greatly, and we invite you to share them and discuss them with us on Discord, the Steam community hub, and Slitherine forums. We are always very open with the community and believe that without good communication between the dev team and the players' community, there cannot be a truly great game made.

Have a great weekend everyone!

See you next week with another update

2
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on Yesterday at 12:09:47 AM »
Full Release Dev Log #3: Torpedo Data Computer, Echosounder, Diesel engines
Thu, 2 November 2023



Depth information rework, FPP improvements

Dear skippers,

We are back with another dev log. This time, we will dive into several upgrades that are meant to expand selected simulation aspects of the game.

Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.

Torpedo calculators
We know that this is a #1 wish of a vital part of the community and thus we are very happy to announce that the next update will bring a very realistic simulation of TDC to the game!



What is TDC? The abbreviation stands for Torpedo Data Computer and in a context of German U-boats it was an electromechanical calculator that was responsible for computing gyro angle for the torpedoes, as well as several other attack parameters. The device was working entirely with the means of mechanical moving parts and electric motors.



Considering that it's going to be optional to use in UBOAT, we could take the liberty of pursuing absolute realism in this case, which means that our goal was to make it work just like the real life device, without introducing major simplifications.


Depth information rework
With the next update, the depth information will no longer be exactly known from the map to add some exciting uncertainty about it. The provided information will remain quite reliable near ports, since Kriegsmarine equipped U-boats with detailed maps for areas around them, but somewhat unprecise away from them.




Echosounder
Due to the rework explained above, the echosounder has become an essential device to use in the game, since it measures the seabed depth below the keel. For this reason, we've decided to give it more attention.

There are various quality of life improvements coming that make it more comfortable to use. It's going to be possible to quickly request single measurements from the crew using a TAB menu. Also, after the measurement is done, the sailor that performed it, reports the measured depth verbally, meaning that it's no longer necessary to look at the device to read the measurement.



We've also reworked how the echosounder works based on the authentic instruction manual. It's now possible to operate it fully manually in FPP and use all of its features, which may come handy in certain situations. The model was also reworked and is now much more accurate. Our previous version was based on a wooden replica from U-995, which has several differences with the original.


Crew reports log
The next update will add an optional crew reports log, which will no doubt be very useful on many occasions. Among other things, it will contain all contact reports with bearing.




Diesels upgrade
Diesel engines have also received some love. They now have an exhaust temperature simulated that can be read on the dials in the engine room.

Aside from that, when engines are too cold for the current speed and don't burn fuel completely, the smoke coming out of the U-boat will become much more black and visible to the enemy.

Engines now also consume additional fuel to load batteries and batteries cannot be loaded at all at the maximum speed as all available power is then used to run the propellers.




First person perspective improvements
We've also worked on making the first person perspective gameplay more enjoyable by implementing various technical improvements that contribute to feeling that the movement in this mode is smoother and more pleasant.

There are also various quality of life improvements, for example, we ensured that the camera doesn't switch to TPP from FPP when it's not necessary.




Special thanks

-    We couldn't do all of this without a website created by Maciek Florek, tvre.org. We had an honour to work with Maciek during the early years of UBOAT until he passed away after a long illness. It's currently the most accessible compendium online about TDC and he put a lot of love into making it. If you are interested in learning more about this subject, we encourage you to visit and read!
-    TDC mod team for support and inspiration to bring TDC into the base game. We have to pass very special thanks to Ruby for making countless sounds of various gears and switches for TDC and to Freekoly for helping with research about this device and providing valuable feedback.
-    Stosstrupp for sharing his extensive knowledge on TDC, being supportive along the entire way, helping us to figure out the echosounder and sharing historical photos from his many books.
-    DECAFBAD for providing very accurate and detailed information about diesel engines and for helping to figure out the echosounder.
-    Melonir, for providing a rare book explaining echosounder inner workings.


But wait, there is more!
We still have much more to share and will soon in the upcoming dev logs.

We still don't know how much time it will take us to complete this update. For example, we are still finishing models for the interiors of new u-boat types. We also gather feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.

Have you found the contents of this dev log interesting? Please let us know in the comments section. This helps us make decisions on further development directions. Thank you!

Yours,
DWS

3
Games Discussion / Re: Steel Crew : Tank Vs Tank combat
« Last post by Asid on April 21, 2024, 04:37:03 PM »
Scenario editor added to the game.
Sat, April 20, 2024



The editor allows you to create your own scenarios. Add or remove capture points, spawn positions or change the game type.

The plan for the future is that this editor will also allow for coop missions.

The user interface is not very user-friendly and I hope to improve on that moving forward.

Sharing
Only the host needs to have the scenario files but feel free to share them. There is no workshop integration so this is what you will have to do:
Navigate to where you installed the game. All scenario files are stored in “\SteelCrew\Content\Scenarios\” The ones that comes with the install is called “1default.txt”, “2wakeisland.txt” and “3training.txt”. Let’s say you name your scenario “MyTest” then you should have a “MyTest.txt” file here that you can send. If you want to add a scenario someone else has sent you you will have to add the file here.


How to use the editor:
Scenario name: Set a display name so when hosting you know what you have selected.

Description: A short description of what the scenario is.

Capture points can be added, moved, rotated and scaled. When the game mode is “tug of war” the order they are in will determine in what order they are allowed to be captured in. Each point has a flag that should be placed close to the center of the point.

Ai targets are always connected to a capture point and when playing with bots, this is where they will try to go.

Spawn points can be set to team A or B and the ranks will spawn in the orientation of the spawn point. They should be connected to a capture point if the game mode is “tug of war”. A minimum of 4 spawn points per team is recommended with some space in between.
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Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on April 20, 2024, 01:13:31 AM »
Dev Talks #1
Fri, 19 April 2024



Black One Blood Brothers - Now and Onwards




During the Steam FPS Fest, we took the opportunity to have a quick discussion with Helios about the game and its - bright - future. For now, this video is in French, but we will try to bring more English to our dev talks format.

We are also considering a Q&A session at the end of the dev talks, so if you have any questions about the game, we will be glad to answer them, whether it would be on our social media, our Discord, or in videos.

Don't forget that you can get your copy of Black One Blood Brothers at 50% off during the Steam FPS Fest. The sale runs until April 22nd, so don't miss out and share the news.

Until then, stay safe.

Join us on Discord and start the conversation: https://discord.gg/3QrgZckQXW

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Games Discussion / Re: SGS Battle For: Stalingrad
« Last post by Asid on April 19, 2024, 12:05:07 AM »
Minor fixes - Battle Series Update
Thu, 18 April 2024



new release brings updates
We are releasing today the 3rd game in the Battle Series, SGS Battle for Hué (see below).

The improvements and engine changes created for and brought in this new game have also been retrofitted into Stalingrad (and also Madrid) battles series games.

Thanks for your continued support.

Have fun

SGS Battle For: Hue


https://store.steampowered.com/app/2597290/SGS_Battle_For_Hue/

The battle of Hué is an epic fight during the audacious 1968 Tết offensive launched by the Communists during the Vietnam War. Relive one of the longest, bloodiest battles the Americans would fight against VC in that emblematic conflict.

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Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 19, 2024, 12:05:02 AM »
Victory At Sea Atlantic Update 0.26.4.0
Thu, 18 April 2024



We have been listening to your ideas and opinions, (as always keep them coming) and we are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.

This is only phase 2 of player feedback updates, so expect another one towards the end of next week!

Bug fixes:

- Optimised the initial application loading.
- The airborne flight list on the navy panel shows intercept orders correctly.
- Fixed a bug causing the selected squadron list to hide when selecting flights on the bridge.
- Player submersibles stay at the right depth after moving and rotating their squadron during combat setup.
- Upgraded coastal structure power consumption stays correct after loading a save.
- Prevented empty flight squadron counters lingering in view.
- Result popup shows immediately after returning from a custom battle.
- The US war declaration loads correctly from a save.
- Demolition and repairing functions correctly on captured coastal structures.


Gameplay:

- Reduced damage and critical hit chance penalties for non-controlled ship combat.
- AP shells can over penetrate on lightly-armoured targets, reducing damage and preventing critical hits.
- Increased AP shell critical hit chance.
- AP shell armour-piercing bonus varies depending on target range.
- Updated the ammunition capacity for all ship guns.
- Reworked torpedo spotting chances, accounting for factors such as lighting and weather conditions.
- Faster-moving submerged submersibles are easier to detect with sonar.
- Improved hit-and-run and hiding behaviour for enemy submersibles in combat.
- German submersibles do not group up in fleets.
- Submersibles do not actively fire at enemy aircraft on the bridge.
- Increased visibility of shell splashes on the ocean.
- Combat air patrols use fewer of the available fighter flights, and stay grouped together on patrol.
- Planes do not replenish automatically in flights, but landed flights with lost aircraft automatically consolidate together.
- Fleets and flights retain attack or intercept orders if they lose sight of their target.
- Aircraft fuel consumption in combat reduced to realistic levels.
- Time can be accelerated to 200x on the bridge.
- In new campaigns, Britain starts with an AMES station, and radar starts researched.
- Boosted AMES range at all levels.
- Improved CAP and fighter intercept behaviour on the bridge.
- Improved flight spotting updates when at high timescales.
- Aircraft no longer move at full throttle on the bridge.
- Reduced the frequency of enemy air raids and airfield construction.
- Increased the time a flight squadron needs to bomb a structure.
- New airfields have are set to automatically launch combat aircraft by default.
- Sonar pings are more audible in combat.


UI:

- Single-clicking player units on the Minimap focuses the camera on them.
- Structure upgrade button displays the upgrade cost in red if player resources are too low.


Visuals:

- Ship and weapon model adjustments.
- Updated the guns for Hood and York
- Changed the tilt position for guns on the Admiral Hipper


Known Issue (Aiming to be fixed in hotfix tomorrow)

- Planes of the same type built in Airfields are consolidated as they build, so for instance if you build two Spitfire squadrons at once, as soon as each builds a plane they combine into one squadron.

7
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 18, 2024, 12:19:16 AM »
ETA for Next update
Wed, 17 April 2024



We want to thank you for your patience with the next update.

Right now we are testing and refining based on feedback. We have identified areas we felt were important that players have raised. These include improvements to subs mechanics, better Ship V Ship combat, better use of planes in the campaign view, particularly around defending targets, as well as adding Radar at the start for the Allied campaign.

We were hoping to get it out today, but at this rate it will be tomorrow. Sorry for the delay but we don't want to give you a game that crashes on start!

We'll keep you posted!

James

8
Games Discussion / Re: Kenshi
« Last post by Asid on April 17, 2024, 12:25:35 AM »
Kenshi has sold 2 million copies! Plus: Animated Steam Avatars
Tue, 16 April 2024



Kenshi passes 2 millions sales mark, animated Steam avatars + Community Spotlight #16

Hey Kenshi crew, how you doin’? First up - in case you missed it, we recently posted a blog with a little Kenshi 2 news and a brand new Kenshi Free Camera mode. Check it out if you’ve not had the chance. So why are we here again so soon? Well, we’ve a pretty big milestone to celebrate:

Kenshi hits two million sales milestone



We’re overjoyed to announce that we’ve sold 2.3 million copies of Kenshi. Not only that - more of you folks bought yourself a copy of Kenshi in 2023 than in any other year. Wild.

Read on...
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Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on April 16, 2024, 12:13:38 AM »
Gameplay Trailer
Dec 15, 2023



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Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on April 15, 2024, 11:11:02 PM »
Update 0.94 is out - Updates to Mercury, the Lunar Guidance Computer & Bug Fixes
Fri, 9 September 2022



0.94 is another stability update where a lot of bugs has been fixed. The main features are updates to the Mercury physics model (ascent, guidance) and retrofire engines, some Mercury interior fixes and updates, in addition to some huge updates to the Lunar Module inertial platform and the Lunar Guidance Computer.

Mercury Physics Update

The physics model of ascent, deorbit and entry in Project Mercury has received an overhaul, and it is finally possible to fly similar missions to what was flown in real life. Launching into orbit, with retrofire scheduled after about 4 hours and 30 minutes, just like in Mercury-Atlas 6 (Glenn), will make you splash down in a similar location to real life.

https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/09f5785bfef5048b6aebc7cd7f5647bdcd8422c4.png


Mercury Cockpit Window

One of the features is the addition of panels or doors that can shut the Window in Mercury. It consists of three doors that can be adjusted by clicking on them, just like any other selector/knob.




Mercury Cockpit Interior

The model of the Mercury fuses has been updated to better reflect how they looked in real life, and the UV mapping issue has been fixed. Additional cockpit props has been added and the attitude gauge needles has been colored. This makes it easier to see what's pitch, yaw and roll on the attitude rate needles as they match the coloring of the axis.




Lunar Module Inertial Platform updates

The inertial platform in the Lunar Module is updated to behave more realistically. It is used to improve the methods that uses the REFSMMAT to execute other tasks such as alignment and burns.




Lunar Guidance Computer: P30 & P40

Requesting burns using the Burn Planner will insert a planned burn into the LGC (if you use it when the Lunar Module is the active space craft). The data and logic has been overhauled to be more predictable, with better default values for attitude. A new button is added to the burn planner that lets you request the REFSMMAT before the burn is requested. This allows you to align the IMU using P52. If you then request the burn, the default attitude values should make more sense (this is only needed if you want to torque your gyros ahead of a burn).

The old procedures still works, but it required you to be in control of the attitude to set in V49 (usually all zeros).




Lunar Guidance Computer: P52 opt. 1 and opt. 2

The updates to the REFSMMAT lets P52 opt.1 behave more predictable, and can be used to orient the spacecraft with the burn direction. Requesting burns using the DPS will for example give you the option to align the S/C so that the DPS engine faces prograde/retrograde (90 degrees / 270 degrees pitch). It should now be simpler to execute a DOI burn using the Lunar Module instead of the Command Module, like they did in Apollo 11.

P52 opt. 2 will let you align the platform with the local vertical at a specific mission time.


Inverted Mission Transcript

I have also reverted the Mission Transcript to make it easier to see the last message received.


Links to Space Flight Academy videos

Going forward I will be focusing on creating videos that will teach you and show you the key procedures for each space craft. I link to these has been added to the Academy.

A brief overview of 0.94 can be seen here:





Please see the list below for a full list:

    Mercury Physics update for more realistic atmosphere (ascent, entry)
    Slight Mercury Cockpit updates: New fuses and cabin props, adjustable window shields
    LM REFSMMAT updates to better support DPS burns
    LGC P30 and P40 updates. When requesting a burn, note the burn attitude offset of about 90 degrees on attitude
    Added support for LGC P52 opt. 2
    Reverted the Mission Transcript so last message is on top
    Some additional tuning on the CM ECS and Gemini ECS
    Fixed: OBC Catch-up rounding issue, so numbers match with comms
    Fixed: Added the missing highlighter support for 3 circuit breakers in the Command Module
    Fixed: Inverted LM x-pointer scale control
    Fixed: SPS exhaust visible when fuel is depleted
    Fixed: SPS fuel depletion logic
    Fixed: PAD toggle should now care about UI work, preventing to open them when typing in a text field etc.
    Fixed: dV THRUST A/B labels
    Fixed: G-trace line disappears when setting EMS to off
    Fixed: G-trace graph renderer rendered it outside the EMD display area. It's a graph but the TSS scaling changed the size of it
    Fixed: CM/SM jets temperature sensor offscale
    Fixed: Gemini navigation lesson asks to set the FDI selector to the wrong position
    Fixed multiple typos and issues in checklists
    Fixed multiple typos in language files
    Fixed multiple typos in missions
    Fixed: Inverted the Gemini lift vector. Heads up -> Lift down, as with the Command Module is correct
    Fixed: Gemini Event Timer sign issue
    Fixed: Gemini CO2 gauge limit to prevent negative readout
    Fixed: Agena RCS visibility
    Fixed: Agena engine SFX
    Fixed: Blank PAD visibility in Apollo
    Fixed: Mercury Stable Orbit should work again now (had a slight roll before)
    Fixed: Gemini Abort Handle (part of it was baked into a static mesh, preventing animation)
    Fixed: Flickering Gemini Attitude Indicator during startup routines
    Fixed: Gemini Rendezvous orbit prediction showed a circular orbit, it should be an elliptical orbit. Wrong lookup data was used


A special shoutout to all the alpha-floor testers, those who report issues and provide feedback, and to the Test Pilots. Thank you all for helping me creating a better game for all of us.

// Petri W.
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