Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10
1
Games Discussion / Re: SGS Battle For: Stalingrad
« Last post by Asid on Today at 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.

2
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on Today at 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.

3
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on Yesterday at 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

4
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...
5
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on April 16, 2024, 12:13:38 AM »
Gameplay Trailer
Dec 15, 2023



6
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.
7
Racing / Richard Burns Rally Directors Cut
« Last post by Asid on April 15, 2024, 11:10:55 PM »
Richard Burns Rally Directors Cut Release Trailer
Apr 14, 2024




Here we are! After a long time and many problems to solve, I am very happy to announce that RBR Directors Cut will soon be available for everyone as a fully integrated plugin in Richard Burns Rally, Yay!

Directors Cut is a camera modification tool that allows you to manipulate the vanilla cameras to create literally any scene you can imagine. Despite it's advanced capabilities, which are more made for content creators, it also offers some features for the normal driver, which are

- Completely redesigned Freecam tool with many new features
- Auto-generated stage cams for BTB replays
- Ready to use cameras like the Real Chase Cam, Helmet or Onboard Cam

The tool is designed to be as easy to use as possible. There is no need to study before placing the cam in the perfect spot to capture that perfect slide or code brown moment. And maybe some of you will discover a passion to become a filmmaker for RBR.

Huge thanks to all the testers and supporters, especially mika-n and WorkerBee.
Mika, without all your help and support I would never have made the plugin. You are a madman!

Soon there will be more explanation about the features in Directors Cut, but for now I hope you all feel enternained with the action from the release trailer, enjoy!

RBR Masterclass

8
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on April 14, 2024, 07:17:35 PM »
Update 0.99.17 is out! - Bug fixes and tuning
Wed, 13 March 2024



First of all I wanted to thank you for the patience since the previous update. My build pipeline and uploading to Steam has been failing. After a long debugging round with Steam support, we identified the root cause being the ISP blocking parts of the required uploading paths, making it impossible to upload new patches to Steam. This issue is now being handled by Steam directly with the ISP. This patch has therefore been delayed for a while and does not contain issues reported during February and March. I will start to work on those next.

This update will roll out fixes for various Mercury systems, updates to the Mercury manual and fixes to the career nodes.

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).


Mercury Updates

The main aspects of this update covers Mercury systems. It fixes some issues related to the Environmental Control Systems heat exchanger logic, and improves the logic of it.



It also adds some features related to the EXCESS CABIN/SUIT H2O warning light logic, and ties it to the improved Heat Exchangers.

The Mercury manual has also been updated (ECS).


Mercury Academy videos

I have created six new videos covering many of the Mercury systems, you can find them all in this playlist on YouTube:




You can use this video together with the Mercury Academy to get a deeper understanding of how the Mercury spacecraft works.




Career Tree

I have improved some of the Career Tree logic and corrected reported issues related to some of the nodes, especially in the Apollo CSM tree.



Patch notes:

    MOCR: FC LBS/HR fraction increase
    Mercury Heat Exchangers logic update
    Mercury EXCESS CABIN/SUIT H2O warning lights logic improved
    Minor updates to the Mercury manual
    Career tree node fixes
    Engine tuning
    Mercury Academy videos
    Mercury Manual: ECS updates

9
Games Discussion / Angola '86
« Last post by Asid on April 14, 2024, 04:55:41 PM »


The first strategy game to capture the essence of the entire South African Border war, from Omugulugwombashe to UNTAG (Aug'66 - Mar'90)


Homepage: Here
Steam: Here


Single-player


Angola '86 Trailer




About

It is 1966 and the South African Border War has commenced, with the South African Defence Force being deployed to South West Arica.
As a SADF commander, wage a counter-insurgency (COIN) war to secure the region, on the border with Angola.

In order to win the Hearts and Minds of the local population you will need to track and destroy the SWAPO insurgents, who infiltrate from across the border and destabilize the region by intimidating the locals, laying mines and ambushing your forces.

The insurgents also have a bigger brother, the army of Angola (FAPLA). This Soviet supplied, conventional army have much wider ambitions than SWAPO, they want to take total control of the entire region, a stepping stone to unifying Angola under communist rule.

FAPLA provides a secure base from which SWAPO can operate, but it's primary focus is the destruction of UNITA, a faction supported by the USA and South Africa.
To carry out your COIN mission, co-ordination of ground troops, special forces, artillery, mechanized units, training of local forces (SWATF) and air force assets is essential, but of greater consequence is winning the support of the local population. With greater co-operation from the local inhabitants comes the reward of intelligence, a key factor in COIN warfare.

The war is not fought in isolation, so as the commander of the SADF forces, you will have the added complexity of managing the support for the war back home, should you the lose the support of the United Nations, the war will also be surely lost.
This is a game that captures the true essence of the South African Border War, where counter-insurgency operations are paramount, gathering intel, tracking the insurgents and destroying their bases in Angola play a critical role and containing FAPLA can save the day.

Rise through the ranks and watch your personalized uniform transform from a junior Lieutenant to General as you relive the South African Border War.


Features

- Hearts and Minds victory conditions
- Turn based strategy game, procedurally generated at the start of every new game thereby ensuring extended playability.
- Multiple factions for the player to control (SADF,SWATF,UNITA)
- Full and authentic order of battle management
- Political support model, stakeholder management of the sentiment back home.
- Full range of SADF units including transport helicopters, APC’s, armor, Gunships, Engineers etc
- Full tracking and detection model, including helicopter air support
- Special Forces operations (Recces) and cross border raids
- Operational intelligence map
- Training of South West Africa Army (SWATF)
- Air strikes
- Medevacs and in field repairs
- Minesweeping and ambushes
- Full logistical model, including vehicle repairs and maintenance
- Road and base construction
- Handover and intervention of the United Nations (UNTAG)


















10
Squad / Squad DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION
« Last post by Asid on April 14, 2024, 04:19:25 PM »
DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION
Fri, 12 April 2024



New Intel Received, Squaddies. We’ve got a new Faction on the way.

Private Military Contractors

Welcome Squaddies, to an entirely new line of Dev Blogs. Today’s post is coming hot off the press from our Content team. Later this year we will be introducing our newest Faction, the Private Military Contractors, but today let’s have a sneak peek at what’s to come!

The PMC will be an irregular Independent faction that represents western private military contractors emphasizing the use of non-standardized, modern infantry. They will lack some tools that conventional forces have such as heavy vehicles, heavy weapons, and comprehensive battlefield support. This faction will set us up with a variety of assets that will enable us to deliver more new factions in the near future.

Distinguishing Features

1    An Independent faction that can match up against any other faction in the game and play on any biome and map.
2    They will have access to specialized light attack vehicles but lack heavier equipment such as infantry fighting vehicles, and adequate tactical support.
4    Will have access to a wide variety of modern small-arms with aftermarket upgrades.
4    They will only have access to lighter unit types such as air assault, and light infantry.


SUV



While this SUV is still in its block out stages, we wanted to share our current progress on what the vehicles for the PMCs will be!


MP5




M320





--------------------------

And that's all we have to share with you on the Private Military Contractors for now, but we plan on continuing to release Dev Blogs that will, among other exciting additions, keep you updated on the progress of this new Faction!

OFFWORLD OUT
Pages: [1] 2 3 ... 10