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#21
Games Discussion / Rocket Science - Take part in ...
Last post by Asid - November 01, 2026, 06:15:53 PM


Take part in a space program. Design spacecrafts and send them off to explore the vast expanses of space. Experience the real scale of the Solar system and the size of its celestial bodies.

Steam

Single-player



Early Access Trailer



About

"Rocket Science" is a declassified Soviet Union space program that aims to conquer Mars and the entire Solar system. According to official documents that have been unearthed, it consists of the following main stages:

===== Source =====

Stage 1. From 20 February 2000 [Operational]

Transfer to a designated person control of an abandoned Soviet cosmodrome located at the coordinates 50° 35' 13" N and 130° 23' 50" E ... as well as all the stockpiled spacecraft components, so that assembly and launchpad operations can be carried out in order to find optimal configurations for putting cargo and satellites into Earth and near-Earth orbit.


Stage 2. [Approval in progress]

Organize the building of a new-generation space center on the cosmodrome site. Restrict the construction of surface buildings so as to ensure the facility's security and secrecy. Give the go-ahead for the construction and commissioning of underground facilities. Transfer the facility from state financing to full self-sufficiency.

Stage 3. [At the planning stage]

Conduct R&D on super-heavy rockets capable of delivering equipment, cargo and people onto the Martian surface. Start building an extraterrestrial base and ensure the continuous flow of supplies to it.

Stage 4. [Data corrupted]


===== End Source =====

Take part in the first stage of the space program right now!

Design

Assemble spacecraft and rockets from over 30 available parts with varying physical parameters. The parts can be joined together through a system of connectors and slots. This significantly reduces the number of non-viable configurations without limiting the flights of your imagination.

Launch

Put the rockets under your direct control or make flight plans and launch automated missions. But remember that going into orbit around a real planet is far more complicated than orbiting an asteroid.

Explore

You've never been on Everest? Have you dreamed of visiting the Moon? Just send a spacecraft there and enjoy the view you'll get.


Additional game features

  •     The Solar system and celestial bodies are modelled to scale (currently all inner planets and their satellites are available for exploration).
  •     A physically accurate simulation of the Earth's atmosphere with a seamless transition into space will make your game session unforgettable.
  •     The planets' surfaces are generated from NASA elevation maps, and a procedural approach control is used to add fine detail.
  •     Realistic rocket physics and orbital mechanics.
  •     Speeding up of time by a maximum factor of 10 even while the engines are running.
  •     More than 75 parts are available to design your dream spacecraft: command modules, engines and fuel tanks, control and orientation systems, structural elements, decouplers and docking ports, as well as batteries and solar panels.
  •     Detailed configuration of some rocket parts and the ability to change their physical parameters.
  •     The engines use real fuel pairs rather than an abstract "fuel" and "oxidizer".

And much more in future updates. You can examine the development plan in the Early Access section of the game page.

#22
Games Discussion / Re: Battlefield Commander WWII
Last post by Asid - October 31, 2026, 08:38:42 PM
AT guns, Supply trucks, more!
Fri, October 30, 2026



Hi everyone, here is what the new update includes -

  • AT Guns - Each faction now has an AT gun. The Germans have the Pak 40, the Soviets have the ZiS-3, and the US has the M1 57mm. These units can be deployed from the support tab (the same one that artillery are deployed from).
  • Supply Trucks - Each faction now has a supply truck that can be used to resupply ammo to your units. Supply trucks have a circle around them when selected that shows their resupply range. The Germans have an Opel Blitz, the Soviets have the Studebaker US6, and the US has the G506. These units are also deployed from the support tab.
  • New Soviet Voice Lines - I have added new infantry death grunts and screams SFX for the Soviets to match what the US has. I will be adding them for the Germans in the next update.
  • Performance - This update includes a few improvements to CPU performance. I have a lot more I'm going to be working on for CPU performance in the next update.
  • AI - Some small improvements to the AI.
!

The next update is going to focus on CPU performance, more AI updates, and improvements to the campaigns. Let me know any feedback you have, especially on the new AT guns and supply trucks.


#23
Games Discussion / Re: Battlefield Commander WWII
Last post by Asid - October 31, 2026, 08:36:08 PM
Updated AI, Performance Improvements, and more!
Thu, October 1, 2026



Hi everyone, here is what is included in the new update!

AI UPDATE: I have started to overhaul how the AI behaves. This update makes them smarter at countering the player with their deployment and movement. There should be a noticeable difference now when you play them. One of the big things I'm trying to accomplish is having them smarter at protecting their armor. The AI is updated for all game modes. I would love to hear any feedback you have on how they behave, or if you encounter any weird things from them. I still have a lot I want to do to improve them even further, but hopefully you guys will enjoy them more now!

PERFORMANCE: I worked a lot on GPU performance. It is a lot better now, and hopefully you can run the game without your GPU melting now. Let me know any feedback or if you are still having issues on this! There is still a lot of CPU performance improvements that I will be working on next.

BUILDINGS: Movement into buildings has changed. Previously you could click anywhere on a building and your troops would try to move to that position. While it seemed like a good idea at the time, it didn't work very well. Half the time your troops would end up outside the building and it was difficult to tell if you had ordered them to actually move into the building.

Now when you hover over a building with infantry selected, the cursor will change to a entry icon. Right clicking anywhere on a building will order your troops to a pre-defined position within the building. Smaller buildings only have one or two positions, while some larger buildings have many more. If you want your troops to move to a different side of the building, you will have to click towards that side of the building. If there is a pre-defined position closer to where you clicked, your troops will move there. I may improve this more in the future by showing highlighted positions within the building or something like that. I would also love any feedback you have on this feature!

UI IMPROVEMENTS: I have added a couple of new UI improvement. First, when you have infantry selected, there is now a white outline around any of the stance buttons that your selected infantry are in. For example, if you select a squad that is laying down, the sneak button will have a white icon around it. If you select multiple squads with different stances, both buttons will have the white outline. This should make it easier to quickly see what stance your infantry are in.

The second improvement I made is on the unit icon that displays above the squad leader. Previously if a troop was walking or running, the chevrons on the bottom of the icon would be green (sneaking was and still is blue). I have changed it so running now changes the chevrons to be purple. Walking is still green. This allows you to quickly see what stance moving infantry are in.

I hope you enjoy this update and please give any feedback you have on it!

#24
Games Discussion / Re: Veterans: Napoleonic Wars
Last post by Asid - October 31, 2026, 07:54:02 PM
First mini-update!
Fri, October 30, 2026



Hello Commanders.
Thank you for your continued feedback! A mini-update just went live.


It fixes a couple of Artillery bugs - including the ability to fire without reloading or by switching targets - resolves an issue with AI interaction with redoubts, and adds new tips, notifications, and a few quality-of-life improvements.

The full list of changes is below.

New Features
  • Added new tips to the Pause menu
  • Added new notifications

Changes & Improvements
  • The Troops screen now shows when you don't have enough resources
  • The Tower is now counted as Artillery in the Results screen

Bug Fixes
  • Fixed AI interaction with redoubts
  • Fixed a bug that allowed Artillery to fire without reloading
  • Fixed an issue that allowed Artillery to fire by switching targets
  • Fixed localization in the Settings menu

This update is another step in Early Access - the game isn't in its final form yet, and bigger changes and improvements are still ahead. We continue to monitor community feedback, so please keep reporting any bugs or issues you encounter - every report helps us make the game better. Thank you for your support, and see you on the battlefield!


#25
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - October 31, 2026, 07:50:35 PM
Update 1.3.11
Fri, October 30, 2026



Spectator Cinematic Tools ◆ Coaxial Machine Guns ◆ AI & Performance Optimisation ◆ Sound Rework ◆ Bug Fixes

Dear Tankers and Mechanics!
today we're releasing another patch with fixes and a few new features.


Situation report
Our extended discount ended on October 22. We would like to thank everyone who purchased Tank Squad, recommended it to others or shared feedback during the sale. Your support makes a real difference and helps us continue development of the game and the upcoming Ponyri DLC.

Today, we're releasing Update 1.3.11. This patch focuses on AI behaviour, performance, audio and quality-of-life improvements. Tanks can now use their coaxial machine guns against infantry, infantry spawning has been optimised to reduce CPU usage, and the Battle Scale settings now provide clearer control over the forces used by the enemy AI Commander.

We've also introduced Cinematic Tools for Spectator Mode, improved custom squad-name support and added automatic Quartermaster Force Pool replenishment. The sound system has received another extensive rework to reduce audio cut-outs and improve vehicle interiors, weapons, impacts, ricochets and reload sounds.

Alongside these additions, the update includes numerous fixes for vehicle passengers, procedural missions, self-propelled guns, APHE projectiles, cloud saves, vehicle tracks, infantry behaviour and multiplayer vehicle commands. Work on the Ponyri DLC is continuing in parallel, including further improvements to its environments, fortifications, vehicles and AI-controlled aircraft.

Take a look and read our last Development Status #98 if you haven't got a chance:


Changelog 1.3.11

Below is the list of changes being made:

Added:
  • Added Cinematic Tools to Spectator Mode.
  • Added camera distance, movement, view, orbital smoothing and camera roll controls.
  • Added camera target selection and automatic target tracking in Free Camera mode.
  • Added controls for mission time, weather and post-processing effects.
  • Added support for saving, loading, resetting and deleting custom post-processing presets.
  • Added a new flesh-wound impact effect for infantry.
  • Tanks can now use their coaxial machine guns against enemy infantry.
  • Static weapon crew commanders now correctly hold binoculars.
  • Added a separate button for resetting keybindings to their default values.
  • Added automatic Quartermaster Force Pool replenishment after every three missions.
  • Added new ricochet sounds for different projectile sizes.
  • Added new sounds for very large cannons, Soviet medium cannons, the Karabiner 98k and the MP 40.
  • Added a new tinnitus effect for severe player damage.

Modified:
  • Custom squad names and selected squad types are now saved in generated Force Pool data.
  • Custom squad names are now preserved on the Battle Map and in the in-game HUD.
  • Split the Battle Scale setting into two separate options showing the exact number of platoons
  • vailable to the enemy AI Commander.
  • Improved Soviet 61-K anti-aircraft gun collision detection for AI targeting and ballistics.
  • Improved infantry combat poses, with soldiers using crouched positions more frequently.
  • Optimized infantry animation initialization to reduce CPU usage when units spawn.
  • Optimized infantry equipment attachment to reduce CPU usage during spawning.
  • Optimized Panzer III M, Panzer IV H and StuG III G meshes to reduce memory usage.
  • Updated vehicle status icons with clearer solid colors and shadows.
  • Improved keyboard icon presentation on loading screens and in the in-game Manual.
  • Improved the handling and filtering of units in Spectator Mode.
  • Player-initiated engine and machine-gun loops now receive higher audio priority.
  • Interior engine sounds are now activated only when the player is inside the relevant vehicle.
  • Added separate interior and exterior variants for reload sounds.
  • Added an optional behavior allowing very large APHE shells to explode without penetrating.
  • Increased the capacity of important engine, weapon and interior audio channels to reduce sound cut-outs.
  • Improved the balance, range and priority of engine, cannon, machine-gun, ricochet, impact, flyby and reload sounds.
  • Reduced unnecessary long-distance NPC movement, melee, reload and shell-casing sounds.
  • Improved the responsiveness of projectile flyby and ricochet audio.
  • Improved Tiger reflection sounds and adjusted T-34 and other vehicle audio.
  • Improved internal impact sounds and restored player hit-feedback volume.

Fixed:
  • Fixed incorrect behavior and LOD handling on the Ferdinand command variant.
  • Fixed the Ferdinand not being detected by enemy AI.
  • Fixed custom squad names not being displayed correctly in the Force Pool Modify window.
  • Fixed custom squad names being lost or replaced.
  • Fixed self-propelled guns continuing to fire indefinitely.
  • Fixed self-propelled guns having problems rotating toward infantry targets.
  • Fixed armor gaps behind the KV-1 driver's visor and hull machine-gun mount.
  • Fixed tutorial and Battle Progress shortcuts activating while in Spectator Mode.
  • Fixed stale or incorrectly filtered units appearing in the Spectator Unit Selector.
  • Fixed the AI Commander spawning the same infantry squad type for every APC or tank-rider passenger squad.
  • Fixed StuG III G decals flickering.
  • Fixed incorrect weather and time settings in several missions.
  • Fixed an incorrect APHE explosion position in the ballistics simulation.
  • Fixed infantry becoming permanently trapped inside trenches.
  • Fixed detached tank turrets falling endlessly beneath the terrain.
  • Fixed incorrect or missing infantry voice lines during melee combat.
  • Fixed the game suggesting dead squads as available reinforcements.
  • Fixed German battle cries playing two voices simultaneously.
  • Fixed the Turret Aiming Speed value being missing from the interface.
  • Fixed an enemy T-34 spawning too late during the first campaign.
  • Fixed Sd.Kfz. 251 tracks not being properly damaged or repaired.
  • Fixed the Flakvierling not being highlighted when it was the last unit defending an objective.
  • Fixed rearming a vehicle not restoring smoke grenade and fire extinguisher data in the vehicle save.
  • Fixed player-commanded multi-crew vehicles ignoring the selected movement-speed order.
  • Fixed passenger-slot problems affecting multiple vehicles and preventing passenger squads from spawning in procedural missions and the Ponyri campaign.
  • Fixed retrying a failed cloud-save download causing another environment level to load at repair sections.
  • Fixed incorrect voice-over playback for mount-up and disembark commands.
  • Fixed the AI Commander ignoring limited-tank restrictions in procedural missions.
  • Fixed several engine and machine-gun loops being muted, interrupted or playing at incorrect distances.
  • Fixed quiet or missing vehicle interior sounds when several vehicles were active simultaneously.

Noteworthy internal changes:
  • Continued development of unit selection and order issuing through the Battle Map.
  • Fixed counterattacks not functioning correctly.
  • Fixed APCs spawning without passengers.
  • Fixed defending enemy tanks spawning at incorrect Battle Station entry points.
  • Fixed missing or incorrectly placed fortifications in Ponyri sectors.
  • Improved localization asset performance.
  • Updated Addressable content and DLC asset-reference handling.
  • Embedded the VFX Graph package into the project.
#26
Tornado / SVGA Tornado modded - 33 years...
Last post by Frankie - October 31, 2026, 10:18:36 AM

Introduction
@amalhama is a freaking genius! He reversed engineered the original source code of Digital Integration's Tornado 1.0e with the European campaign and Operation Desert Storm with the help of the original Tornado 1.0a source code and an amazing LLM. He was kind enough to share the SVGA source code with me. I've spent the better half of my Saturday weekend here is haze-afflicted Kuala Lumpur to add in features into his already fantastic SVGA Tornado 1.0e. Features which I never could have dreamed were possible in the original Tornado. All because we now live in an age where one can create an open source version of Microsoft Office and Adobe Suite. In an age where it makes my 10 years of slaving over hand-crafting assembly mods look like a waste of time. An age where one can work on software development at the speed of The Flash. If only the original Digital Integration development team of Tornado had their hands on such tools! What an age to live in!


As if the SVGA Tornado 1.0e wasn't already awesome news for Tornaholics, here's SVGA Tornado 1.0 modded.


Below is the list of working feature enhancements.
  • More clumps of trees, each with their own shadow!
  • Flyby view with Doppler sound effect.
  • Spectator View (F4) and Remote Views (F3) now have the Doppler sound effect
  • Pitch-adjustable views of the Tornado
  • Full-screen Pilot Panel view with working HUD
  • Full-screen TIALD view with launching LGB 1,000 pounders
  • Pilot NVG (green-phosphor) for ease of night-time situation-awareness
  • Improved 2-seater 3D Tornado model, but still limited to the game's mesh format of only 128 vertices per object
  • Sun and moon which appear in the sky as per the game's Tornado clock
  • Shadows for ALL airborne and ground-based objects. That's planes, buildings, the whole works! Never before. Shadows are responsive to the angle of the sun or moon.
  • Target waypoint locator in full-screen Pilot view, with reverse padlock view of Target POV to Tornado
  • Incoming SAM (missile) locator in full-screen Pilot view, with reverse padlock view of SAM to Tornado
  • Enemy ground-defence unit locator in full-screen Pilot view, with reverse padlock view of enemy unit POV to Tornado
  • Explosions louder and with larger pyrotechnic effects and shock wave concentric rings, flying debris
  • Persistent 25-hour rising smoke trails (as in SVGA Harrier)
  • SAM smoke trails (persistent from launch to contact with plane/ground/air)
  • Sharpened image of Tornado 1.0e Splash screens and menu screen pictures
  • Allowed use of the keyboard to scroll up/down and to select menu items of the SVGA frontend menu
  • Horizon roll with the Tornado
  • Cinematic/Movie view
  • Shilka observer view
  • Enemy Director view
  • ALARM to Enemy Unit reverse padlock view
  • Tornado skin chooser in the Lookdown view
  • Nap of the earth 30' and 50' Terrain Following Radar
  • Pause Everything Bullet-time mode
  • SAMs and AAA now target friendly Tornados of a mission
  • Friendly Tornados of a mission can now actively target the enemy with ALARM Air-to-Surface missles
  • Improved realistic rear "Check-Six" view
  • Wingman assignment by player, of "T" target waypoint to hit with ALARMs (indirect)
  • Use of keyboard up, down and Enter keys when using the SVGA GUI frontend menu
  • Framerate indicator
  • Built-in Time-compression ala Kenneth Larsen's TTC.EXE (Time Compression Utility)
  • The rear external view currently is showing from the right wing, looking backwards. Create the complementary rear-view showing the the right wing, looking backwards.
  • Ordnance bomb blasts and special effect proportionate to weapons weight
  • In ODS missions, skins of the Huey Gunship and A10 are changed from olive green into desert pink as well.
  • Weapons mode, all the way from delivery to a crater, has more view angles with Alt+PgUp to tilt the perspective of looking downwards from above the Tornado, and key Alt+PgDn to tilt the perspective looking upwards from underneath the Tornado.
  • Applied to Drones the following views: F3 (Remote view), F4 (Spectator view), Ctrl+Alt+F3 (Flyby view), Alt+Shift+M (Cinematic view) with engine sounds as per doppler effect rules.
  • Catastrophic Tornado crash are rendered as total damage, with a fireball, a huge pillar of smoke and a large crater.
  • Rear View mirrors for Pilot Panel
  • Rear View mirror for overhead Pilot Panel
  • Added RAF Camo GR1 Livery (skin)
  • Added Italian IDS Operation Desert Storm and Royal Saudi Air Force Liveries (skins)
  • Wingman Management Panel
  • Added Previous Waypoint key so that you can skip the Previous Waypoint on the Flight Plan TAB display
  • Added an option to turn off trees shadows to increase framerate (fps)

New Keystrokes Added to Tornado 1.0E
01. Hold Alt + Page Up/Down  Raise/lower camera smoothly
02. Ctrl + F1  Reset camera view to normal tracking view
03. Ctrl + Alt + F3  Flyby camera view with Doppler effect
04. Alt + Shift + F9  Forward pilot full-screen view with HUD and nose-direction marker
05. Alt + Shift + F10   Full-screen TIALD with existing targeting and mouse controls
06. Alt + Shift + F11  Pilot's NVG (Night Vision Goggles)
07. Alt+Shift+F9, then Shift+T  Target waypoint locator view
08. Alt+Shift+F6  Incoming SAM (missile) locator view
    - Next nearest SAM missile: Alt+Shift+F2
    - Previous nearest SAM missile: Alt+Shift+F1
09. Alt+Shift+F7  Enemy ground-defence unit locator view
        - Next nearest unit: Alt+Shift+F2
        - Previous nearest unit: Alt+Shift+F1
10. Alt+Shift+F8  Toggles the reverse padlock view of Enemy target to ALARM
11. Alt+Shift+F8  Toggles the reverse padlock view of Enemy target to Tornado
12. Alt+Shift+Backspace  Togggles "Rear Check Six!" View; Hit Alt+Shift+Backspace again to toggle right/left rear views
13. Alt+Shift+H  Togggles Horizon Bank / Roll View
14. Alt+Shift+A  Shilka observer view
15. Alt+Shift+S  Enemy SAM director view
16. Alt+Shift+M   Cinematic view
17. Alt+Shift+F12  Show FPS
18. Alt+Shift+B  Hide/Show Pilot Panel rear view mirrors
19. Alt+Shift+I  Framerate (FPS) on-screen display
19. Alt+Shift+M  Move to previous waypoint

Wingman attack orders
Left-click mouse in Map MFD  Create T target waypoint
Alt+Shift+W  Cycle available airborne strike wingmen
Alt+Shift+O  Order an attack on T
Alt+Shift+C  Cancel the order


Pause and Bullet-Time mode
Hit p  Pause all action
Ctrl+Up  Move camera viewpoint upwards
Ctrl+Down  Move camera viewpoint downwards
Use usual arrow keys  Move left, forwards, backwards, right
Use usual arrow keys with Shift key  Move left, forwards, backwards, right FASTER

Built-in time compression
Ctrl+Alt+1–9  1×–9× speedup
Ctrl+Alt+0  10× speedup
Ctrl+Alt+Backspace  immediately return to 1×

Download link to SVGA Tornado 1.0e latest modded FLIGHT.EXE and DESERT.EXE:
https://drive.google.com/drive/folders/137tqf1f5WK2mlDpfn8C_eHYZ4zyXfsIv?usp=sharing


Stay tuned for more improved DESERT.EXE and FLIGHT.EXE in all their SVGA glory and modded madness of goodies.
#27
Games Discussion / Re: ATOM RPG Trudograd
Last post by Asid - October 30, 2026, 12:03:18 AM
Plague Island & Plans to discuss! [Comment down below]
Thu, October 29, 2026



Hey, everyone!

It's been over two weeks since we launched the Plague Island DLC, mostly as a celebratory nod to our oldest game, something we never really expected to get so much attention.


However, the results were incredibly inspiring, as it turned out our classic cRPG audience is alive, well, and willing to return to an older title if the content is right. We really want to develop it further, and give our turn-based cRPG players fun new stuff to play.

There was, of course, also a downside to Plague Island that our community was quick to point out in comments and reviews: there simply wasn't enough content. This was at least partly by design, as the main goal of the DLC was to finally bring Special Armor into the original ATOM RPG, and we sure did that!

I mean, doesn't it feel surreal to return to Otradnoye and chase chickens around while wearing what is essentially a mobile tank on your humble person?



Still, as you clearly expressed through your reviews, the update didn't have much meat on the bones story-wise, and some of you were extremely, unpredictably fast in clearing all the new story content we imagined would take you much longer to get through.

We decided to do something about that. Soon, Plague Island will receive a series of patches adding new characters, and even a new companion, so please stay tuned!

Meanwhile, we want to ask you a very important question:

What would you like to see in a new DLC for ATOM RPG? And more importantly, since we're really eager to give ATOM RPG: Trudograd some love next, would you be interested in seeing something fun and new there as well? We still have plenty of stories to tell, both in familiar locations and entirely new ones.

We'd love to start a conversation here or over on our Discord: Atom 1 / TG Category!

https://discord.gg/mg3uSHRDp

We always work with our community and the feedback we receive is constantly inspiring us to move forward, so any suggestions you share here have a good chance to come to fruition. Please share your thoughts down below, and we'll get to work! 🙂

Yours,
Atom Team
#28
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - October 29, 2026, 11:05:55 PM
v0.6.0 - Vehicle Rework
Wed, October 28, 2026



Vehicle Rework
After the previous content-heavy update, I was in the mood to do something more code-heavy again. I also had an idea for a more radical change to how vehicles move, which I had been considering for a while. I knew it would take some time, but after v0.5, it seemed like a good opportunity to try it.
The result is a complete rework of vehicle movement. Vehicles should now drive considerably more reliably, get stuck less frequently, and have a smaller performance impact, especially in missions with large numbers of vehicles.

For about two years now, vehicles in Drone Sector have been physics-based. They moved by applying forces through their wheels, while collisions with the environment and other vehicles were handled by the physics system.

Back in 2024, I thought this would make vehicle movement look more realistic and satisfying, especially since players can zoom in quite close to the action. Vehicles could slide off roads, tip over, crash into walls, or collide with each other.

In practice, most of these realistic interactions ended up causing more frustration than they were worth.

Vehicles would get caught on corners, struggle to climb slopes, slide off their intended paths, or get pushed around by other vehicles. Over time, I added various workarounds to deal with these problems. Rounded colliders to help vehicles slide around corners, extra throttle when climbing hills, recovery systems for overturned vehicles, and eventually even a system that teleported vehicles forward if they failed to make progress.

I realized that I was spending quite a lot of time trying to prevent the very situations that the physics simulation made possible.

For a game where players are mostly commanding units from a distance, having vehicles reliably reach their destinations is considerably more important than simulating every wheel and collision.
With the new system, vehicle movement no longer relies on physics. Instead, vehicles move directly along the navigation mesh surface, similarly to infantry.

Unlike infantry, vehicles still have limitations on how they can move. They need to drive forward or backward, and most vehicles cannot turn on the spot under normal circumstances. Their turning is now simulated directly rather than being a result of the front wheels steering. There are also some exceptions, such as allowing vehicles to turn on the spot when they would otherwise get stuck against an obstacle.

The system also makes better use of the additional road navigation data introduced in the previous update, allowing vehicles to follow roads more closely and reliably.

Vehicle-to-vehicle collisions have been disabled as well. Vehicles still try to avoid each other, but when avoidance fails, they can drive through each other instead of getting stuck, bouncing around, or causing a traffic jam. There is a small visual push-away effect when vehicles get too close, to make these interactions look a little more natural.

Wheels are now purely visual. They still react to the ground and rotate as vehicles move, but when a vehicle is far away or outside the camera view, those calculations can be skipped entirely.

Overall, the new system is much simpler to control and considerably cheaper to simulate. It's not as physically realistic as before, but I think it's a much better fit for the gameplay.



Tree Destruction
Tree avoidance was another part of vehicle movement that I wanted to improve.
Previously, trees were included directly in the navigation mesh data, with a small cutout around each tree. With most maps containing around 30,000 trees, this made paths through forests unnecessarily complicated.

Now, trees are handled separately through a lightweight data system. Units can plan much simpler paths through forests and check nearby trees while moving, adjusting their direction to avoid them.
This also gave me an opportunity to make trees react to vehicles.

When a vehicle drives close to a tree, both the vehicle and tree can get pushed around slightly. If a vehicle actually drives through a tree, the tree gets destroyed instead.

The destruction itself is fairly simple visually, but I think it adds quite a lot to the battlefield.
And since tree destruction was already implemented, I also added it to explosions. Gunship weapons, ground units, and vehicle death explosions can now knock down trees as well.

This means that forests are no longer completely static, and larger battles can leave quite a visible impact on the environment.

Roadkills
With the new tree interaction system in place, it wasn't particularly difficult to add something similar for infantry.

Player-controlled vehicles can now run over enemy infantry, killing soldiers that fail to get out of the way.

For now, I've intentionally limited this to player vehicles against enemy infantry. Allowing enemy vehicles to run over player squads could become quite frustrating, especially when infantry pathfinding or avoidance fails.

As another benefit of the new vehicle system, infantry can now recognize vehicles as navigation obstacles more reliably. This should help them move around vehicles instead of simply walking through them.



Other Improvements
Besides the vehicle rework, there are also some smaller gameplay improvements.

Protect objectives should now be a little more manageable. Enemies can no longer spawn within 140 meters of the objective, and the initial period during which enemies ignore the protected target has been increased from 20 to 60 seconds. This should give players more time to move their units into defensive positions.

I've also considerably reduced the aiming delay for gunship weapons, especially when switching between targets at opposite ends of a map. This should make engaging distant targets in quick succession feel more responsive.

A new HUD marker now indicates where enemy flak fire has been detected, making it easier to locate anti-air threats.

Finally, I've expanded the road networks on Coastal Refinery and Foothill Fringe with additional paved and dirt roads.

What's Next
After v0.5, I was planning to start work on Weekly Challenges, something that has also come up in recent player discussions.

However, I ended up getting into the vehicle rework instead. Like many players, I've been frustrated by vehicle driving for quite a while, and I wanted to finally address the underlying problems rather than continue adding workarounds.

With that rework now largely completed, I intend to return to my previous plans.

- Ingmar


Full Patch Notes

Added

  •     Trees now sway when vehicles bump into them.
  •     Vehicles can now crush trees by driving through them.
  •     Trees can now be destroyed by explosions from gunship weapons, ground units, and vehicle deaths.
  •     Player-controlled vehicles can now run over and kill enemy infantry.
  •     Added a flak fire detection marker to the HUD, indicating where enemy flak fire has been detected.
  •     Expanded the road networks on Coastal Refinery and Foothill Fringe with additional paved and dirt roads.

Changed

  •     Completely reworked vehicle movement, improving driving reliability, road following, and obstacle avoidance.
  •     Vehicles no longer physically collide with each other, preventing collisions from causing traffic jams or overturning vehicles.
  •     Updated icons for IFVs, APCs, MBTs, rifle infantry, AT infantry, and shotgun breacher infantry.
  •     Mission generator now prioritizes placing extraction points within allied territory when possible.
  •     Enemies can no longer spawn within 140 meters of protect objectives, giving players more time to prepare their defenses.
  •     Increased the initial period during which enemies ignore protect objectives from 20 to 60 seconds.
  •     Greatly reduced gunship weapon aiming delays, allowing players to engage distant targets in quick succession. Aiming delay is now less dependent on the distance between targets.

Fixed

  •     Vehicles can once again explode upon destruction, depending on the damage type of the killing blow. HE and HEAT are more likely to cause ammunition cook-off and explosions than AP rounds or fragments.
  •     Newly spawned enemy squads should no longer get stuck at their spawn locations when no objectives remain on the map.

Known Issues

  •     Vehicles can occasionally clip through terrain near steep elevation changes.
  •     Immobilized vehicles can sometimes behave or appear unnaturally.

Technical

  •     Replaced physics-based vehicle driving with a non-physics movement system that directly controls vehicle positioning and turning.
  •     Reworked tree avoidance. Instead of cutting holes around individual trees in the navigation mesh, units now check nearby trees dynamically and adjust their movement to avoid them.
  •     Vehicles now use additional road navigation data to follow roads more reliably.
  •     Improved vehicle movement performance, reducing the overhead of missions with large numbers of vehicles.
  •     Vehicle wheel positioning and rotation are now only calculated when vehicles are nearby and visible.
#29
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 29, 2026, 11:00:47 PM
Battleplan - Update v1.2.0
Thu, October 29, 2026



Patch Update v1.2.0 - Changelog

A new update for Battleplan is here! Version 1.2.0 introduces a new Minimal View mode, significant improvements to supply distribution and air operations, and several AI and balance adjustments. Read the full changelog below to discover all the latest improvements and refinements to your battlefield experience.

v1.2.0

  •     Minimal view mode: removes visual clutter, hides unit perimeters and more
  •     Added in-mission visual layer toggle for displaying unit perimeter visuals (blue/yellow/red blobs) when zoomed in
  •     Rebindable hotkeys for switching visual modes (F1-7). Pressing hotkey again reverts to default view
  •     Tooltips display rebindable hotkeys
  •     Added option to Pause time when announcement/information panel is visible. On by default
  •     Enemy headquarters & scouts retreat less when cut-off or low supply making them easier to catch
  •     Drastically increased supply transfer rate when near supply depots (especially headquarters)
  •     Fighter Bombers drastically improved. They strafe for longer and refuel more quickly
  •     Air HQ's refuel aircraft more quickly
  •     Fixed aircraft not landing & refuelling properly at night
  •     Fixed pathing issues with aircraft
  •     Fixed an error with loading a save when enemy has no frontlines
  •     Caen: Mission starts at night, giving you a short window to fortify before the morning panzer assault
  •     Moved some visual options from Gameplay to Graphics page of options
  •     Increased weight for Resting & Refitting
  •     Operation Cobra: reduced veterancy of Panzer divisions
  •     Slightly reduced effect of Elite veterancy (-10% bonus damage, -2% bonus defence)
#30
Games Discussion / Re: Battleplan historical, WW2...
Last post by Asid - October 29, 2026, 10:59:22 PM
Battleplan - Update v1.1.1
Thu, October 22, 2026



Commanders, we've got a new update for Battleplan.

Update v1.1.1 is now live, bringing a range of improvements to performance, air warfare, unit management, and overall gameplay.

These updates address several community requests and make commanding your forces more responsive.

v1.1.1

  •     Can click & drag to re-order in-mission division select buttons
  •     Massively increased performance for low-end GPU's (especially on large maps)
  •     Commonwealth divisions use Brigade instead of Regiment
  •     Fixed camera controls when rotated
  •     Improved time exiting a mission (to main menu, restarting)


v1.1.0

  •     Fighter Bombers, Recon aircraft and Heavy Bombers are purchaseable in Army Constructor
  •     Improved iconography for types of aircraft
  •     Heavy bombers increased damage bonus from veterancy
  •     Heavy bombers increased XP gain rate
  •     Improved responsiveness of AA rotation & visual animations
  •     Improved close air-support animation responsiveness
  •     Reduced AA hit chance against aircraft
  •     Improved aircraft refuelling behaviour
  •     Specialist Actions given default hotkey [T]
  •     NATO icon guide added in mission (top left) and to Army Constructor (bottom left)
  •     Newly arrived reinforcement are immediately commandable. ZONES: starts with Ready effect (100% Organization for plans made within next few hours). TIMELINE: Triggers free planning phase
  •     Pressing ESC closes Tactics Panel if open
  •     Replenish self and all below button properly appears if top level unit isn't hurt but units below it are
  •     End of mission stats properly recorded in save file
  •     Too few units slotted requirement relaxed when not on regular difficulty
  •     Fixed units sometimes not gaining veterancy beyond Regular. Your units will receive their missing XP next time you boot up game
  •     Fixed potential crash when deleting orders
  •     Fixed gunfire animations sometimes not tracking properly


KNOWN ISSUES

  •     Loading save from pre-v1.1.0 won't display end of mission statistics
  •     Lower framerate on large maps (Channel Ports)