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71
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on September 06, 2025, 12:05:01 AM »
Reentry has been patched to 0.99.83 - CM ECS lesson fixes, Retroburn Planner fix
Fri, 5 September 2025



This is mostly a hot fix patch for the Retroburn Planners to properly set the Time to Retrofire timers when clicking the Orange SET button, and a blocking bug in the last mission of the Apollo 13 Historical Mission - a bug that came when I improved the CMC NO ATT logic.

In addition it contains an overhaul of the Command Module ECS lessons, and some minor updates to the Mercury and Gemini Save States.

The patch also implements a color differentiation between the Interaction Highlighter and the Attention Highlighter.

Interaction Highlighter vs. Attention Highlighter:
The Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.

All of the four CM ECS lessons has been updated to use this Attention Highlighter to better show you where switches, instruments and gauges are.

Patch notes:

  - Hot fix: Mercury and Gemini Retroburn Planner: Fix for the orange SET button to automatically update Time To Retro timers.

  - Hot fix: Apollo 13 (Historical): Fixes to the last Reentry mission to use V40 N20 to remove the NO ATT flag

  - Added Pe and EI nodes on the TEI tools entry trajectory predictor

  - Switch/component attention system: Highlight switch color if lesson only wants to show where something is now has a different color than the one that wants you to move a switch to a different position (interact vs. attention)

  - Added the Attention Highlighter system to Apollo (previously it was only in Mercury and Gemini)

  - Refined the Apollo Command Module ECS: O2 academy lesson

  - Refined the Apollo Command Module ECS: PSC academy lesson

  - Refined the Apollo Command Module ECS: H2O academy lesson

  - Refined the Apollo Command Module ECS: COOLANT academy lesson

  - Refined the Apollo Lunar Module Powered Descent academy lesson

  - Improved Mercury Save State with some additional internal system values

  - Improved Gemini Save State with some additional internal system values

72
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on September 05, 2025, 12:17:06 AM »
Patch Notes 0.4.4
Thu, 4 September 2025



Hey everyone, here comes another patch for Sea Power.

The main addition are playable tutorials and lots of fixes.

You can access the new playable tutorials from the Tutorials button on the main menu, then expand the "Gameplay Tutorials" list to find them. There are five tutorials covering basic to advanced concepts.

Bug Fixes

  - More background images use FileManager
  - Formation could not attack a single object via attack waypoint
  - Redundant Telegraph settings for waypoints from MissionEditor
  - Western VDS on Turya
  - Disabled Trigger was not enabled by free content window
  - Joined condition for trigger was not saved properly
  - Vehicle index could point to another vehicle during save/load which leads to a number of problems
  - Velocity calculation for missiles with nose up (e.g. Harpoon) to allow proper intercept calculation
  - Adjusted missile positions for Mk22
  - Accidental Flight Deck load error and wrong AircraftCurrentlyOnBoard number from loading pending launch task
  - Objectives now hide in Event Log when set to Hidden. Precipitation also in Weather section
  - Decimal Places in Environment tab
  - BMG50 Gun -> CIWS
  - Broken sensors localization in WaypointViewModel
  - Direct control of enemy land units
  - Close hatches animation for WeaponSystemLauncher could be triggered twice
  - Mission Editor: Incorrect variable was used to save all sensor waypoint properties except air search radars
  - Mission Editor: Incorrect localization key was set for Altitude string for the waypoint settings
  - Allow Free Content Window to take a default position
  - SA-11 sam was not auto flatten terrain
  - SET-40 deaf as a doornail
  - Carrier air ops speed is reduced to 20kn
  - Sounds audibility for Turya and Wisla
  - WP sam sites targeting data
  - Added missing text resource for Weather Forecast
  - Fixed mount data vanishing on mission load
  - Fixed socket exception
  - Torpedo drop from aircraft
  - Fix for type 205 and 206 colliders


News and improvements

  - Updated translations
  - Weapon+sensor shared mount conflict resolve for Buk SAM
  - Mission Editor: sensor settings dependency on unit settings/previous waypoint settings for new waypoint
  - Mission Editor: get rid of redundant sensor switches in the mission ini file; waypoint settings for sensors now enherited from a unit for the first waypoint and from previous waypoint for others
  - Mission Editor: fine tuning of waypoint positioning
  - Mission Editor: GroupCategory used unit Category to get speed change for waypoints to support load from mission file when units are not added yet to the Group
  - Mission Editor: Mach limit for aircraft ETA calculations
  - Mission Editor: localization support for Speed and Depth waypoint settings text on the map
  - Weather forecast for Breakthrough mission
  - English loc: SeaState -> Beaufort Wind Force
  - Dong Hoi briefing reworked and fixed; Dong Hoi messages and unit names
  - Added AN/APS-80 radar entry
  - Ability to drop sonobuoys in line
  - Sonobuoy line accounts for sonobuoys allocated to other drops
  - Ability to reveal units for some time via triggers
  - Localization how to document (steamappscommonSea PowerSea Power_DataStreamingAssetsoriginaldocumentation)
  - Add Objectives to Event Log
  - SA-11 sites, launcher, command vehicle and radar models
  - Attack waypoints
  - Ability to disable thermal layer
  - Action position relative to unit
  - Added new loading screens
  - Baleares FFG, Brooke FFG
  - MIM-14 Nike Hercules SAM site
  - Playable tutorials

73
Games Discussion / Re: Ostriv
« Last post by Asid on September 05, 2025, 12:17:00 AM »
Alpha 5 patch 9 hotfix 34
Thu, 4 September 2025



This update contains some invisible work to make all production more unified and data-driven, so it will later be much easier to implement modding of custom production buildings. But as with any code changes, new bugs may be introduced. So please keep an eye on and report any unexpected changes in production.

Also since I've last spoken, another 4 buildings were added to Alpha 6 plan (all from Trade & Transport category). They just keep coming, sorry.. There is some new logistical stuff happening since there will be a new concept of "upkeep resources". All those sacks, baskets and tools won't appear from thin air anymore. At the same time it shouldn?t overcomplicate things, so the new challenges are mostly solved by building new buildings. And we all love building new stuff.

Meanwhile, here's the current stuff:

Added/changed:

  - Not showing "Supply sources don't have the required resource" if stored over target amount

  - Buildings using both charcoal and firewood will need 3 times as much firewood for the same amount of charcoal

  - Carpentry building renamed to more appropriate Cartwright

  - Cartwright will now build and repair for closest orders first

  - Slightly improved the wooden church model

  - Added help page for thatchery

  - Minor UI changes

  - Can now enable to show connection to specified supply sources




Added a nice bell tower to go with your church (purely decorational as of now)



  - F2 for changing building appearance works for rowhouses too now


Fixed:

  - Citizen jumped on a bridge instead of walking under it

  - Crash in late game (4000+ population)

  - There could be a secret invisible building which hired some extra construction workers

  - Crash on town hall demolition

  - A faulty case of navigation blocking by fields and village houses

  - Workers who used boats and wagons came home already rested

  - Soapworks, Glassworks, Ashery didn't enforce minimal number of workers

  - Initial settlers could have a child with negative age in some cases

  - Plants and fences could float in the air after construction nearby

  - Hay actually almost didn't spoil on hay dryer in winter

74
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on September 04, 2025, 12:17:33 AM »
Reentry has been updated to 0.99.82 - Retro planning, Fuel Balance, Improvements
Wed, 3 September 2025



This is a massive update with fixes and improvements learned from my own playthroughs, and corrects bugs reported by players. The list is long, so be sure to check the full patch notes in the bottom.

The main intent of the update is to improve trajectory control in Mercury, Gemini and Apollo. This includes new tools for retrograde burn planning in Mercury and Gemini, and small improvements to the Apollo Maneuver Planner, Trans-Lunar Injection and Trans-Earth Injection tools.

The update also aims to improve the general flow of the game like improved fuel balancing, removal of various dev-flags, game mechanic fixes, and visual/rendering improvements.

Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.81


What's new in 0.99.82?



Read on...

75
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on September 04, 2025, 12:17:27 AM »
Update Deployed! Bug Fixes, Gameplay Improvements & Mod Tweaks
Wed, 3 September 2025



We've just deployed a new update packed with improvements, fixes, and a brand-new ship for you to command.


Here's what's new:

Bug Fixes

  - Fixed a bug that could cause default structures to duplicate.

  - Fixed a bug that could cause ports to take damage from fleets without a battle.

  - Hidden enemy fleets can no longer fire on aircraft.

  - Removed some undesired prompts during tutorials.

  - Prevented cases where the "view on map" button focused on the wrong location.

  - Enemy sinking ships no longer block periscope lock-on to distant enemies.

  - Weapon reload progress no longer resets after loading a save.

  - Fixed enemy health amounts when loading old saves.

  - Fixed a bug that could cause the camera angle to get stuck after returning from combat against aircraft.

  - Fixed an exploit that allowed German dive bombers to be built on a level 1 airfield.

  - Fixed a bug that could cause a battle to end before setup completed.

Gameplay Changes

  - Added the German Handelsschiff cargo ship.

  - Reworked the autoresolve system to better match real combat gameplay.

  - Aircraft are more likely to start combat closer to the enemy, and can no longer be repositioned during setup.

  - Added the ability for the player to replenish partial flights.

  - Added the ability to toggle the target depth of ASW bombs.

  - ASW bombers are now better at spotting submerged subs at range in combat.

  - Depth charges can damage surfaced ships if detonated close enough.

  - Added an option to prevent battles from ending automatically when one side is defeated.

  - Submersible fleets may now enter combat with other submersible fleets.

  - Submersibles can fire torpedoes while in a deep dive ? and be hit by them.

  - Silent running now disables active sonar and weapon reloads, and works as an on/off toggle instead of a timed status.

  - Enemy navies will create fewer submersibles.

  - Improved scout plane AI.

  - Civilian ships now cruise at 10 knots or less.

  - Added more strong British ships at the start of a new Allied campaign.

  - Expanded sections of the tutorial.

  - Fighter movement is now smoother when intercepting.

UI Improvements

  - Torpedo buttons now show both the current payload size and the loaded torpedo count.

  - Enemy boxes are visible at closer distances in bad weather and scale with ship size on screen.

  - Post-battle victory messages now include aircraft kills and losses.

  - Results popup shows the number of shells and torpedoes fired by both sides.

  - Sonar pulse from ASW planes is now visible on the minimap.

  - The low ammo icon only appears if a ship is low on an ammo type across all magazines, and lists affected ships.

  - Point values are no longer displayed on enemy fleets.

Modding

  - Ship commission time multipliers are now moddable per faction.
76
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on September 04, 2025, 12:17:22 AM »
Preview Early Access 1.55
Wed, 3 September 2025



It's almost time, Operators.

Your attention, Operators. The message you've been waiting for is finally here.


Summer break is over, and it?s time to get back to work. First and foremost, thank you for all your positive messages ? they mean a lot. But don't think Helios has been idle in the shadows.

Things have been cooking in the background, and we can't wait to share them with you. As exciting as they are, they still need time to be polished and deployed. Of course, we'll keep you updated, and trust us, the wait will be worth it.

We also want you to know that we're reading your suggestions. While not all of them will make it into future updates, your voice is heard and appreciated. Keep them coming: constructive feedback always has a chance to make the final cut. We?ll also have some Q&A delivered to you, so head over to Discord, where a dedicated channel will be set up for you in the next couple of days.

Without further ado, let's dive into what you can expect in the next update of Black One Blood Brothers. As usual, this is just a sneak peek, the full patch notes will drop on update day!

BEHAVIOR IMPROVEMENTS

  - Allied operators can now fire while taking cover, for a more immersive experience. Enemies will behave the same way.

  - Unalerted enemies will now flinch and react when shots miss them.

  - Allied operators will automatically take cover under enemy fire. This behavior can be toggled on or off from the Tactical Map.

  - These combined improvements bring suppressive fire tactics to a new level of immersion.

FIXES AND ENHANCEMENTS

  - The Hospital map has been updated, with previously empty rooms now filled with props.

  - When immersive options are enabled, character highlighting (used to differentiate allies and enemies) will be disabled.

  - UI/UX rework is underway, keep an eye out for changes.


We hope you?ll enjoy what's coming.

Save the date: Monday, September 8.

Kane, out.

77
GHPC Update 20250902
Tue, 2 September 2025



Regular Update: Abrams overhaul, audio immersion, optimizations

GHPC Early Access has been updated to version 20250902. This is a regular update, introducing new features, adjustments, and bug fixes. We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

ABRAMS OVERHAUL



As some of the flagship tanks in GHPC, the M1 and M1IP Abrams get an outsized portion of the attention and play time. In light of this, the art team felt that it was time to revisit the vehicle's internal and external modeling, in order to take care of some improvements we've had on the to-do list for a while. Their parallel work on the Abrams overhaul is now ready to release in this update.



The most obvious change is the new commander's weapon station, featuring a corrected and more intricately detailed .50 caliber machine gun with all of its mounting hardware. This weapon, much like the M85 machine gun on the M60A1 and M60A3, can be operated from inside the tank and has its own gunsight. (Note: the commander's machine gun reticle cannot be illuminated - this is a recreation of its real-life abilities and is not a bug!)



This weapon is useful for engaging helicopters and light APCs at close range, as well as suppressing troops outside of coaxial machine gun range, and all without exposing the tank commander to bullets and shrapnel from outside of the tank. It may struggle frontally against Warsaw Pact light armor, as most of the Soviet troop carriers were designed with this threat in mind.

More impactful than the .50 cal is a much more subtle change: the completely overhauled damage model of the Abrams fighting compartment. Careful inspection in X-ray mode during AAR will reveal the extent of the changes: a transformation of the formerly empty interior into a cluttered space full of vital equipment and support structures. Penetrating hits on the center of the tank will now find plenty of things to interact with, including several flammable components like hydraulic reservoirs and ammunition boxes.



The main effect of this change is that the Abrams will much less frequently be a "pin cushion" happily soaking up dart after dart and continuing to fight like nothing happened. In many cases, the consequences of such a tactical failure will now be a burning tank and a crew bailout, just like with every other tank in the game.



Of course, there's plenty of other detail that can be included in a tank model, and our art lead has painstakingly recreated several new items that were not present in the previous iteration of GHPC's Abrams. The full list of details is perhaps best left as a trivia challenge for enthusiasts, but you may notice things like expanded skirt and sprocket configurations, an engine grille guard, new spare road wheel mount points, and the quirky clear plastic roadwheel hubs that allow crews to check their lubrication levels. We've also given the base model M1 its early gunsight reticles in the Gunner's Auxiliary Sight (GAS) and Thermal Imaging System (TIS), which were noticeably different from the later iterations.



(As an aside - with the addition of the remote-controlled .50 cal on the Abrams, an obvious question is whether we'll be adding other controllable heavy machine guns, such as the remote-controlled commander's weapon system on the T-64. The answer for this is the same as it was for the Abrams until this update: we are indeed working on these and will add more of them when they are ready.)


VEHICLE AUDIO IMMERSION OVERHAUL

While the programmers pour most of their hours into the upcoming Command Mode feature, our audio engineer has been plugging away at a series of improvements to the soundscape. With this update, the soundscape for moving vehicles has been totally changed, replacing the simple track noise loop and basic suspension "clunk" sounds with a lively and dynamic audio environment. The noises you hear while driving around will now respond to exactly what the vehicle is doing, including tire noise, track pin strain, torsion bar flex, and the various rattles and resonances created in a 40-ton hulk careening through the countryside.

Meanwhile, for the moments when you're not racing around but instead sitting in defilade lining up shots on targets, there are now a series of switch click sounds for optical controls. These are designed to resemble the actual sounds of the knobs and throw levers found in the real-life vehicles, from the polarity switch on the Abrams to the clicks of the zoom wheel on the Soviet 1G42 gunsight found in the T-64B and T-80B.

There have also been various other improvements to the stability and coherence of the soundscape, including fixing an issue in the recent updates that led to distant explosions being inaudible.


OPTIMIZATIONS

A look at the full change log will reveal a significant number of optimization-related entries. It's very typical for us to try to optimize the game in small ways as we work, especially if we're adding new features that will demand more of the performance budget. Sometimes, though, we manage to get multiple optimizations in at the same time and make a larger impact. This update is one of those times.

While the exact impact will depend on each user's specific hardware and the nature of its performance bottlenecks when running GHPC, we think a significant portion of the player base will notice the game running more smoothly with this update. (And if not, don't worry - there are still plenty of performance improvements being worked on for the future.)

If your system is struggling with CPU load when running GHPC, don't miss the new option to disable vegetation interaction in the graphics settings. This should help ease the processing load slightly and buy you a few more frames.


NEW MISSION

Most of the mission team's effort has been devoted to preparing a nice set of missions for Command Mode, but they did find time to add a new standard mission in this update. You can find "Echelon Engagement" in the Fulda Outskirts mission list.


CHANGE LOG




NEW CONTENT

  - Added usable commander's weapon station to Abrams tanks

  - Overhauled M1 and M1IP Abrams exterior models to include new details and improved resolution in key areas

  - Overhauled Abrams interior component models to include more complete set of equipment in the fighting compartment (including several flammable hydraulic components and ammunition stores)

  - Overhauled vehicle chassis soundscape to make it more immersive, lively, and reactive to the way the vehicle is moving

  - Added audio for kinetic projectile impacts on terrain

  - Added audio for switching optics magnification or vision mode

  - Added new mission "Echelon Engagement" in Fulda Outskirts


FEATURES AND ADJUSTMENTS

  - Early model M1 Abrams now has early style reticles for auxiliary sight and Thermal Imaging System sight (TIS)

  - Vegetation interaction can now be disabled in the game's graphics settings to boost performance

  - Tracers are more prominent in thermal scopes

  - Switching optical magnification now includes a visual effect

  - Improved muzzle blast dust effects

  - Improved ricochet visuals for directional consistency

  - Improved falloff and muffling of some vehicle sounds

  - Optimized rendering of decoration objects and fences

  - Optimized rendering of some particle effects

  - Optimized memory usage of visual effects

  - Optimized and stabilized vehicle audio effects

  - Optimized some aspects of the physics system

  - Optimized the thermal rendering system

  - Optimized the vegetation interaction system


FIXES

  - Fixed certain objects being able to fall through the map forever and cause game instability

  - Fixed AI vehicles driving too fast or too slow when following a route

  - Fixed platoon members stopping permanently for no reason

  - Fixed platoon members driving away in a specific direction for no reason

  - Fixed various sound effects being overly quiet at distance

  - Fixed Malyutka aim being vertically inverted if the hull was facing in certain directions

  - Fixed Marder A1+ night sight flipping upside down when X-ray mode was on

  - Fixed overactive steering on Bradley, Marder, and M113

  - Fixed an issue that could lead to a vehicle getting frozen while pivot turning

  - Fixed animation issues with infantry weapons

  - Fixed reticles being white instead of green in some thermal sights

  - Fixed some Abrams hatches not animating

  - Fixed camo nets not fluttering when the vehicle is in motion

  - Fixed many cases of floating or misaligned grass

  - Fixed visual issues at map edges

  - Fixed missing terrain details in some locations

  - Fixed some events in missions

  - Fixed certain visual effects appearing black in thermal vision

  - Fixed controls list not including a night vision mode entry

  - Fixed rendering issues in map view while game is paused

  - Fixed timed mission triggers not properly syncing with mission time
78
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by SpaceGameJunkie on September 02, 2025, 05:55:37 PM »
I am so excited for this game, even moreso no with the failure of Flight Simulator's career mode.
79
Games Discussion / Re: Exanima
« Last post by Asid on September 02, 2025, 12:26:16 AM »
Coffee Diary - September 2025
Mon, 1 September 2025



Hey Exanimates,

We've pretty much hit pause on roles, AI and this round of testing to focus fully on getting the big content update ready. We released a major patch in testing with some important changes, various additions to the current roles and dialogue, refinements to AI and lots and lots of fixes. As it tends to go with testing periods we fixed a lot of older issues as well as new, there's always a few highly specific and old issues that remain on the backlog for now, but everything seems to be in a really solid state and testers have been very thorough. Thank you.

We made big improvements to core AI and how NPCs perceive and respond to behaviour, following on the tricky issues we discussed last month, but a big change in this patch was to how emotions interact with roles and dialogue. This is a difficult problem because accounting for all the different emotions, how they can change or be meddled with by mind powers at any time, can easily create a disconnect with how characters behave and role based interactions and their effects. There were just too many conditions and outcomes to consider, and odd results can be quite immersion breaking or create problems with role logic. This pushed us to design a better system that could constantly monitor changes in emotions and dispositions to alter outcomes of ongoing role actions and influence, but the real problem was how to design and maintain role behaviours that could account for these complex conditions, especially when the emotion system is being constantly refined. Role design tools that are clever and intuitive to use were a big part of the solution and mitigating the complexity. Ultimately we succeeded in both a much more robust system while also making it easier to design more varied and appropriate responses.

At this point we feel like the role system is well and truly off the ground, and while we will continue to tweak it and add more roles and interactions based on these features, we're now focusing on finalising the new content and some features for the next major release. The new area, The Gardens, is very distinct both in terms of overall design and completely new assets. We're currently mostly polishing up various things to ensure consistent quality and visual harmony, but also animations and behaviours for some new encounters. As usual we're careful with avoiding spoilers when it comes to new content, so we won't give details. A lot has gone into features, tools and art to make all this work for some time now and we're committed to delivering a high quality final product.

While not yet usable by players, we're also introducing a new thaumaturgy domain and have been working on its effects and mechanics. Each domain comes with its unique challenges and this is no exception. The core systems for thaumaturgy and AI using it are now well established and in this case the unique visual effects are the main focus. As is hopefully apparent from the visual effects in the game so far, we're keen on things being more sophisticated and convincing than your typical sprites and particle systems, while also very mindful of the extreme performance impact that complex effects can have. We had very specific visuals in mind for this domain, and some optimistic theories about how they could be accomplished. From a rough, but promising prototype we ran into some tricky problems getting to a polished effect, but we solved them all and it's looking just like we hoped it would.

Best,
Bare Mettle
80
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by Asid on September 02, 2025, 12:26:07 AM »
Dev Update | Peaks & Valleys
Mon, 1 September 2025



Hey bush flyers! It's our August wrap-up and we've been doing a lot of sight seeing!

In our latest Development Milestone we've done some work on the weather parameters (balancing based on the specific biome), added navigation aids and associated cockpit instrument upgrades, we've added more varied jobs and began implementing Aircraft audio.

Playtest sign-ups are still open for folks who may have missed these in previous updates, you can sign-up over on the store page. We are hoping to have news about the date of a playtest soon. https://store.steampowered.com/app/771800/Deadstick__Bush_Flight_Simulator/

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


In August we've shared a look at some of the peak and valley work we've been doing.








Valley tour

Watch YouTube Video
https://youtu.be/m-1MsQSpGT0?feature=shared


Camping









Here are a few recent short form videos we'll think you'll enjoy:

https://steamcommunity.com/games/771800/announcements/detail/518597293118587605

Deadstick then & now

Terrain

Crash land views

Jobs in Deadstick

Exploring the world

Which airport are you landing at

Snowy scenes

Is there something you'd like to see? Let us know in the comments!

-Mythwright
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