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#81
Steel Beasts Pro / Re: S B Videos Thread
Last post by Rinix - January 20, 2026, 01:56:00 AM
#82
Games Discussion / Re: Videos
Last post by Rinix - January 20, 2026, 01:07:26 AM
#83
Games Discussion / Re: Rule the Waves III
Last post by Asid - January 19, 2026, 11:14:53 PM
Rule the Waves 3: Expanded Battles | Dev Diary 2
Mon, 19 January 2026



The Historical Scenarios

Myself, I love campaign style games, where I can build up and nurture a force over a long stretch of battles and encounters. Not everyone has the time and inclination to do that however, and some players prefer historical battles instead of sanbox games. That is why we have developed the historical scenarios feature of Expanded Battles.

The expansion will ship with a number of scenarios spread in time and scope to give variation and show the whole breadth of what the RTW system is capable of. Scenarios will include Yellow Sea, Dogger Bank, River Plate, Rhein?bung (the Chase for the Bismarck), Second Guadalcanal, Eastern Solomons and a fictional cold war scenario in the Mediterranean. This is an impressive collection of scenarios spread over 70 years. No other game can even come close to simulating such a long timespan of naval warfare.

Personally, I like Yellow Sea and Dogger Bank the best. They are manageable in size and time, have a high suspense level, and they have concrete goals to attain. Eastern Solomons and Rhein?bung are larger and take longer time. They are also more varaible in outcome, with a risk that no substantial battle will happen at all, which is in fact how most potential naval battles ended in real history. This is something the designer has to balance all the time, realism, player agency, and maneuvering vs a scenario where the forces will inevitably come into contact.

As players, we want action and combat, which at times goes against outcomes sought by admirals. Just take the Rhein?bung scenario for example. If the Bismarck and consort manages to sneak out into the Atlantic and reach the objective without combat, this would certainly be a champagne popping occasion at the admiral?s bridge on Bismarck, but as a player it will probably feel as an anticlimax. ?At least let me blow up the Hood on the way...?.



To give the player the option both for battle action and for the more long term sneaking through the British patrols, we have made two scenarios, one long breakout scenario and a smaller one that concentrates on the battle of Denmark Strait. The problem of course with Denmark Strait is that the historical outcome was probably very unlikely, but players will still somehow expect the Hood to blow up. And Bismarck can blow her up in the game at the correct distance, but not every time, and not usually after the first few salvoes. Playtesting so far has shown that the most common outcome is damaged ships on both sides and Bismarck heading back home with some wounds and a substantial part of her ammo used up, which seems reasonable enough.



We will also include a hypothetical nightmare scenario for the Royal Navy, with the carrier Graf Zeppelin accompanying Bismarck and Prinz Eugen, and Scharnhorst and Gneisenau making a sortie from Brest at the same time. We decided to have that as a separate scenario, as there are more potential hypothetical ships that have various levels of probability. In this case we?re taking some historical liberties for the benefit of player agency and what we think is an interesting scenario that adds additional challenge to both the Royal Navy and Kriegsmarine sides.

All in all, it will be a nice collection of scenarios that will have something from every period of naval warfare in the twentieth century for the naval enthusiast. And if that isn?t enough, there will be a scenario editor, where players can create any scenario they might dream about. But more on that in the next dev diary

By Fredrik Wallin

Lead Designer

Naval Warfare Simulations

#84
D.C.S. / DCS 2025 AND BEYOND
Last post by Asid - January 18, 2026, 12:47:26 PM
DCS 2025 AND BEYOND
Premiered Jan 16, 2025





#85
Games Discussion / Re: Tank Squad Tactical WW II ...
Last post by Asid - January 18, 2026, 12:14:11 AM
Development Status #85
Fri, 16 January 2026



Dear Tankers!
Welcome to our 85th Development Status.


new year, new development status and new goals. We set some plans already with the team for this year but to make it possible we have to make some changes in the project itself.

For example switching to the new multiplayer system Fusion 2 that will enable better stability and more possibilities or making some overhauls in UI like in the main menu.


UI overhaul
Let me tell you what we have been doing during the last days and nights.




Info: Button sounds click/hover are just placeholders, we are testing them so they are about to be changed.

Why "new" UI. We would not call it new but rather improved. We have to make some adjustments here and there to be able to add features like matchmaking, workshop support or in future better organised battle maps with the whole map on a screen like in other tactical games that could include adding waypoints, orders on a map essentially more tactical tools - but that is melody for next months. Let's go back to the main menu?





On a matchmaking screen you will be able to find desired sessions playing specifying campaigns or skirmishes. Also you will be able to find sessions playing arcade or simulation modes enabled.



Rest of the menus are also here, like Session Browser, options to host sessions or play campaign / skirmishes alone as a ?single player?.



Another UI that needs to be improved is Battle Summary. Currently its a bit of a mess. Imagine having a mission with like 20 objectives and having to see every objective summary progress one after another during the mission summary. We have to change and actually we have a plan for it.



To summarize the new Battle Summary - it will be more simplified. It will show of course all important information, score, statistics but on a single page/single animation. More user friendly - at least we hope so.



Also having a new UI in the game gives some more freedom to create things in different ways. That should do the trick for next QoL improvements in the game.


Optimization progress

We are rewriting our networking system to be more optimized as we?ve upgraded from Fusion 1 to Fusion 2. This brings us new options to implement, such as host migration, match making etc. but we?re still very busy with making all of the game work as it was + work better/load faster etc.

Another part we wanted to overhaul was vehicle physics as this was the biggest CPU drain during battles. We tried two new approaches, both failed, they did not bring any optimization. In the end, we?ve switched and tracked down other optimization problems and we have good results here, with stress test scene set up for 30 tanks, 200 infantry and 30 static guns (so totally 440 infantry as 150 tank crewman (30 tigers, each 5 crewman) and 90 static guns crewman (each 3).

With very simple optimizations we managed to decrease the animator cpu requirement from around 6-8 ms to manage idle soldiers to about 2 ms. There?s still room for more but these are very recent changes.

The same goes for vehicle physics, we managed to find different and this time working optimization methods that help the situation - but do not yet totally solve it. We still have a lot to do here.



Thank you and have a good weekend!
DeGenerals
#86
Games Discussion / Re: Maneuver Warfare : Command...
Last post by Asid - January 18, 2026, 12:14:06 AM
Update 1.35
Sat, 17 January 2026



Update 1.35 is live now. Please update your game.

1. fixes a bug whereas elements of call-sign 61 were not in contact with the platoon commander
2. adds the game manual to the game build (the manual is accessed through the "Manual" button in the Main Menu)
3. when possible, it adds historical names to commanders when playing the Allied side in the following scenarios:
a. Into the Mountains (Mission Pack South)
b. The Black Brigade Counterattacks (Mission Pack South)
c. Delayed at Lancut (Mission Pack South)
d. Falaise Pocket ? Falaise (Mission Pack West 44-45)
d. Low Countries ? Grebbeberg (Mission Pack West 38-40)

#87
Games Discussion / Re: Flashpoint Campaigns: Cold...
Last post by Asid - January 17, 2026, 12:05:47 AM
Flashpoint Campaigns: Player Survey
Fri, January 16, 2026



Have your say on the future of the Flashpoint Campaigns Franchise

We have produced a short player survey that should take no more than five minutes to complete, have your say
HERE


The purpose of this survey is to gather data and help us make informed decisions in planning our roadmap for both Flashpoint Campaigns: Cold War and future games.

This survey is designed to branch questions whether you've played Cold War or not. Even if you haven't played our games, we still want to hear from you!

Please feel free to circulate this survey link to your friends and within your gaming communities. The more we can learn about player expectations of Wargames and the Strategy genre, the better we can position Flashpoint Campaigns in growing our player base and sustaining development for years to come.

Thank you all for your participation and we look forward to hearing your thoughts!
#88
Tacview / Tacview 1.9.6 beta 1 is availa...
Last post by Asid - January 16, 2026, 12:05:38 AM


Tacview 1.9.6 beta 1 is available Now



Download: HERE

    - Release Date: Thu, 15 Jan 2026
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1228.1 MB

Release notes


FEATURES & CHANGES

  - IMPROVED Pilot names are now displayed only after pilots have boarded their aircraft.
  - IMPROVED Support of Microsoft Flight Simulator 2024
  - IMPROVED ADS-B database to version 2025-08

FIXES


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...






#89
Games Discussion / Re: Field of Glory: Kingdoms
Last post by Asid - January 14, 2026, 11:57:49 PM
Field of Glory: Kingdoms - Burghers and Bombards | The Late campaign
Wed, 19 November 2025



The second DLC for Kingdoms is packed with content, and there is a lot to discuss

Let's start with the Late Campaign of 1223.

It radically changes the shape of the game compared with the 1054 start. In a century and a half, the map has grown denser, borders have shifted or contracted, and several familiar powers are now mere shadows of their former selves (or gone entirely, farewell Fatimids and Seljuks). This is an age of more structured monarchies, richer cities, but also harsher wars and systemic shocks, foremost among them the arrival of the Mongols.


The Mongols are already far along in 1223, but it will take them a few years to consolidate their gains

Read on...
#90
Games Discussion / Re: Reentry - An Orbital Simul...
Last post by Asid - January 13, 2026, 12:02:39 AM
Reentry has been updated to 1.0.30 - Checklist search, Academy fixes, Systems
Mon, 12 January 2026



This update adds a search feature to the Mission Pad -> Checklists page, rolls out a full overhaul of the CM Academy lesson 8 (SPS burn planning) and CM Academy lesson 9 A (Atmospheric Entry). It also fixes and improves many internal systems in the Apollo Command Module, fixes quite a few of internal and reported VR issues and general bug fixes.

As mentioned during the 1.0 release, the current phase of development has been mainly focused on fixing zero-day issues, crash to desktop issues, stability, Quality-of-Life fixes and in-game content (academy, missions, checklists, language) based on feedback from you who play the game.

I want to thank you all for helping me improve the game to the best of my ability, and for being part of shaping this product. At this point, these types of reports are slowing down a bit. I will continue to remain in this phase for a few more patches before shifting gears towards the 1.1 bits. Check the in-game Roadmap for details about all of this.

Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.


Checklist Search

A text field is added to the checklist page that provides search capabilities on the checklist names. Typing anything into this field will filter the checklists in the Mission Pad, and clearing it will revert the results back to normal. Use this to quickly find the checklists you need.



Read on...