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91
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on October 05, 2025, 12:21:32 AM »
Patch Notes 0.5.2
Sat, 4 October 2025



Hey everyone, here comes another patch for Sea Power. This time it's mainly driven by Unity itself as they introduced some security issue in their engine so we needed to update the Unity version we're using.

You can read about it here: https://unity.com/security/sept-2025-01

Beside that we also fixed some issues. Happy weekend!

Bug fixes and improvements

  - Unity Update due to security vulnerability issue
  - PLAN Type 010 and USSR T43 CIWS gun angles fix
  - Updated land unit, vessel, aircraft descriptions and callsigns (thanks N0jge!)
  - Incorrect hidden objective behaviour in Event Log Objectives tab
  - Updated PLAN 04 with MiG-27 replacing Armed Bizjet; corrected backstory
  - Mission Editor: Possible nullref when removing a Trigger
  - possible nullref when dragging a unit between Formations on Formation Manager
  - Corrected Chengdu frigate hull sonar mount position
  - Added missing LOD1 to Type 024 and LSM-1
  - Several typos
  - Lots of small mesh errors
  - Changed PLAN 03 mission to reduce exploit chance
  - AI CVS (anti-submarine carriers) will now correctly launch ASW patrols
  - Kidd DDG added SPG-60 as 3rd missile channel; removed incorrect Variant3 from NV Gearing mod
92
Games Discussion / Re: Maneuver Warfare : Command a panzergrenadier battle group
« Last post by Asid on October 05, 2025, 12:21:23 AM »
Update 1.33
Sat, 4 October 2025



If you have Maneuver Warfare, please download Update 1.33. This update expands the number of missions where you can play the Allied side. The additional missions let you command:

-Polish forces during the First Battle of Tomaszow Lubelski in 1939
-Dutch forces during the Battle of Grebbeberg in 1940
-British forces during the Battle of the Ypres-Comines Canal in 1940
-French forces during the Battle of Hannut in 1940
-Soviet forces during the Battle of Prokhorovka in 1943
-Anglo/Canadian forces during the attack on Verrieres Ridge in 1944
-Polish 1st Armored Division during the advance towards Falaise in 1944
-US forces during the first stage of Operation Cobra in 1944

93
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on October 04, 2025, 12:03:14 AM »
Reentry has been updated to 0.99.88 - Sound Design, Engine Plume test. bug fixes
Fri, 3 October 2025



This updates rolls out a Sound Design overhaul containing some dynamic cockpit sound effects, and RCS jet sounds, adds a new engine plume test to the CSM SPS, LM DPS and LM APS engines (orbit view only), and fixes some critical bugs.

Note: This update touches the games core storage system. 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 0.99.87.




Sound Design / Soundscaping

System Components

This update rolls out a system that makes it possible add dynamic sound effects to the Virtual Cockpits. I will start small with the sound design elements, but have added an inverter fan, suit fan and a cockpit fan sound effects to these systems across all programs.




Reaction Control Jets

In addition I have worked on the RCS jet sound design where I have added improved logic to make it possible to hear the ON/OFF clack sound effect of the valves opening for various thrusters, and the flow of gas for combustion. Thanks to Dee-Jay for helping me with the RCS sound effects.




Engine Plumes

I have rolled out a more sophisticated engine plume handler. It is currently in its initial version when it comes to look and feel, transparency settings etc, but rolling this out as a test for the Apollo CSM SPS, LM DPS and LM APS engines initially. If these seem to work I will improve the visuals of them, and extend the system to also support some of the 2nd/3rd ascent stages of Mercury/Gemini/Saturn V/Saturn IB.








Language Issue on Campaign Pages

I have finally tracked down an issue that causes the Campaign Pages to sometimes load the wrong language. For example if you have set the language to English, some users could see the Spanish version of the Campaign pages instead of the English version. This is a rare bug so it was hard to track down.




Checklist Guidance System: Complete a Checklist improvement

I have improved the checklist guidance system (the system that handles the two RUN buttons and the checklist steps that are queued up) to internally tag each step with what checklist they belong to. This can make it detect that you have completed a particular checklist if you have multiple queued up. In the future this can be used to more advanced checklist flow as was suggested during my AMA session. But one step at a time, let us see if this implementation works well and is stable.

Thanks all for reporting issue. I have also detected that some crashes has been reported recently. I am curious if it could be related to Unity 6.1 builds and latest graphics drivers or something, will need to dive a bit further into this as I check out Unity 6.2 and a fix for the lately detected security issue.

Patch Notes:

  - Fixed an issue with the Lunar Module Ascent Lesson

  - Made so it is possible to end P79 in the CSM

  - Gemini Yaw-Steering during ascent guidance fixes

  - VR: Made so you can move the camera with the keyboard

  - Fixed so Superimpose can't be UI navigated (Left, Right, Up, Down)

  - Apollo Command Module Astro/Crew collider check fixes

  - Sound Design updates

  - Fixed an issue where the Language of a Campaign could be set to something else than the selected language (reported Spanish language in one or two campaigns, while English is selected)

  - Improved the checklist guide system to detect if a particular checklist has been completed even if you have enqueued other checklists as well.

  - Engine Plume test for the CSM SPS, LM DPS and LM APS engines

94
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on October 04, 2025, 12:03:08 AM »
Report for the Community #101
Fri, 3 October 2025



Horses are coming to Workers & Resources ? finally some real horsepower for your republic!

Comrades, saddle up ? the Early Start DLC is about to get some real horsepower! 🐴 Horses and carriages are coming, bringing new ways to move your workers and goods. Check out all the details (and the first shiny carriages) in the full report here: https://www.sovietrepublic.net/post/report-for-the-community-101


95
Flight Simulation / Re: DeadStick - Flight Simulator
« Last post by Asid on October 03, 2025, 12:15:04 AM »
Dev Update | Cockpit Overview
Thu, 2 October 2025



Hey bush flyers! It's our September wrap-up and we've been sharing a bit more around the cockpit in the game as it's been requested by a bunch of you.

In our latest Development Milestone we've taken the game through an initial UI / UX review, as well as continued implementation of audio into the game (hopefully we'll have more to share on this soon), and of course working hard on the playtest build. For those asking this will likely be coming in early 2026, if this changes we'll keep you all updated. Don't forget you can sign-up on the store page.

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




This is how the instruments in the cockpit are currently looking, some of the key instruments you can see are:

  - AOA Indicator

  - Airspeed Indicator

  - Artificial Horizon

  - Altimeter

  - Oil Pressure Gauge

  - Oil Temperature Gauge

  - CHT Gauge

  - Tachometer

  - Engine Hours

  - VSI

  - Heading Indicator

  - CDI

  - ADF Receiver

  - Suction Gauge

  - Magnetic Compass

  - Slip/Skid Indicator

  - Engine Primer

  - Ignition Switch

  - Carburetor Heat Control

  - Mixture Control

Here are some of the short form videos we've put out across our YouTube Shorts, TikTok and Instagram Reels this month.

Best Location Yet


Bugs in Development


Calm Flighting


What would you like to see


-Mythwright


96
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on October 02, 2025, 12:10:19 AM »
PLAN sets sail!
Wed, 1 October 2025



PLAN update details
Hello from the Triassic Team! We are super excited to release our (now biggest) free content pack, the PLAN! This update features the a ton of new units, including Vietnam, and Japan units too!





New units included:

PLAN:

  - Chengdu-class frigate
  - Jiangdong-class frigate
  - Jianghu I-class frigate
  - Jianghu II-class frigate
  - Jianghu III-class frigate
  - Luda I-class destroyer
  - Qiongsha-class landing ship
  - Shanghai II-class patrol boat
  - Shanghai IIB-class patrol boat
  - Type 010 minesweeper
  - Type 024 (Heku) missile boat
  - Type 037 (Hainan) corvette
  - Yukan-class landing ship
  - Type 033-class patrol submarine
  - Han-class attack submarine
  - Wuhan-class cruise missile submarine
  - J-5 and export F-5 Fresco fighters
  - J-7III Fishcan fighter
  - Q-5 and Q-5A Fantan attack aircraft
  - H-6A and H-6D bombers
  - Z-8 maritime patrol helicopter

Vietnam:

  - Barnegat-class frigate (converted seaplane tender)
  - Modified Gearing-class frigate (converted from Gearing FRAM to represent surplus USN ships in use)
  - LSM-1 class landing ship

Japan:

  - PS-1 maritime patrol flying boat
  - US-1A search and rescue amphibian

USA:

  - C-141B transport aircraft


New Scenarios!
Brought to everyone by our hard working Ian Roberts, this update and future updates will hopefully include some new missions as well to showcase some of our new units! Let us know what you think after giving them a shot!



PLAN Scenarios

  - Clash in the Paracels
  - Battle of South China Sea
  - Operation Silent Spear
  - Escape from the Sulu Sea


Bug Fixes and Changes
01-Oct-2025: 0.5.0 Build #234 (19329) Public Release


[FIX]

  - Type 148 Tiger hullnumbers mapping
  - Alvand railings
  - RIM-2/RIM-67 missile positions on Mark 10 GMLS to match photos
  - Mission Editor: Reform and disband formation actions saved to mission file but weren't loaded from it
  - Mission Editor: Custom airgroups were not loaded from the ship/airbase variant file
  - Mission Editor: Corrected a phrase for the EN localisation of Reveal Action
  - Naming convention fix on JMSDF Sub Duel
  - Attempted Fix for SEAPOWER-AXS where LinearCampaign singleton can spawn in an incorrect place.
  - Huge calculation error for units at date line "edge" of our flat Earth (pun intended!)
  - Some out of bounds longitude positioning when crossing the date line "border"
  - Corrected EN localisation for waypoints settings confirmation dialog
  - Libelle class torpedo boat bowwave position
  - MiG-17 range/fuel mass correction

[MOD]

  - Updated translations
  - AI: Upgrades to autotargeting for aircraft. Aircraft will try to retarget to closer targets
  - Aircraft speed is cruise when guiding SARH missile
  - MiG-21Bis model update: triple rod IFF antenna added
  - Redone all existing MiG-21 liveries to higher resolution
  - Moved Head of the Snake mission from NATO to Other folder

[NEW]

  - Mission Editor: Destroy and Despawn units actions
  - Mission Editor: Enable Swap Taskforce checkbox to enable/disable transfer when a side is selected already
  - Mission Editor: Checkbox to allow/disallow transfer of all aircrafts that belong to a unit to transfer to another side
  - Mission Editor: Reveal Units trigger action
  - Mission Editor: Button to copy settings of currently selected unit to all waypoints of its group
  - Mission Editor: Disable/Enable Units action for a Trigger
  - Ability to disallow transfer of child aircraft when airfield is transferred to another taskforce
  - Added loading background images for PLAN units


97
Friends, the latest episode of Retro Dogfight is out, and this time we discuss F-19 and F-117A!

https://www.retrodogfight.com/06-f-19-stealth-fighter-and-f-117a-nighthawk-stealth-fighter-2-0/
98
GHPC Update 20250930
Tue, 30 September 2025



Regular Update: Command Mode, T-64B1

GHPC Early Access has been updated to version 20250930. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.

COMMAND MODE



What is Command Mode?

Ever since the RTS mode that was temporarily in the game for April Fools 2025, many players have asked for the feature to return. There were lots of questions about why we would do all that work only to remove it. Well, like most things we do for April Fools events, that feature had a second purpose, which was to serve as a testbed for our actual goal: a standard game feature that allows players to adjust the battle plan for friendly forces! The first iteration of that feature is now here. We call it Command Mode.

In a mission with Command Mode enabled, the routes and commands for friendly vehicles are visible on the map immediately at the start of the mission. You have unlimited time to adjust or rewrite these as desired, until you come up with a plan that you are confident in.

Want to send the tanks ahead to make sure it's clear before the APCs move up? Want to move two platoons around opposite sides of a position for a pincer attack? Want to have one group wait until another group reaches a position before proceeding? Now you can do all of that and more.

If things are starting to go sideways during the mission, you have full control of the plan and can adjust it at will. Drag nodes around, add and remove modifiers, or just right-click on a platoon leader and set new orders instantly. The friendly forces will do their best to adapt on the fly.

Command Mode is optional

Some people will undoubtedly prefer to just play the game the standard way, without worrying about plans or having their head in the map. That's fine too! All Command Mode missions have been provided with a default plan, so you can just click the start button and play the game. All the fine-tuning is fully optional.

This is the first iteration

As we see how players are adjusting to Command Mode, we intend to refine it and use it for most or all new missions moving forward. It will become another standard tool to change how the scenarios play out, especially when there's a need to adapt to a changing situation.

It's possible that there will be some quirks with this feature, as with anything new in an early access game. If you encounter issues, please use the bug reporting links in the "Help" section of the game's main menu to let us know! All links are also available on the website: https://gunnerheatpc.com/


NEW MISSIONS

With the launch of Command Mode, we're debuting ten missions compatible with the new system. Two of these are brand new and found in the Fulda Outskirts list, while the other eight are revisions of existing missions under Eastern Hills.

All of these missions have been designed to work with the flexibility of the Command Mode features, meaning you are free to approach them as tactical puzzles in whatever way you see fit. This should be especially noticeable in cases such as the mission Obscene Odyssey, where even being able to make your tank force wait for airstrikes or do stationary gunnery against enemy positions can improve the survival rate significantly!


NEW VEHICLE: T-64B1



Our vehicle team had to make some revisions to the T-64B model to support the NSVT machine gun being usable, so while they were at it, they went ahead and added some additional minor variants, particularly the T-64B1.

The "B1" designation indicates that this is a T-64B which lacks the equipment to guide gun-launched anti-tank guided missiles (GLATGMs). As such, the loadout for this variant has had its Kobra missiles replaced with standard ammunition, and there is no missile guidance unit on the turret roof.

We've also added a couple of "obr.1981" variations without the weld-on armor plate on the hull's upper glacis plate. These can be used to represent vehicles that have not yet undergone the retrofit process that added the extra high-hardness steel plate. The frontal hull armor resistance of these tanks, especially against APFSDS darts, is slightly lower.

All of the T-64B variants are available in the customizer or randomly in the USSR forces in campaign mode (when logistics scores allow).

To remove ambiguity, here's a chart showing the differences between T-64B versions in GHPC:

Tank                  GLATGM system.   Hull add-on armor

T-64B obr.1984    ✅Yes.                  ✅Yes
   
T-64B obr.1981    ✅Yes.                  No
   
T-64B1 obr.1984  No.                      ✅Yes

T-64B1 obr.1981  No.                      No


MAP ICONS

With the Command Mode release, all of the icons for vehicles and infantry on the map have been updated. They now use NATO-style symbology to indicate their type. There are also informational labels when you hover the mouse on a friendly icon in Command Mode, which can be useful if you're trying to learn what the symbols mean.


OPTICS ADJUSTMENTS

Alongside the more major changes, we've made a few adjustments to various optics-related items.

For starters, the PZU-5 gunsight for the T-64's NSVT machine gun has received some bug fixes, and the powered traverse for the gun mount itself is now much faster as it was in real life. T-64A and T-64B players should benefit from a much quicker aim time when engaging unarmored targets with the heavy machine gun. (The weapon is now usable on the T-64B, just like it was for the T-64A in the previous minor update!)

Next up, the PZB-200 night sight on some of the Leopard 1 variants has been revised. The Leopard 1A1A2 and 1A1A4 now have an updated reticle, with a combination of fixed and dynamic markings.



The dot reticle slides vertically to indicate the actual aim point for the current ammunition and range settings as calculated by the fire control system, while the other marks serve as a backup reference. The T-shaped arrangement at the top is the zero mark.

And last but certainly not least, it is no longer possible to shoot while using the commander's binoculars as a makeshift scope. This should make unstabilized weapon platforms feel more authentically limited, rather than being turned into unreasonably effective systems by "videogame logic".

There are of course other changes arriving in this update, and you can check out the full list below to read about them all.


CHANGE LOG



NEW CONTENT

  - Added Command Mode, allowing direct viewing and control of friendly forces' battle plans in compatible missions

  - Added two new Command Mode missions in Fulda Outskirts

  - Added eight Command Mode revisions of existing missions in Eastern Hills

  - Added T-64B1 tank (T-64B without gun-launched anti-tank guided missile systems)

  - Added 1981 variants of T-64B and T-64B1 (lacking weld-on reinforcement plate on upper glacis)

  - Added right-click menu for friendly platoons on map in Command Mode, allowing instant changes to their behavior

  - Added info panel when hovering the mouse over a friendly unit on the map

  - Added out-of-bounds zones in some missions, where incursions are met with aggressive enemy strikes

FEATURES AND ADJUSTMENTS

  - Panning the map view is now done with middle-click or Alt-click

  - Updated PZB-200 night sight on Leopard 1A1A2 and 1A1A4 to more accurately depict the real optic

  - Map markers for friendly and enemy units now display symbols to indicate what kind of vehicle or emplacement they are

  - Map markers for friendly platoons now merge into a shared icon when the map is zoomed out enough

  - Existing T-64B has been renamed to T-64B obr.1984

  - Updated powered traverse speed of T-64's NSVT machine gun

  - T-64B now has a usable NSVT machine gun

  - Aiming and firing are no longer available while looking through commander's binoculars

FIXES

  - Fixed some physics issues that could lead to the entire game breaking

  - Fixed an issue that caused vehicle hulls to slowly drift forever after firing

  - Fixed multiple mission bugs

  - Fixed several issues with AI navigation

  - Fixed reticle illumination in PZU-5 sight for NSVT

  - Fixed some audio issues
99
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on September 30, 2025, 12:20:11 AM »
Reentry has been patched to 0.99.87 - Gemini Ascent, Academy Exams, Storage
Mon, 29 September 2025



This small update will fix an issue in the Gemini Ascent logic that, for some players only, caused the yaw steering to fail. It also makes some minor improvements to all the in-game Academy exams (aka. Pilot Certification Flights), improves some of the internal logic of the games Storage system, and adds the missing needle to the 3-pointer Altimeter in the Gemini Cockpit.



I also moved the ROADMAP button on the Main Menu a bit up to make it more visible, in case you are curious about it.




Patch Notes:

  - Gemini Ascent Guidance fixes

  - Fixes to the Pilot Certificate Flights (PCFs)

  - Storage System improvements

  - Minor Gemini panel fixes (Altimeter)

  - Roadmap placement on the Main Menu

  - Fixed a potentially blocking issue related to the Lunar Landing from Launch Pad without using a Save State
100
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on September 30, 2025, 12:20:06 AM »
Game Update 1.1.3
Mon, September 29, 2025



Dear Tankers and Mechanics!

Sitrep
It's been two weeks since our last update, 1.1.2. Since then, we've added support for creating lobbies in-game and inviting friends directly in-game. For more information, check out our friday Development Status #80, where we describe the concept in more detail and what we're cooking up for the game.



CLICK HERE TO READ DEVELOPMENT STATUS #80


What's in Patch 1.1.3

As for the new features in the update, we have added portable stairs and voice overs for repairs, as well as the ability to create a lobby in the main menu. In addition, we have added destroyed models for the Pak 40 and Flak 36 static guns ? this will definitely be noticeable when playing the Soviet campaign.

  - Steam lobby/invite party in-game
  - movable stairs on repair scene
  - unit spotting process has been redesigned to be multi-threaded
  - Pak40 and 8,8 cm Flak 36 have destroyed models variants
  - UI bug fixes, over layered text and icons over some panels
  - Soviet (AI enemy) tanks now shoot while driving (new feature)
  - Germany and Soviet infantry indicators when spotted will be visible only below 100m in distance
  - Infantry compass indicators doesn?t show distance label (turning this off increased game performance)
  - Subtitles to repair scene voice overs
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Fixed switching between artillery and direct shooting on static guns
  - Optimization for AI spotting mechanic (more fps on big battles)


Changelog 1.1.3
Below is the full list of changes being made:

Added:

  - [UI] Battl Map - visible selection frame when offmap is selected
  - [UI] Steam invite overlay to main menu
  - Overview UI Manager and prefab
  - Pak40 now have destroyed mesh variant
  - Subtitles to repair voice overs
  - Overview UI Manager and prefab
  - Status for player (in tab menu) when he's watching intro or outro


Fixed:

  - [UI] Incorrect labels position on steam deck
  - Avatars should now be correctly displayed (steam)
  - When player leaves or enters, the tab menu will update automaticly if it's opened
  - Tutorial hints UI panel won't be hidden even if you have the game option Hide Hints on
  - Fixed some situations when player could interact with hatch when using vehicle visor
  - [UI] Player Team Status GUI Item
  - [UI] Interaction icon is visible before pause menu
  - Depth of trenches on C2M3 and C2M5 maps (infantry were too high and not covered at all)
  - Vehicle passangers rotation toward target
  - Inside collider of STUG fix
  - Skirmishes should no longer be saved as campaigns
  - Abandoned vehicles or static guns now correctly start battle event triggers that check Destroy or Protect objectives state
  - Switching between artillery and direct shooting on static guns
  - Infantry body rotation toward targets
  - [UI] Vehicle Customizer buttons label margins
  - [UI] Graveyard Manager bottom buttons size of labels
  - Highlighting GUI after playing tutorial should be now correctly cleared
  - Finishing multi crew tutorial won't show campaign summary


Modified:

  - Game version changed from 1.1.2 to 1.1.3
  - [UI] Main Menu buttons state when disabled
  - [UI] Battle Map offmap gui items
  - Interaction collider with hull or roof mg is not more aligned to the mesh of the weapon and is no longer annoying us when we're in commander mode
  - [UI] Further working on Steam party lobby
  - [UI] Overview mockup
  - [UI] Further working on Steam party lobby
  - Germany infantry indicators when spotted will be visible only below 100m in distance
  - Soviet infantry indicators when spotted will be visible only below 100m in distance betwenn player and enemy AI
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Added distance to playing the repairs vo (max 30m)
  - Replaced player avatars panel on multiple UI screens
  - [UI] Steam Friends invite


Known issues:



  - We have likely found the reason for the blurry screen. It turned out that the Rendering Scale setting was not working in the game. It is possible that, for some players, this setting was set very low, causing the game to appear at a low resolution.




When next update?

We will now focus on implementing systems for managing and issuing orders to units, including, for example, changes in formation or aggressiveness towards the enemy. In general, we will tackle AI issues and push forward with their behaviour.

In addition, we will cover the latest topics from the roadmap, including the addition of the captured version of the KV-1, i.e. the KW-I with a 75 KwK 40 L/48 gun. Finally, we will cover topics related to the implementation of the Steam workshop, so that you can start making and uploading your first modifications to the game. Once we have completed the current roadmap, we will start working on the next one.

Thank you for your support, we are working. See you next time!
DeGenerals

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