Monday, May 20, 2019

Update 2019-05-20: No Pixels


  • Changed ballistics and armor penetration model to account for physical diameter of projectiles, eliminating the "pixel shells" effect
  • X-ray mode in AAR can now be toggled with the O key
  • Memory cleanup can now be toggled with the "GC" control in the Prefs menu during a mission.  Disabling GC is not recommended, as it un-caps the memory usage of the game, but it can provide temporary relief from stuttering under limited circumstances.  
  • Memory cleanup has been mildly improved overall
  • Corrected size of APFSDS and HEAT-FS in-flight models
  • Fixed an issue where crew hitzones could still be struck in a popped turret
  • Fixed an issue where AAR shots that only hit the witness plates on the firing range would not display
  • Fixed an issue where AAR traces would be too densely recorded for slow-moving projectiles, which could cause heavy use of time scaling to crashing or freeze the game
  • Fixed several issues with AAR data recording to make it more efficient
  • Fixed an issue where AI tanks could continue driving after the crew evacuated
  • Fixed polarity of IFF panels on Abrams
  • Added turret cheek IFF panels to Abrams
  • Fixed an issue where FCS could get stuck on the wrong ammo indexing after reloading from an empty breech
  • Fixed an issue where animated parts could get their animations interrupted in odd ways
  • Fixed an issue where every side section of the Humvees was named "left fender"
  • Fixed air resistance of .50 caliber ammo
  • Fixed an issue where projectiles could regain their original speed after slowing down from armor penetration
  • Fixed an issue where muzzle blast dust glowed in the dark
  • Fixed an issue where live rounds appeared extremely cold in thermal optics
  • Fixed an issue where tanks could scan in the wrong direction in response to being hit by hostile fire

Monday, May 13, 2019

Update 2019-05-13: Traces and tracers


  • Added support for tracer rounds and non-tracer rounds in the same belt
  • Altered ammo belts for HMMWV and technical to have tracers only every few rounds
  • Updated rendering of AAR trace lines - now they properly intersect with damaged modules and are fully lit and shadowed
  • M830 warhead now requires a stronger hit than mere spall fragments to detonate
  • Added support for modules being weakened over time rather than destroyed all at once
  • Propellant cases of stored ammunition are now more resilient to small fragments, but they can be weakened with multiple hits
  • Decreased size of BMD-3 muzzle flash to avoid blinding in gun sight

Tuesday, May 7, 2019

Update 2019-05-08: A Stitch in Time


  • Current timescale is now displayed on the HUD
  • Pause is now disabled during slowed time for stability
  • The speed and power of spall fragments now depends on the relative angle to the main penetrator.  Spall patterns will be much more realistic, and it will be more difficult to damage things at sharp angles from the path of the shot, especially with kinetic ammo.  In addition, the speed of fragments should better match the penetrator.  This should be especially apparent when viewing impacts in slow motion.  
  • Fixed loss of control when using slow motion while guiding Konkurs-M ATGM
  • Fixed armor holes in turret ring and hatches of Abrams (all versions)
  • Fixed M1A1 (HA) turret bustle spall resistance
  • Fixed T-72M turret ring spalling
  • Fixed turret ring thickness of BMD-3 and 2S25
  • Fixed spall fragments behaving as if they were subject to nutation penalty

Update 2019-05-07: Just to Watch it Burn


  • Game is now built in Unity 2018 latest version
  • Added new particle effects system to all vehicles
  • Added time scale and pause controls
  • Made free cam speed exempt from time scale
  • Added visible models for live rounds
  • Added ammo rack feature with ready rack logic and restocking (preliminary version - see it on the M1A2 SEP; use Alt+1 and Alt+2 to restock ready rack with ammo of each type)
  • Rack blowout panels now fail to protect the crew if the blast doors are open for reloading
  • Internal components can now be viewed with the O key
  • Added shading to internal components in AAR (preliminary version - shot paths are not rendering in the correct layer yet)
  • Ammo hits in the new rack system are now based on the physical shells, and there is a distinction between the propellant and projectile for effects
  • Vehicles can now drive and fire a loaded round even with a blowout rack fire
  • Main gun can now be operated in free cam by holding the Alt key and firing
  • Hatches are now animated (on tanks whose models support it at the moment)
  • Vehicle crews will now abandon them when they are rendered combat ineffective
  • Vehicles that are parked and lose firepower will now count as kills
  • When player is occupying commander unbuttoned view, the hatch opens (where available) and the commander's viewer stops traversing
  • T-72M turret now has a basic interior model
  • Muzzle flashes now cast light
  • Added game version watermark in missions
  • Added Discord button to main menu
  • Changed textures on M1A2 SEP and T-90
  • Added extra zoom to T-72M gunner's sight
  • Fixed armor values of T-72M tracks
  • Fixed alignment of BMD-3 missile guidance
  • Fixed carousel armor in T-72M
  • Fixed crew AAR poses in T-72M
  • Fixed vehicles not registering as ineffective after running out of ammo
  • Fixed armor on side skirts, side turret, and lower front plate of Abrams models
  • Fixed ATGM armor penetration
  • Fixed glacis armor spalling on T-72M
  • Fixed a bug that caused crew scanning to use too much CPU time
  • Fixed spawn point in Desert Thunder: Assault
  • Fixed Hilux hull instability when moving gun mount
  • Fixed AI gunners trying to operate IR spotlights in the daytime
  • Fixed details on Abrams turret roof
  • Fixed AI gunners traversing to look for shooters despite being incapacitated
  • Fixed spall power on TOW-2A