Sprocket

Hamish Dunn

Released
Aug 26, 2021
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    0.2.55.3 (EXPERIMENTAL) - Christie Suspension & Optimizations

    Hi all, There's a build up on the experimental branch which adds Christie spring suspension. Compared to torsion bars, they're cheaper, more space consuming and they run up the sides of the hull instead of across the width, letting you build lower profile vehicles. In addition, s

  2. Developer post

    0.2.54.4 - Game Engine Update

    Hi all, The build on the experimental branch is now stable. With a game engine update which brings the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was nee

  3. Developer post

    0.2.54.2 (EXPERIMENTAL) - Engine upgrade

    Hi all, There's a build up on the experimental branch with a game engine update, bringing the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was needed after

  4. Developer post

    0.2.53.2 - Armour overlay

    Hi all, The experimental changes are now on the stable branch. Changes Two new modes for the armour overlay: Absolute - A heatmap of the raw thickness of each plate Effective - A heatmap of the effective thickness of each plate, taking angle into account. Added a 'Select' mode to

  5. Developer post

    0.2.52.3 - Dynamic centre of mass

    Hi all, The experimental changes are now on the stable branch. Immersion pass Did some work on the visual and sound effects in an effort to improve gameplay simply by removing immersion-breaking effects. I'd say it was a success and I'm enjoying battles more. Basic transmission e

  6. Developer post

    0.2.52.3 (EXPERIMENTAL) - Dynamic centre of mass

    Hi all, There's a build up on the experimental branch with dynamic vehicle centre of mass and a pass on many of the effects in the game. Hopefully these changes let you feel a bit more immersed in battles! Changes Vehicle centre of mass is now calculated. It'll generally be highe

  7. Developer post

    0.2.51.36 - Movement overhaul

    Hi all, Pleased to announce that the four month overhaul to vehicle movement is now stable. Track physics has been moved off of the PhysX engine into a custom solution - opening the black box to allow your design decisions to have much greater impact on movement. 0.2.50.10 has be

  8. Developer post

    0.2.51.35 (EXPERIMENTAL) - Fixes

    Leaf spring suspension stiffness reduced by 20% Removed padding from the torque threshold required to upshift. Makes the driver less hesitant to upshift. Improved the accuracy of the resistive torque estimation used in the gear shifting logic. Fixes some cases of downshifting imm

  9. Developer post

    0.2.51.34 (EXPERIMENTAL) - Fixes

    Reduced lingering exhaust thickness by 1/3. Fixed another cause of modded engine tech allowing infinite RPMs. Constant mesh is now limited to interwar onwards. Synchromesh is now limited to earlywar onwards. Improved bogie articulation on leaf spring suspensions.

  10. Developer post

    0.2.51.33 (EXPERIMENTAL) - Fixes & Exhaust Tweaks

    Fixed grade resistance not being applied to the powertrain correctly, resulting in unrealistic performance moving uphill. Slightly reduced drifting. Exhaust colour and density now changes with the amount of fuel being burned. Increased speed of exhaust fumes. Added lingering exha

  11. Developer post

    0.2.51.32 (EXPERIMENTAL) - Fixes

    Lowered the coefficient of friction for tracks from 1.2 to 0.8. Reworked lateral traction to use the same model as longitudinal traction. Affects turning behaviour and creates more drifting on lighter vehicles. Reduced vehicle sliding on sloped terrain. Traction now competes with

  12. Developer post

    0.2.51.31 (EXPERIMENTAL) - Fixes

    Fixed instability sometimes caused when switching from drive to reverse and vice versa. The driver will no longer downshift if the resulting engine speed would be above the rev limiter + the expected RPM drop from shifting. If the driver fails an uphill upshift, they will longer

  13. Developer post

    0.2.51.30 (EXPERIMENTAL) - Transmission mesh types

    Added 3 transmission mesh modes: Synchromesh (default) : Easier speed matching, allowing higher gear steps in some cases. Bigger and more expensive transmissions. Slower to engage gears. Constant mesh : Requires precise speed matching by the driver. Small and cheap transmissions.

  14. Developer post

    0.2.51.29 (EXPERIMENTAL) - Fixes

    Reworked driver shifting behaviour. Downshifts are now based entirely on torque, instead of speed. Upshifts consider whether speed can be maintained at the new gear, so the driver can upshift on inclines again. Viscous drag on the sprocket reduced across all eras below latewar. R

  15. Developer post

    0.2.51.28 (EXPERIMENTAL) - Fixes

    Fixed tanks sliding at stand-still, introduced with the tension changes. Fixed track belts not colliding with objects above the track (actually fixed this time). Engine idle RPM is now automatically configured. The engine shift range used for the transmission warnings is now the

  16. Developer post

    0.2.51.27 (EXPERIMENTAL) - Fixes

    Warnings are now displayed for potential issues with transmission setups. Fixed incorrect speed limits on transmissions with top gear that's not 1:1. Fixed vehicles rolling backwards without any inputs, more noticeable on some vehicles. Reverted transmission smooth function to th

  17. Developer post

    0.2.51.26 (EXPERIMENTAL) - Fixes

    Tension around the sprocket is now simulated more accurately, track tension will shift throughout the track when transitioning between drive and reverse. Shouldn't affect vehicle performance except for the time taken for the sprocket to shift the tension when switching between dr

  18. Developer post

    0.2.51.25 (EXPERIMENTAL) - Fixes

    The driver can now go below the downshift if needed for a large gear step. This fixes some designs not upshifting. The driver will no longer downshift if the engine is accelerating or the last shift was under 3s ago. This stops an upshift-downshift cycle noticeable on some vehicl

  19. Developer post

    0.2.51.24 (EXPERIMENTAL) - Fixes

    Shifting is now based on track speed instead of engine speed. The driver won't upshift if the resulting upshift RPM is below the downshift target and vice versa. Prevents the driver upshifting and immediately downshifting again. The driver's speed match target while upshifting is

  20. Developer post

    0.2.51.23 (EXPERIMENTAL) - Twin transmission driver behaviour rewrite

    Rewrote twin transmission driver behaviour with the new approach used on clutch braking, allowing for improved gear shifting. Should be a bit more responsive now.