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    Friday, July 24, 2020

    Tank Mechanic Simulator Development Status #91

    Tank Mechanic Simulator Development Status #91


    Development Status #91

    Posted: 24 Jul 2020 07:13 AM PDT

    Dear Mechanics,

    welcome to our ninety first development status update.

    In this status we want to present our plans for the patch we are working on, what will be included and why we do not yet have a date of release.

    The patch name will be 1.2.0, we want it to have these main features:
    • New damage system (covered in status #90)
    • Tank Warehouse (tank parking)
    • Tank manager menu - the player will be able to move tanks around the workshop scene in a special menu, without the need to approaching it
    • Extended crafting options, such as create tank from scratch (that places hull base and turret base of that selected tank on a free slot, so player can start building rest of the tank)

    There are many other suggestions waiting to be done, but we have to at some point release this patch. We were estimating, that making and testing all features above, should take us at least 1,5 month, so basicly we can expect the patch will be out in September 2020.

    Of course, there are new tanks being modelled and we also want to include them into this patch. We will modelled, implemented and tested correctly before releasing the 1.2.0 patch.

    Now let's show what is done with the new damage system:
    1. Damage generation
      Generating a point around the tank, for specific kind of damage, here's a test scene screenshot:

      Cubes represent position and direction of where a damage of a type of AP/HE round was shot, the red line is a helper to show the developer direction to the tank. Spheres are damage of type of aerial bombs, artillery shells etc. Right now I made double sure that this type of damage does not fall directly on tank, as a direct hit from a aerial bomb would probably tore a tank to pieces completely. This situation will be covered in later stage of development. In this test of damage generation there wasn't generated a damage of type of AT mine (represented by a capsule) spawned below the tank, within its bounds.
    2. Weapon and ammo config
      Configuration of all current tank ammunition and weapons the game has, into JSON file types, here's example of 88mm ammo config:

      and 88mm gun (for our Tiger tank):

    3. Tank config
      Implementation of new configuration required for the system to work properly, right now only done in Tiger I and started in Sherman M4A3E8, here's some screenshots from Tiger I config in editor:

      To configure the tank properly, it is necessary to add the ammo containers and then ammo slots for this container (in proper, real life place for each tank if we can get good references on it), and setting up oil and fuel containters with special configuration, allowing all of them to explode or go on fire and destroy parts in the explosion/fire range
      In the Tiger we have configured the position of each shell, but we still need to model the missing interior of the ammo rack, that actually holds each shell. The same goes for every tank we have.
    4. From other tasks, we have also finished an optimisation task, that includes static batching meshes of all collectables in museum, and also a task that will allow occlussion culling in tank museum room for tank tracks and wheels (these are very heavy for gpu to handle)

    Bonus: some shots of Panzer II tank (WIP):





    As a last note, tomorrow we are starting with a discount, -30% for 14 days, grab it when you can ;)

    Thanks for all the support and have a good day,

    DeGenerals

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