0.2.22.2 - Armour Overlay Simulations (Geometrics Alpha)

Sprocket

Carefully balance mobility, firepower and armour in a dedicated tank designer. Then uncarefully put them to the test in a series of combat scenarios progressing through the ages of the tank. Here, your limit is what you can fit inside your hull and turret while still being able to move forwards.

Hi all, This update is for the 0.2 alpha branch. You'll need to opt-in to play it: [img]{STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png[/img] [h3]Armour Overlay Penetration Simulations[/h3] Clicking in the armour overlay will now simulate a shell impact from your current view and visualize it. [img]{STEAM_CLAN_IMAGE}/40992535/53cf59f8f6453e4e28ecda202e58f446932b20ff.png[/img] This lets you see exactly how the damage model works and iterate on your armour layouts in response. In addition, this lets you provide much more useful feedback, speeding up development of the new damage model. Shell settings can be configured in the new armour overlay config, updating the previously-ran simulation with any changes. [img]{STEAM_CLAN_IMAGE}/40992535/f77b0bbb0fc94d6f478168d43c23e1dfd628302c.gif[/img] [h3]Additions[/h3][list] [*] Added an overlay config panel, accessible by clicking the arrow to the right of the overlay buttons. [*] Added armour overlay penetration simulations. [*] Added a selection filter in the exterior overlay config. Allows you to toggle which types of parts are selectable. [*] Added a visibility filter in the interior overlay config. Allows you to control which types of parts are seethrough (making them unselectable). [/list] [h3]Fixes[/h3][list] [*] Fixed incorrect energy conservation in the 0.2 damage model. Results in less remaining penetration after a shell has goes though a plate. [*] Fixed rare case of shells/spalling teleporting through plates (quantum-tunnelling unrelated). [*] Improved spalling direction calculation. Fixing spall directions grouping together when shooting the vehicle from behind. [*] Fixed visual effects appearing in unexpected places when moving the camera. [*] In Dunes, tracks now throw off sand instead of mud. [*] Fixed 0.2.21.4 instability when exiting the editor after duplicating parts or modifying roadwheel/roller numbers. [*] Fixed 0.2.21.4 deleting parts created through the duplicate and drag action when exiting the editor. [/list] [h3]Changes[/h3][list] [*] Vehicle editor GUI tweaks. [*] Halved dirt intensity on downward facing surfaces. [*] Increased flameout effect intensity. [*] Wheel mount array interleaved/grouped/uniform spacing is now clearer and doesn't hide options from you. [/list] The remaining tasks before 0.2 is feature complete and at feature parity with 0.127, in order of highest priority: [olist] [*] Custom battles [*] Improved freeform selection tools [*] Saving and loading of individual parts [*] Radios, bot orders and formations [*] Turret and part decoupling [/olist] The scenarios will be returning over time when their respective tech is updated. After that, 0.2 enters beta. The beta will only receive fixes and iterations on existing features. - Hamish