Later we’ll tell you more about these scenarios.Īll this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can’t get anywhere else. Moreover, we’ll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access.ĭeveloping the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. This means that detailed tanks can be fully used in a mission scenario. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. It looks like the commander role will be the most interesting one.ĭeveloping AI for crew members. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. We also plan to make them repairable in the field.ĭeveloping and expanding the tank and tank platoon commander functionality. We’re beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. Ricochet modeling will be improved and ‘simple’, non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Improving the damage and armor-projectile interaction model both for the player controlled tanks we’re making for Tank Crew and the other objects. The main areas of the Tank Crew development at this moment are: But of course, we work not only on the new content.
The most important thing is that we prepare the next big update that will include two new tanks, M4A2 “Sherman” and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we’d like to tell you more about Tank Crew.