Sprocket

Sprocket 0.110

Version
0.110
Version Date
Sept. 20, 2021
Links

Patch Notes

V0.110 - Era switching

Hi all,

Here's this week's work, including the long awaited era-switching in the sandbox.
Your cannons and transmissions might need tweaking.

Additions


  • You can now change the era in the sandbox.
  • Added HD textures for the riveted applique panel.
  • Added more applique panel variations.
  • You can now place on track panels.
  • Added decals: Chinese star, Japanese flag, German cross variation, Polish emblem and a red star variation (all made by Drift).
  • Added more notifications for why your crew setup isn't working.
  • Counterweights can now be configured for cannons, allowing much larger/longer barrels.
  • Muzzle brakes now add mass, helping with cannon balancing.
  • Added cheat to allow era switching in scenarios.
  • The sandbox current era will automatically switch to the loaded vehicle's era (this wont happen for vehicles from a previous version).

Fixes


  • Shot-off fuel barrels no longer stick around and become magenta when their original vehicle has been despawned.
  • Losing the scenario at the same time as returning to designer no longer makes the defeat screen stuck until the game is restarted.
  • Artillery health now resets correctly on "No Tank's Land" scenario.
  • Vehicle dirt colour now correct on parts loaded from a blueprint.
  • Typing text no longer triggers hotkeys.
  • The sandbox spawn menu can no longer be opened in the designer.
  • Removing crew members now removes the roles on the "Essentials" checklist correctly.
  • Tracks shouldn't be changing shape (sometimes) when a vehicle is loaded.
  • External fuel now adds mass to the vehicle.
  • Fixed issue causing faction selection screen to not load correctly.
  • Stopped malformed belt segments appearing on the track belt sometimes.
  • Barrel kill markings now wrap all the way around larger calibers.
  • Stopped an option potentially sticking around in the AI command menu.
  • Drivers in the turret no longer work for AI vehicles.
  • Fixed issues with file-manipulated track blueprints locking-up the game.
  • Fixed clutch braking tightest turning radius not functioning correctly. This was also causing AI casemates to face the exact opposite direction of their target.
  • HVSS (2nd suspension type) no longer has downtravel, the arm no longer goes below horizontal.
  • Fixed incorrect initial values on turret and cannon design HUD.
  • Fixed crew not using space after loading from one casemate to another.
  • Fixed bright dome caused by engine fires with the circular engine vent.

Changes


  • The current era is now attached to each blueprint, meaning WW1 vehicles can be used in latewar.
  • Increased the maximum size of sideskirt and applique panels.
  • Removed engine design fuel display until it's more useful.
  • Increased shell maximum length from 1m to 1.2m
  • Made braking less twitchy.
  • Moved the trunnions(pivots) of various mantlets back.
  • Engines now encounter resistance around their max rpm. Top speeds are more predictable and correct gearing is more important to unlock full speed potential.
  • Halved engine health in response to lower damage from overstrain.
  • Clutch brake hard brake turns can now be done in reverse.
  • Lowered damper max by a factor of 10.
  • Broken tracks affect vehicle movement more.
  • Updated all enemies.

Optimizations


  • Improved performance with high quantities of attached parts.