Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

The month is about to end, and we haven't updated you on the progress of our work on Maus recently. The tank turned out to be a lot more challenging than we originally anticipated. The model itself needed a lot of improvements to the game engine and fixes to the existing build. We know that our community has high expectations for Maus, and we want to do everything to make this model one of our best.



As a result, we are forced to postpone the release of Maus without a specific date.

We have to ask you to be patient for a little while longer. We assure you that work is in full swing and we are not slowing down.



However, we want to show you a little bit of our work progress and a few historical facts about the upcoming vehicle:

Professor Porsche was dumbfounded when Hitler asked him for a 100-ton tank project, but he knew it wasn't impossible. Ultimately, he exceeded the requested tonnage, and the Maus was born.



A monstrosity on its own, the turret itself weighed more than the entire Panther tank! 189 tons of German steel were made in only two examples, and both were partially destroyed, only to be found by Soviets, put back together, and transported to Kubinka for tests and museum exhibition.



The monster was propelled by a derivate of the aerial DB 603 engine, the MB 509, producing a whopping 1080 horsepower, but don't let that gigantic number fool you. The Maus' top speed was a mere 20km/h, with 13km/h being the usual speed. It sported an interesting feature, being able to go in reverse at the same speed as forward, due to its electric drive.



The beast had a hard bite, using the 128mm KwK 44 gun, alongside a smaller, 75mm KwK 44 as well, mostly for rangefinding, and for destroying weaker targets. A standard issue MG34 was also in the turret. A 20mm AA was planned but scrapped.



For such weight, a sturdy double-bogie, helical spring suspension was chosen. Not as fancy as the torsion bars, but easier to fix and replace.



All in all, the monster was impressive, but very impractical, being slow, fuel-inefficient, and a very good target for allied bombers.



Thanks and have a good one!
DeGenerals


Tank Mechanic Simulator - [DeGenerals]Goozy
Dear Mechanics,

We are happy to announce that Tank Mechanic Simulator is going to be available on upcoming Steam Summer Sale!



Steam Summer Sale starts on 24.06.2021 🕔- 18:55 CEST you will be able to get the Tank Mechanic Simulator together with many other games on discounts!

Excavate, repair and drive the most iconic vehicles of both World Wars!

Get your copy of Tank Mechanic Simulator and celebrate Steam Summer Sale together with us!

Degenerals
Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

We are almost finishing the final stage of work on TMS VR. In a few weeks you will be able to play this legendary game. Please visit our discord channel and steam page for first-hand news from the battlefield.

Many mechanics on VR work great and we have a lot of fun playing TMS VR ourselves. We will provide more information soon. For now, to satisfy your curiosity - we send you some new screenshots from the game.

Also, a new video will appear very soon!









DeGenerals SA & GameFormatic SA



Tank Mechanic Simulator - [DeGenerals]Goozy
Dear Mechanics,

we have uploaded a hotfix for update 1.2.5, list of changes:

1.2.5 Hotfix #1

Fixed:
  • Saves now correctly load
  • Highlight on water sprinkler and the water itself is not displayed at all time
  • Prop Menu ammo resupply works correctly
  • Turretless vehicles now should work properly (previously they could cause problems when loading their state)
  • Flashlight now can be only used in FPP (+ in interior mode + in vehicle mode)
  • Little Willie left side front road wheel dependency
  • Issue with saving repaired elements in Storage
  • Optimized the highlighting feature, as it was consuming a lot of performance when too long in game

We hope this hotfix will be helpful. We look forward to your feedback, especially on the subject of lost save files.

Thanks and have a good weekend,
DeGenerals


Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

We're kicking off June with a big update! Thank you for your patience and trust. As usual, you guys have been extremely supportive of our decision to move the release date to June.
We present you the result of our work - Update 1. 2. 5, including new tank - PzKpfw II Ausf. C

PzKpfw II Ausf. C











For full list with changes please find attached change log below:

1.2.5

Added:
  • Tank: PzKpfw II Ausf. C
  • German new decal for PzKpfw II Ausf. C
  • Assistant driver seat for Little Willie
  • Second welder for Workshop LvL 2
  • Prototype mechanism of selecting next suggested part (in orbit camera mode when tank part is selected press spacebar)
  • Decal for Canada - 4th Canadian Armoured Division
  • Decal for Canada - 2nd Canadian Armoured Brigade
  • Decal for USA - 2nd Armored Division
  • Decal for USA - 3rd Armored Division
  • Decal for USA - 6th Armored Division
  • Decal for ENG - Guards Armoured Division
  • Decal for ENG - 11th Armoured Division
  • Decal for ENG - 8th Armoured Brigade
  • Decal for ENG - 27th Armoured Brigade
  • Decal for ENG - 79th Armoured Division
  • Decal for GER - 10th Panzer Division
  • Decal for GER - 3rd Panzer Division
  • Decal for GER - 1st Panzer Division
  • Decal for GER - 4th Panzer Division
  • Decal for GER - 5th Panzer Division
  • Decal for GER - 2nd Panzer Division
  • Decal for GER - 21st Panzer Division
  • New shader for vehicles (merged 3 materials into 1, for now only Pz II C is using this)

Modified / Tweaked:
  • Prices of M20, M8, Little Willie and Vickers E when selling them
  • Tanks with less than 90% repairs and 90% assembly will not be allowed to put in museum
  • $ color in Shop Panel
  • Visual improvements in Prop Panel
  • Swapped position of ACCEPT and RESET buttons in Shop Panel
  • Visual improvements in Paint Room Panel
  • Visual improvements of slider in Storage Panel
  • Improved highlighting system for elements, selecting tools etc...
  • Improved performance for Storage panel

Fixed:
  • Crafting menu now correctly shows the selected tank when selecting Craft Missing Parts option
  • Money exploit by generating free ammo in AmmoResupply menu
  • Tank interior lights should now not be displayed/visible when the player is in test drive mode with given tank, and the player uses vehicle camera
  • Player won't be able to enter aim camera mode if the slot he is currently in has no weapons mounted/attached
  • Player now should not be transported under terrain when the game auto-repositions the player when switching tanks (the game detects that the player is too close to the incoming tank - so he wont clip)
  • Dependencies for various elements for M8 and M20
  • Colliders for test drive/proving grounds for main bodies of M8 and M20
  • Camo not visible when Default Textures is applied
  • Stug config now correctly handles the state of the elements, previously the state of the turret was incorrectly calculated
  • Configs of tanks that had incorrect modules assigned to them, and tank analysis menu might have showed incorrect values
  • Tank Warehouse slot 5 and 6 repositioned to be in center of the markers on floor
  • Welding damage is now correctly saved
  • Rotation of the AA MG on M8 Greyhound
  • Tanks with multiple armament now correctly selects ammo storage for given weapon
  • Instances where the game tried to release memory very often that caused hiccups and maybe even crashes
  • Repair state selected in storage menu now correctly takes into account if a part is a Drive or Tool Proof, and cannot be repaired to lower than Paint
  • Pressing F when sitting in a crew slot with radial menu opened is now blocked
  • Positions of Valves for Vickers E in engine (they had an offset)
  • Little Willie Engine belt is now tool proof (can be only repaired by outsourcing)
  • Offset for few parts on Panzer III M and J
  • Angle for gearbox hatch for T34s, so by default it covers the engine bay correctly
  • Dependencies for wheels and suspension for Little Willie, so no parts are floating
  • Dependencies for wheels and suspension for Vickers E, so no parts are floating
  • Spare wheel for Panzer III J/M is now interchangable with other road wheels
  • Material config for Panzer III J/M hull mgs
  • Dependency for Panzer III J Viewer B must be now disassembled before the cannon base

Thanks for all the support and have a good weekend.
DeGenerals


Tank Mechanic Simulator - [DeGenerals]Goozy
Dear Mechanics,

Our friends at Play2Chill have just released a free prologue of Motorcycle Mechanic Simulator 2021.


https://store.steampowered.com/app/1574700/Motorcycle_Mechanic_Simulator_2021_Prologue/

If you have had a chance to play the demo then some of the features may already be familiar to you, but you'll also find a number of new things, all with improved graphics.










Check out the trailer of the free prologue!


If you're into motorcycles, join the MMS21 community on Discord. Just click on the graphic below :



Check it out for yourself! High five!
Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

Welcome to our one hundred and fourth development status update.

PzKpfw II Ausf. C - Engine

As for all new vehicles we are adding we trying to simulate and present how engiens and gearboxes are working inside. Here is a sneak peak and work in progress of upcoming PzKpfw II Ausf. C. Check out video below:



New shader & new objects inside

With new tank we are finalizing new shader we started working on from few weeks ago. General idea was to merge materials into one. For current vehicles our system consist 3 materials per module.

  • Extraction (Stage 1 Mud - Stage 2 Rust)
  • Workshop (Stage 2 Rust - Stage 6 Final Paint)
  • Museum (Stage 6 Final Paint + Stage with camo and other)



Now each module have only 1 material. With this change we now can easily tweak and control data inputs in materials. Supporting this required a bit of reworking the system of how we read and translate materials between for example extraction missions and on workshop.



Within this material/shader we can control every step of renovation and also have options to have camouflages, decals, dissolve effect when disassembling elements or for example Default Textures. This enable to have custom colors or textures and keeping all renovation aspects visible. This for example gives opportunity to us and for modders in future to add other objects/models inside tanks like radio stations or anything.



Optimization

Previously we have received a lot of reports that the game crashes when entering/leaving the museum. We dug around and found that the game tries too often or even a few times at once release memory - this process is slow and heavy for Unity and should be only done when necessary - so after this patch take a note on how fast the room/level loads - it will be important to us to tell if this works.

Storage Panel

The newest patch will bring performance improvements for the Storage panel. Previously it worked in a simple way: for a selected tank, the game internally loads his data, because access to tank elements info is required. Then, for example, for 1000 stored elements, the game had to create 1000 independent buttons. This process could take even over a dozen seconds. Now game also first loads tank data, but then it spawns only a maximum of 10 buttons, only these which have to be physically visible in the Storage panel. When a player will press scroll bar buttons, to go to the next or previous page with listed elements, game logic will dynamically load and assign proper element info (properties, icons, etc.) for a particular button.



Localizations

We have received many reports suggesting that there are still bugs in our localizations. We would like to improve the quality of our in-game translations, so we thought we would share this idea with you directly. As there are people in our community from all over the world, we would like to announce that we are looking for people willing to participate in the process of localization of Tank Mechanic Simulator.

If you are interested, please contact our Community Manager - [DeGenerals]Goozy on the forums, in a private message or on discord.

Thanks for all the support and have a good weekend.
DeGenerals


Tank Mechanic Simulator - [DeGenerals]Goozy


Dear Mechanics,

Patch 1.2.5 "Overlord" and PzKpfw II Ausf. C are coming out on 4.06.2021!

We have decided to postpone the release of 1.2.5 for 4 days. Our goal is to focus on implementation and optimalization of the new vehicle, and to eliminate as much bugs reported by our community as it is possible.

This date, of course, is no coincidence. With D-Day's anniversary and our update coming up together, we want to celebrate with a 45% discount on our game! You will be able to purchase Tank Mechanic Simulator at a discounted price for 2 weeks from the release of patch 1.2.5.

Also, we have a little sneak-peak of upcoming PzKpfw II Ausf. C:



PzKpfw II Ausf. C

A tank that was supposed to be a stopgap, until more advanced models were introduced, yet still played a very important role in early German skirmishes. In 1934, when Pz IIIs and IVs were already put into production, something was needed as an interim design, something light, fast, and with enough hit to destroy the less developed tanks. The C variant was the standard production model from June 1938 through April 1940.



It sported an automatic 2 cm KwK 38 L/55 cannon, derived from a FlaK. Mostly inadequate against allied tanks, it managed to be somewhat useful in earlier stages of WW2. Tungsten core ammunition was also provided, but due to shortages, its supply life was rather short.



All production variants of the Pz II were equipped with a Maybach HL62 TRM engine, producing 140 horsepower, and along with a ZF transmission, Pz II C could reach a speed of about 40km/h. Leaf spring suspension wasn't the most comfortable one, but for sure it was easy to maintain and cheaper than torsion bars.



Armor was pretty standard for an early war tank, not much to speak of. 14mm on sides, front, and rear, 10mm on top and bottom. Even the unarmored later variants were easily penetrated by towed anti-tank guns.

All in all, despite being a stopgap design, the Panzer II was one of the most important tanks, taking part in various invasions in the early years of WW2. It also provided hours of training for tankers, getting ready to switch to heavier machines, when the time comes.

Thanks and have a good one!
DeGenerals


Tank Mechanic Simulator - [DeGenerals]Goozy


Attention mechanics!

We are super excited to finally share that Tank Mechanic Simulator is coming to consoles!

As of now, Tank Mechanic Simulator is also available for Xbox One and PlayStation 4 consoles!
Excavate and repair the most iconic tanks from both world wars, then put them in your museum or drive them on your private testing grounds!

That's not all!
We have prepared a giveaway for you! To participate, join our community on Discord and follow the instructions written there. You can win keys to both PlayStation or Xbox versions! You can find the invitation link to server below.

Thank you and have a good one!

DeGenerals


Tank Mechanic Simulator - WinteR5


Dear Mechanics,

Today's hotfix will be slightly different from the previous ones. We have to announce that we are changing our roadmap plan for this month. We assumed that in May we will release two new tanks - Panzer II C and PzKpfw VIII Maus. Due to the problems encountered, which we describe below, we have to postpone the release of Maus to June.



We do our best to make sure that every of our newly released vehicles is perfect and has a fully modeled interior (f.e. in an engine). This is the ambitious goal we set for ourselves for the production of the latest vehicles. You can see the results of this attitude in our recently published models. With Maus, we need more time to work on details. We don't want to release an incomplete vehicle, it's pointless.



The production of two vehicles in a month forced us to focus more on the models at the expense of the issues in the game. We receive a lot of signals about your dissatisfaction related to the bugs that have been accumulating in our game for some time now. We collect your reports you send to us. You can see a fraction of what we are working on currently.



To sum up, in May we want to release only Panzer II C and focus on fixing all those issues we have gathered. We don't want to sound like we are complaining. Without beating around the bush - we have a lot of work to do.

we have uploaded a hotfix for update 1.2.4, on a branch unstable, list of changes:

1.2.4 Hotfix 1

Modified / Tweaked:
  • Removed support for saving game data in Windows Registry (it solves various bugs and improve game stability)

Fixed:
  • InvertY option (FPP and TPP mode) for Xbox One controller
  • Only crew slots that should be able to can now control guns/mgs - for instance a driver in Tiger won't be able to use any weapon
  • Switching slots when in tank on proving grounds correctly manages the activation/deactivation of weapons
  • Decreased force for recoil when shooting from M8 Greyhound
  • Fixed muzzle fire visuals in M8 Greyhound

If this hotfix proves to be helpful in few days we will switch it to the default branch. Sorry for all the waiting, but the main fix this hotfix brings - the memory leak fix - was very important for us to send it out.

Thanks for all the support and have a good weekend.
DeGenerals


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