Breathe Peace World - GO
Enter Breathe Peace World and the first thing you'll notice is how gently, even masterfully you are floating. Comfortably buoyant you have entered a translucent life-sized immersive painting, a place somewhere between heaven and earth, a snow globe of magnificent size and clarity surrounding you on every side. You are inside a luminous snowy landscape made of prismatic light...where the white space is never white but
is actually made up of a light-filled palette of heavenly hues...blush and rose, turquoise, periwinkle and sienna…pink and golden.
This beautiful palette washes over you shimmering, sparkling bringing the kind of heightened awareness a chance encounter with a golden sunrise brings to the lucky ones who witness its exquisite beauty.
Race Track Builder - RTB
The next version of RTB is still in development. This version is mostly around separating the Google Maps and Height functions into two plugins that can be swapped out for other plugins. This will enable us to move away from using Google and those clever enough will be able to develop their own plugins to use with RTB. Height Maps and Laser Data anyone? 😊

Another related improvement I have made is the ability to load the Google image on a background thread, so you can start working on the laying out of the track, walls, objects whilst it gathers all the images. This also lays the foundation for adding more than one Google image to your project – something I’ll add in a future release.

As usual I have underestimated how much work has been required to extract these functions into plugins and then change the RTB interface to support. I also over-estimated how much spare time I have so things are taking longer than expected (or as expected if you know me well enough).

The result will be worth it though I am sure. Once done with this (dare I mention it) I’ll start to work on adding the long-desired Bezier Spline with control points that some people can’t live without. 😊
谜题姐妹 Puzzle Sisters - 冷笑黑妖
本游戏有可能在未来整个回炉重做。
Bigscreen Beta - shanks
Hey all,

Thanks for all the feedback and bug reports about the 2019 UPDATE.

Bugs we fixed in today's Patch #3:
  • fixed a performance bug for PC users that had additional supersampling set outside of Bigscreen
  • fixed a performance bug with the Camera tool rendering 4K or even 8K video
  • fixed a bug where some GearVR users couldn't use the keyboard, couldn't login, couldn't use the app
  • fixed a bug with grabbing the UI
  • fixed a bug with the list of rooms not updating
  • fixed a bug when changing a public room to a private room
  • fixed a bug with Windows 7 users crashing on app start

Friday Patch #2 fixes:
  • fixed Remote Desktop not launching for some users
  • fixed the Public Rooms List not updating sometimes
  • fixed bugs with the Alt-Tab screen; it will appear less often, and won't be annoying for users with VR controllers!
  • fixed several UI bugs

Thursday Patch #1 fixes:
  • fixed a crash on app start (on the PC)
  • fixed Audio Driver installation errors
  • fixed Audio issues due to audio devices with unicode/text names
  • improved UI/poking issues
  • fixed bug with Alt-Tab screen and it will not appear for users with VR controllers unless you Alt-Tab to Bigscreen
  • moved the full Environment selection UI from the Room page to front of the Home page
  • fixed performance issue in multiplayer rooms due to incorrectly streaming at >1080p resolutions (ex. 4K), affecting PC & Mobile performance

Known Bugs we will Fix Soon

The top priorities are the performance issues and the Audio streaming issues.

  • PC performance issues where performance gets worse every minute when you are Alt-Tabbed away from Bigscreen.exe, performance resets when you Alt-Tab and focus on Bigscreen.exe. Weird bug, horrible performance. WILL be fixed soon!
  • Mobile/Oculus Go performance issues
  • desktop audio streaming is too quiet or seems muted

Tomorrow, we will release Patch #4 and fix more of those bugs!

READ about the 2019 UPDATE here: https://steamcommunity.com/gid/103582791453071702/announcements/detail/1754619140864802328
Sengoku Neet - jaxycreate.sp
I'm sorry.

Because of the changed file name, savedata before ver2.10 became unusable.

We are preparing a patch now, but if you want to play right away We predict that it will be earlier to start a new game.

We apologize for any inconvenience.
Please wait for a while.
Feb 16, 2019
Warriors Of Titus - One_Man_Machine
- reduced agresivity of AI to make sure they don't get killed that easily
- missile effects changes
- audio bugs changes
- changed some audio
- fixed bug when red team last three towers were not shooting
- known bug healer does sometimes too big damage ( this is being investigated)
- fixed bug when Nightmare AI would shoot too quickly pickups
Feb 16, 2019
Farragnarok - jadedresearcher
The Paldemic chats for LOHAE got a small update, to add a layer of hints for the first layer of the puzzles after watching MiscEris stream it on youtube (it was so great!!!)

Hopefully this both helps out the achievement hunters and also adds more plot shit :) :) :)

Farragnarok - jadedresearcher
So, after spending way too much time banging my head against the mac version flat out not working anymore, the conclusion I reluctantly came to was that this isn't going to be solved in a weekend.

I've discontinued the mac support for now, and a bunch of googling reveals that while I can't issue a refund for the mac games, you all can request one through the normal steam process:

https://support.steampowered.com/kb_article.php?ref=6695-QIKM-7966

Hopefully I do figure it out but it isn't going to be something I can do all at once without shaking myself apart. There's a LOT of complicated stuff going on here.

I am really sorry for the mac users (I know there are a few of you looking forward to this). Hopefully I figure this out before LOMAT comes out...
Command Ops 2 Core Game - ioncore
As we have mentioned before, we will be posting regular devblogs about the progress of our Eastern Front DLC development. Here is the first one (and sorry: it's really big).



Disclaimer
Everything we mention or describe below is a work in progress. Any methods, numbers, figures and visuals posted in devblogs are not final and may change by the time DLC will be released officially.


Problem
Weapon accuracy is one of the challenges we are faced with the development of Khalkhin-Gol pack. As this will be our first Eastern Front DLC, the Estab will likely be used later as the base for other EF packs, so we should be very careful about decisions we make and steps we take.

New pack will bring two whole new nations into the game: Soviet Union and Japan. While some captured Soviet equipment was already introduced in previous packs and custom scenarios, this is nowhere near the introduction of the whole Japanese and Soviet arsenal.

At first we thought we could reuse the Soviet 1942/1943 Estab we have been developing during late 2000s (and which never resulted in official DLCs). However, as it quickly turned out, values there were coming from different people who were creating that Estab over several years, and those people had different ideas in mind, and also they have been using different sources. Names for weapons and vehicles were inconsistent sometimes, but, what's even worse, we have identified some very different approaches for defining weapon accuracies and penetration figures. So this was definitely not the way we wanted to go.

As we are not only going to add two new nations, but also later we would like to have added also Germany, Poland, Finland, Hungary, Romania, Czechoslovakia (and may be other nations of the Eastern European Theater), we have concluded that we need to develop completely new accuracy calculation system. The system that will be:
- consistent across all the weaponry of all the Eastern Front nations;
- transparent;
- based on a reasonable scientific methodology;
- simple and quick to use, so that it may be reused by any Eastern Front DLC developer without any special knowledge or skill.

Consistent would mean, that we need to create the generic approach to define weapons not only for this particular DLC, but also for all the other (future) Eastern Front DLC. That means, whenever we decide to add German Eastern Front weapons later, we will need to re-define their accuracies according to the new model (so they may be a bit different to what we have been using with old DLCs, but consistent with the rest of EF data).

Transparent would mean the methodology is well-defined, documented and is independent of any subjective opinions, "secret documents" or religious beliefs (which you could sometimes find in Internet battles between e.g. Wehrmacht and Red Army fanboys).

Scientific methodology means the following. There are different opinions about the hit probability: Thomas Jentz, for example, have described a probability to hit 2 m x 2.5 m target for German 88mm KwK 43 tank gun at 1000 m range as 0.85 (see here). But others may say that, e.g. 88mm Flak was able to score just one hit per eleven rounds fired (no source given, though, for this), etc.
So we definitely can not rely on these contradicting figures coming from different sources, comparing combat to non-combat conditions. Our approach should be based on math, theory of probabilities and ballistics.

Simple and quick to use would mean, that we prefer to have it implemented as a script or a tool, which could be run by anyone and calculate accuracies for any substantially large number of weapons.

We were able to meet all these goals, and results are presented below.

Sources
Our approach will be based upon works of Ballistic Research Laboratory (Aberdeen, MD). Namely, it is the article by E.C.Christman "The effect of system design characteristics on first round hitting probability of tank fired projectiles" published in February, 1959 (declassified).
This article establishes a mathematical model of hit probabilities under "quasi combat conditions" and provides a whole lot of nomograms connecting hit probabilities with firing conditions (firing range, muzzle velocity, drag characteristics defined through ballistic coefficients and G-shape models and targeting systems).

We are interested more in "follow-up hit probability", the definition of which can be found in "WORLD WAR II BALLISTICS: Armor and Gunnery" by L.R.Bird and R.D.Livingston, and is given as "...probability appears to be maximum obtainable accuracy after several shots at target, with errors in range estimation and target speed reduced to zero, mean jump and throw-off adjusted for". Command Ops 2 models continuous engagements rather than just first hit, so this is exactly the kind of probability we could use in our game.

Even though Christman's article deals with the "first round hit", we can still use their data. The fire control "System C" (which produces a standard error in range which remains constant for all ranges of interest) described there is something that could roughly represent "follow-up shot probability" we are interested in.

Model parameters
Same as Christman, we will be using several input parameters (factors listed below) that would affect our calculations.

Muzzle velocity is one of major factors, which determines the flight time and also projectile trajectory. The higher is velocity, the better are your chances.

Range also one of the most important factors, because it affects flight time and shell dispersion. Naturally, the larger is range, the worse are your chances.

Drag characterstics are defined by the projectile shape (described by one of G-model types) and ballistic coefficient. The former is rarely known for non-US projectiles, but may be roughly assumed from the shell's shape. Of course, for that we need to have a picture of a shell.
Below you can see a picture of Soviet BR-350A APHEBC shell used in various 76.2mm tank and field guns. Like with other ballistic-capped projectiles, we assume it to be of type G8 (secant-ogive flat-based projectiles).



Ballistic coefficient is calculated from the form-factor (which is also rarely known for any non-US projectiles, but can be either assumed using US projectiles of similar shape and purpose, or considered to be equal to 1.0), projectile diameter and projectile weight.

One may think all these ballistic nitpicks are of only minor importance (compared to the range and velocity), but actually they are very important. Drag characteristics are exactly the reason why low caliber high velocity guns (like 37mm or 57mm) may have accuracy similar to 75-90mm guns at ranges up to 500-800 m, but become less accurate beyond that range. So drag characteristics are very important things to consider if we ever want our weapons to behave realistically.

Last, but not least is round-to-round dispersion. This describes the variability of shell parameters (like variations in gunpowder amount, projectile surface and shape production quality etc). We consider this to be a rough representation of "weapon quality".
This is the only "subjective" parameter in our model, because it may not be derived from any kind of public data. For simplicity, we assume round-to-round dispersion to be low ("good") for countries known for using advanced industrial technologies, metalworking in particular (e.g. Germany, US, may be UK etc). Also we assume dispersion to be high ("bad") for countries known for their problems with the quality of their industrial production (e.g. USSR), as well as for any other country not fitting into the first category.
For the first category we assume round-to-round dispersion to be equal to 15 mil (low dispersion), and for the second category we assume dispersion equal to 60 mil (high one). Both USSR and Japan fall into the second category.


12-years-old boy operating milling cutter, USSR, 1943.

Implementation
We have manually digitized most of Christman's nomogramms; these have resulted in several thousands of data points for different ranges, muzzle velocities, ballistic coefficients and dispersions. It took us whole week just to enter all the data from the article, but now we have a huge array of multidimensional data to interpolate and extrapolate for nearly any possible combination of parameters. Some parts of this data array you can see on the screenshot below:



For interpolation within this multi-dimensional data we will be using free math package GNU Octave, there we have created a simple script using two-dimensional cubic spline interpolation to process CSV data, calculate ballistic coefficients from shell data and produce a list of hit probabilities for all the required ranges.
We will be using "standard" list of ranges for all the direct firing guns - 100 m, 500 m, 1000 m, 1500 m, 2000 m and 2500 m -

Now, all we need to do is to create CSV file with the list of Soviet and Japanese guns (and their shells' parameters) and pass it to the script.



Results and validation
Below you can find the diagram showing comparison of three kinds of accuracy data:
- solid lines - accuracies generated with our new approach that will be used in upcoming Eastern Front DLCs (and Khalkhin-Gol in particular);
- dashed lines - accuracies available in previous Command Ops 2 DLCs and also in previous iteration of CO2 Soviet Estab (deprecated);
- dotted lines - literature (Jentz and Bird).

Comparison is made for following systems:
- 45mm 19-K AT gun;
- 57mm QF 6-pdr AT gun;
- 76.2 QF 17-pdr AT gun;
- 8.8cm KwK 43 L/71 tank gun.

In all cases projectile type G8 was used for ballistic-capped shells (45mm BR-240 APHEBC shell, 6-pdr Mk.9 APCBC, 17-pdr Mk.8 APCBC and 8.8cm PzGr.39/43 APCBC), form-factor set to 1.0.



45mm gun:
- accuracy drops over distance with the new math more significantly than with old CO2 data;
- with the new math 45mm gun has significantly worse accuracy than 6-pdr beyond 500 m range, whereas with old CO2 data they would be nearly identical.

6-pdr gun:
- new math accuracies are much closer to historical references (Bird) than old CO2 accuracies.

17-pdr gun:
- new math accuracies are closer to historical references (Bird) than old CO2 accuracies.

88mm gun:
- new math accuracies are closer to historical references (Jentz) than old CO2 accuracies.

Conclusions
We have received a new powerful and scalable approach to calculate direct firing gun accuracies consistently. The approach is easy to use, integrated with spreadsheets import/export (CSV) and requires little manual work to prepare data.

New math produces values similar to old CO2 data, so you will not see any dramatic gameplay changes.

However, comparing new math to old CO2 data (especially comparing it to previous Soviet Estab developed in 2000s), our new model yields numbers closer to the historical references.
In some cases new math even feels more realistic. E.g. if we check accuracies for 45mm and 6-pdr guns, new math makes 6-pdr much better than 45mm starting at 500 m and beyond. Old CO2 Soviet estab would make them nearly identical in performance. And this is exactly what we would also expect, comparing 45mm and 6-pdr in real life.

We hope, that with our new math model we will deliver new content faster. We also hope, that the new model will better and more uniquely model particular guns, which will grant you better and more realistical battle experiences.
The Spook Inspectors - StarvingIndieDeveloper
This update fixes a problem in the rank information (the new, lower, requirements weren't being used, and many of the descriptions were munged, and probably had been for some time). That should be fixed now.

A new device was also added: a combination EMF meter and temperature gauge (based on the real-life "MelMeter", including its red LED display), available at some of the higher ranks. This device makes things more convenient since both long-range gauges are bundled into a single device (but you still get credit for both EMF and temperature anomalies separately); and it also reduces the total number of inventory items at higher ranks, making inventory more manageable and opening up another slot.

There should be an additional new device available either later today or tomorrow.
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