Community Announcements - [EUG]Papa Yankee


Commander! We know you are knee-deep in the Steel Division 2 non-stop Beta - and we sure hope you are enjoying it - but we have some pretty exciting news to share with you. Are you ready?

https://store.steampowered.com/app/919640/Steel_Division_2/

Pre-order the game now through our online shop, on Steam, Gamesplanet or Humble Bundle to secure your access to the Beta!

Tomorrow, the 6th of June, we will be celebrating Operation Overlord’s 75th anniversary by letting the players in the Beta access all the units and nations available from Back to War pack. This means you will be able to command eight new divisions, including American, Canadian, British and French divisions (as well as four German divisions), and 350+ units (including some never-before-seen ones) from Steel Division: Normandy 44. You will be able to play with these divisions in the non-stop Beta in exactly the same way as you would with the Steel Division 2 divisions and battlegroups: in Skirmish in solo, multiplayer and coop up to 5v5 players.



This new Update will also feature brand-new, awesome battlefields:
  • Orsha East
  • Beshankovichy
  • Lake Naratch
  • Shchedrin

What does the Back to War pack bring?
The Back to War pack will only be available to the players who have pre-order the game and have access to the Beta. At Steel Division 2’s release, this pack will be granted for free to all owners of Steel Division: Normandy 44. It will be a paid DLC for others. So if you haven’t, make sure to get our first Steel Division game - you won’t be disappointed!



With the Back to War pack, you will get four additional nations, eight new divisions, as well as 350+ units, including iconic units such the formidable Königstiger, the powerful Achilles tank destroyer or the Sherman Firefly. These divisions will be tweaked to take into account Steel Division 2’s new tactical gameplay, with the updated 3D models for the units, viewable in all their glory in the Armory. It gets even better: you will also get the chance to play with a number of exclusive units, not featured in our games previously.

8 Back to War Divisions
  • 2e Division Blindée
  • 3rd Canadian Infantry Division
  • 3rd US Armored
  • 15th Scottish Infantry Division
  • 21. Panzer
  • 116. Panzer
  • Panzer-Lehr
  • 352. Infanterie

Exclusive New Units
  • Long Tom 155mm Howitzer
  • M4 High Speed Tractor
  • Laffly S35T & V15T trucks
  • 5,5-inch Howitzer
  • Matador

Get ready to fight!
If you're new to Steel Division 2, don't hesitate to check out our Skirmish Let’s Play video, 19 minutes of pure combat love and joy on the Eastern Front:
https://www.youtube.com/watch?v=OzCkuTvJYnU
If you haven’t, be sure to check out the Beta Manual on this link.

You can also learn how to build your perfect Battlegroup in this Deck Building video:
https://www.youtube.com/watch?v=Byaq-Zn48aA

Bug reports, technical issues, crashes, and your feedback
Steel Division 2 is in the last stretch of its Beta. This means that you might encounter some bugs or glitches. If you do find something untoward, please make sure to report it through this form . Also, when the game crashes, an automatic email is sent to Eugen, with all the technical details we need. Don’t hesitate to drop us a line to give us a more comprehensive bug report.

The Steel Division 2 FAQ will be continuously updated throughout all the beta.

With Steel Division 2 still being in Beta, it also means that we want to hear your battle reports; what you liked, what you disliked, what you missed in the game. We will send you a survey, with a questionnaire, that will cover all the different aspects of the game. Let us know what you think! You can also leave your constructive feedback through the Steam Beta forums. We read every single comment and suggestion and try to answer each one as much as possible.

Lastly: trolling, abusive language, or any message that doesn’t follow the Steamhub’s rules will be moderated. Treat each other with respect. We play hard, commander, but fair.

Now, get back into the game and see you on the battlefield!
Jun 5, 2019
Cardlings - Super Gio
Cardlings is now available on Steam!

We do hope you'll enjoy it and we'll be looking forward to hearing your thoughts about the game :)
Steel Division 2 - [EUG]Papa Yankee


Commander! We know you are knee-deep in the Steel Division 2 non-stop Beta - and we sure hope you are enjoying it - but we have some pretty exciting news to share with you. Are you ready?

https://store.steampowered.com/app/919640/Steel_Division_2/

Pre-order the game now through our online shop, on Steam, Gamesplanet or Humble Bundle to secure your access to the Beta!

Tomorrow, the 6th of June, we will be celebrating Operation Overlord’s 75th anniversary by letting the players in the Beta access all the units and nations available from Back to War pack. This means you will be able to command eight new divisions, including American, Canadian, British and French divisions (as well as four German divisions), and 350+ units (including some never-before-seen ones) from Steel Division: Normandy 44. You will be able to play with these divisions in the non-stop Beta in exactly the same way as you would with the Steel Division 2 divisions and battlegroups: in Skirmish in solo, multiplayer and coop up to 5v5 players.



This new Update will also feature brand-new, awesome battlefields:
  • Orsha East
  • Beshankovichy
  • Lake Naratch
  • Shchedrin

What does the Back to War pack bring?
The Back to War pack will only be available to the players who have pre-order the game and have access to the Beta. At Steel Division 2’s release, this pack will be granted for free to all owners of Steel Division: Normandy 44. It will be a paid DLC for others. So if you haven’t, make sure to get our first Steel Division game - you won’t be disappointed!



With the Back to War pack, you will get four additional nations, eight new divisions, as well as 350+ units, including iconic units such the formidable Königstiger, the powerful Achilles tank destroyer or the Sherman Firefly. These divisions will be tweaked to take into account Steel Division 2’s new tactical gameplay, with the updated 3D models for the units, viewable in all their glory in the Armory. It gets even better: you will also get the chance to play with a number of exclusive units, not featured in our games previously.

8 Back to War Divisions
  • 2e Division Blindée
  • 3rd Canadian Infantry Division
  • 3rd US Armored
  • 15th Scottish Infantry Division
  • 21. Panzer
  • 116. Panzer
  • Panzer-Lehr
  • 352. Infanterie

Exclusive New Units
  • Long Tom 155mm Howitzer
  • M4 High Speed Tractor
  • Laffly S35T & V15T trucks
  • 5,5-inch Howitzer
  • Matador

Get ready to fight!
If you're new to Steel Division 2, don't hesitate to check out our Skirmish Let’s Play video, 19 minutes of pure combat love and joy on the Eastern Front:
https://www.youtube.com/watch?v=OzCkuTvJYnU
If you haven’t, be sure to check out the Beta Manual on this link.

You can also learn how to build your perfect Battlegroup in this Deck Building video:
https://www.youtube.com/watch?v=Byaq-Zn48aA

Bug reports, technical issues, crashes, and your feedback
Steel Division 2 is in the last stretch of its Beta. This means that you might encounter some bugs or glitches. If you do find something untoward, please make sure to report it through this form . Also, when the game crashes, an automatic email is sent to Eugen, with all the technical details we need. Don’t hesitate to drop us a line to give us a more comprehensive bug report.

The Steel Division 2 FAQ will be continuously updated throughout all the beta.

With Steel Division 2 still being in Beta, it also means that we want to hear your battle reports; what you liked, what you disliked, what you missed in the game. We will send you a survey, with a questionnaire, that will cover all the different aspects of the game. Let us know what you think! You can also leave your constructive feedback through the Steam Beta forums. We read every single comment and suggestion and try to answer each one as much as possible.

Lastly: trolling, abusive language, or any message that doesn’t follow the Steamhub’s rules will be moderated. Treat each other with respect. We play hard, commander, but fair.

Now, get back into the game and see you on the battlefield!
Jun 5, 2019
Egress - guniball


Which option do you like more?
SCUM - Tena
Happy Wednesday, everyone!

Today I'd like to introduce you to Ratko, the Audio Lead here at Gamepires. Ratko has been in gamedev for almost 6 years now, working on several projects as a sound designer, level designer and even a code monkey at one point. We even worked together previously at a different company on a project that went down in flames, an experience that taught us how not to make games.


"Ooooooh it's Ratko's turn for the Steam post! THAT'S why he's wearing a shirt, I get it now!" Jesus, 2019

Music and video games are Ratko's two biggest passions. He has been a DJ and a music producer for almost two decades, so it was only natural he wanted to combine those two and see where it takes him. Luckily, it brought him to us.

The first thing he does when he comes to work in the morning is check the Steam forums for feedback on the sound. Usually there's none, which he says is a good thing, even though I'm sure it bothers him. He says that's how it works - good sound usually goes unnoticed, while bad sound is something you'll notice immediately. It's okay Ratko, we hear you and we appreciate you, especially that time you recorded the puppet sounds yourself by groaning into a mic under a blanket. We also really appreciate the fact we have the most realistic in-game pooping sounds in the world. I'd elaborate on that one more, but I'm sure nobody wants me to.


This picture is here because there is a guitar in it, so it's vaguely related to Ratko.

He says SCUM is definitely his favorite project he has worked on so far because he got the freedom to do whatever he wants with the sound, "as long as it's good." He likes to experiment and so far it's worked out great. He says he likes researching new technology to see how he can improve whatever he's working on, and we like having the game improved, so it's a win-win. He's also a music production teacher at a local music institute, so it's a good quality to have.


"Sippy, can you caption this?" "He looks like he lost his will to live." "Please stop projecting, look, he's even smiling!" "Yeah, fair enough. Okay then, I don't know."


I asked him one question no one else dared to give a straight answer to: which part of your work on SCUM do you hate the most? Usually people dance around the answer, but Ratko didn't even let me finish. "Cars." "What about them?" "Everything. The stupid car sound and the stupid different car sound and all the different sounds you get when the car interacts with the surroundings and then you have to listen to it over and over again forever until your ears bleed." I mean I get it. It's understandable. Please don't pull a van Gogh on us, we still need you.


Also vaguely related to Ratko because there's a bunch of radios in the picture. Today is a really hot summer day, our AC isn't working and won't be fixed till tomorrow and we have a lot of computers heating up the space even more, please give us a break. Love you!

I'd like to end this dev showcase with a fun little story from last week. We needed to record some stuff for the upcoming female characters, just your standard grunts and noises for the puppets, pooping, getting hit, stuff like that. He asked me to do it and I said sure, so we went to Andrej's office because it has the best acoustics, he gave me the mic, a few directions, and then left me to sit there and awkwardly moan into the mic. Well as it turns out, none of those recordings are usable. "You were supposed to sound like you're in pain, not like you're enjoying it." "Well that's how I sound when I'm in pain." "You literally said 'Ruf mich an Schatze' at one point."

By the way, we're still collecting music for our radio - you can send your applications, ideas or suggestions directly to Ratko's email rfilipovic at gamepires dot com. You can also send him some car sounds, I'm sure he'd love that!

Thanks for reading and we'll talk to you soon!
Production Line : Car factory simulation - cliffski

Hi everyone! A bunch of cool new improvements covering all areas of the game, here is the complete list:



1) [Bug] Fixed crash bug when using B hotkey twice with task picker closed.
2) [GUI] Improved component tab on efficiency screen shows more stats, in more sortable columns, with only one column now.



3) [GUI] Improved pie charts on expenses chart now highlight the top few component costs as different shades of red.



4) [Bug] Fixed missing LED headlights graphic for sports car.
5) [Bug] Fixed bug where the player was not credited a refund when unused resources were automatically refunded by a slot due to not being used over a long period.
6) [Bug] Fixed bug where the 'prefer local' option for resource importing seemed to work incorrectly.
7) [Balance] Slowed down the rate at which the perceived value of vehicle features change over time in response to competition. This should reduce price micro-management.
8) [Bug] Fixed bug where car designs that used white or red seats, but fewer of them due to body design were using too many and wrong seats.
9) [Bug] Fixed issue where in certain combinations, resources might be ordered badly by slots, notably the air suspension upgrade on fit undercarriage.
10) [GUI] Changed the vehicle design screen so that component cost was using the current purchase price of components, not just the games starting price for them.
11) [GUI] Improvements to map editor to allow placement of import/export on edge tiles, also blocks out and shows the 2 adjacent tiles next to export slots.



12) [Performance] Reduced lag on huge maps when placing new overhead conveyor routes.
13) [Bug] Moving a task-linked supply stockpile now retains its task link.
14) [Bug] The advice to research new body types now will not trigger if you are already researching your first body type.
15) [GUI] When placing a conveyor or the overhead conveyor, ESC key now cancels, as does right-click.
16) [GUI] When design is being researched (or along with normal research) an extra green progress bar appears by the research icon now.



17) [Bug] Fixed zoom limit on map editor with really big maps.
18) [GUI] Zoom in/out with the mouse wheel on the map editor now does zoom-to-cursor.
19) [Bug] When moving an existing slot, disabled upgrades are no longer removed and need re-buying.



Hope you like the changes. I have more improvements planned for the charting and reporting stuff. Some of that formatting could be improved. I also want a more elegant way of breaking down component import costs. Hopefully the game will have slightly less micro-managing of prices now, and for people on massive, slow custom maps, performance should have been boosted a *lot*.

Please let me know here if this update has introduced any new issues. The known 'problems' I am aware of are:
1) very occasionally cars are drawn with missing components after playing for a long time and slightly zoomed out.
2) very occasionally the screen will go mostly white for a period, which is fixed the minute you re-start the game. I still cant reproduce this yet.

Thanks for all your support in offering suggestions and advice to improve the game, and for continuing to support my little company :D
RaceRoom Racing Experience - [S3] J-F



The much anticipated Formula RaceRoom 90 is out! Designed to bring you back to the atmosphere of formula cars racing of the early 1990's, the FR90 comes with three engine choices: V8, V10 and V12, each with their own characteristics, and of course, sound melodies:

https://www.youtube.com/watch?v=VmpmO4nlVZw


Update details:
Download size = ca 975 MB
Client version = 0.8.0.6561
Client BuildID = 3889446
Dedi version = 52.0.945
Dedi BuildID = 3889460



New content
  • Added the Formula RaceRoom 90 V8, V10 and V12 cars.

Game
  • Added a key assignement to Move&Scale HUD elements. Once pressed, the mouse cursor will appear. Left click will drag a HUD element around while a Right click will scale the size of the element up or down.
  • Added a key assignement to reset the HUD elements positions and scale.
  • Updated to Fanatec SDK 3.8
  • Added default profiles for Fanatec Podium DD1 and DD2.
  • Added support for the flag LED's on Fanatec rims
  • Added a key assignment to turn the displays and LED's on rims and wheelbases off.
  • Added Tyre loads to shared memory (using a reserved data holder to preserve backwards compatibility)
  • Added support in physics engine for different shift times depending on the gears being shifted.

  • Fixed an issue where brake disks were pre-heated to optimal temperatures when spawning the vehicle in sessions other than Time-Attack.
  • Fixed an issue where in-game web overlays settings would be lost with every game update.
  • Changed the amount of analog input required to register a key assignment from 50% to 25% of the axis range. (this is relevant when assigning an axis to an on/off toggle control)


Content
  • AMG-Mercedes 190 E 2.5-16 Evolution II 1992 - Sounds improved
  • Porsche 911 Carrera Cup (964) - Tweaked some logos on livery #15
  • Volkswagen ID. R - Various visual upgrades to match the final design of the real car.
  • Circuit Zandvoort - Fix for a TV camera in the straight that was sitting a bit high.
  • Circuit Zolder - New static TV cameras
  • Moscow Raceway - Changed 3 trackside banner billboards so they show on both sides. Upgraded HUD track maps for FIM and Full layouts to higher resolutions.
  • Zhuhai - New static TV cameras
Jun 5, 2019
Zula Global - GM ZULA Latino
Jun 5, 2019
MadOut2 BigCityOnline [CLOSED] - Nuligine Games
Cops added, New 8 cars, First Person view

Jun 5, 2019
灵魂筹码 Soul at Stake - 奇多配酸奶
...