Update: Function now has an improved layout AND integrated internet radio stations! Flip on the tunes and rock out as you explore an ever-expanding library of mini-games, timed workouts and open gym setups. More content coming soon, thanks for helping make Function a huge success!
I did let Razerwire rest for quite a while, didn't we? You guys liked it and played it for now almost three years (HOLY CRAP!), and it's quite some times that we play with the idea that Razerwire needs some more love. And this is the first step! First of all, I now updated the game to the latest unity build, making sure that it's using the most recent drivers and technology. Then I fixed some usability issues with the menus, mouse cursor and saves. And now...well, what comes next I can't spoil yet, but I am fairly sure that you will appreciate it! Until then, if any problem, please don't hesitate to write in the forum, the Wire is back!
v1.2.0
Ported the game to the latest unity build and fixed related issues
Locked cursor on screen for multidisplay setups
Improved navigation of the upgrades menu for mouse and pad
Stabilized usage of settings menu (for both pad and mouse)
Fixed a minor bug that restored a deleted saved if not overwritten right away
We hope you're having a great 2021 so far. As our first release this year, we're excited to present you the new and updated BAR, a range of beautiful new M1 Carbines, and some other goodies.
Weapons
Browning Automatic Rifle M1918A2
In this update BAR received a complete rework and it never been looking sexier! Its characteristics were updated as well, making it more controllable and a joy to shoot.
Fun fact: the bipod on the new BAR uses procedural animation and swings around with your movements.
M1, M1A1, and M1/T17 Carbines
The trusty Carbine comes in 3 variants, including a converted selective-fire version (T17). Just like BAR, this rifle was reworked from the ground up, and takes the spot as one the most well crafted weapons we got in the game.
The models for BAR and the Carbine were designed by our community member and a talented 3D artist eksha.
Volkssturmgewehr 1-5
This German ersatz semi-automatic assault rifle was developed in late 1944 as dwindling materiel and manpower put pressure on wartime industries to make cheaper and more primitive weaponry. It might not be the prettiest "gewehr" on the field, but it might just save your life!
Miscellaneous
New Kongsberg Colten M/1914 pistol available for German troops.
Sweeping changes to all weapon gun sight pictures to improve feel and consistency.
All scoped (Textured and 3D) were updated to have proper magnification and field-of-viev.
Reduced spread on all rifles.
Interface
To help with spatial awareness inside tanks, the HUD received a nifty little feature which shows player’s cone of vision. This feature should be especially helpful when looking through periscopes, but can be disabled in the setting if you wish so.
Vehicles
The vehicle roster got updated with new camos for the King Tiger and the Hanomag. Our newest team member Matty provided us with these lovely winter paints.
Panzerkampfwagen Tiger Ausf. B Camos
Sd.Kfz. 251 Whitewash Camo
Maps
Armored Voronezh Clash
Author: Bäckis
This is a new Armored Server map for players who love rolling though never-ending, flat grasslands, inhaling gas fumes mixed with a refreshing breeze of Ukrainian steppes.
Other map changes
Wanne Advance
Added new farm near the final objective.
Added south-facing windows to Manor and the nearby garage.
Added snowy variants of the King Tiger and the Sd.Kfz. 251 Half-track.
Added new M1/T17 carbine to Allied Corporal role.
Hetzer now unlocks when Woods objective is captured.
Implemented experimental ticket progression: Axis now start with 350 tickets and gain significantly more by capturing objectives, up to a maximum of 800 tickets for all objectives captured.
Radar Advance
Scaled down the downed glider to a sensible size.
Minor fixes and adjustments
Valko Advance
Kriegstadt Advance
Konigsplatz Push
Fallen Heroes Clash
Armored Studzianki Clash
Armored Bautzen Clash
Bug fixes
Fixed the bug with Panzer IV F1 shells flying on wacky trajectories.
Fixed the bug where pre-placed HQs would prevent players from building new HQs nearby after their destruction.
It’s a new year, but some things stay the same! Sorta…
Last year, we introduced a monthly AMA and we loved having this fixed window to hear from the community. We are happy to announce that we will be doubling down on this space and continuing with a monthly communication broadcast, now affectionately known as the monthly Bunker Chat!
The difference from last year, is that we will be changing the format between broadcasts depending on what is going on with Kards at any given time.
The first monthly Bunker Chat will take place on the 29th of January at 16:00 UTC, live on www.twitch.tv/kardsccg!
In this broadcast, we will give a presentation on some of the upcoming changes to Kards followed by a live Q&A in Twitch chat!
So make sure you tune in and ask your questions about the upcoming changes in chat! We look forward to seeing you for the first bunker chat of 2021!
Pitlane speed limit tolerance has been adjusted when the limiter is enabled.
Slowdown penalty multiplier from repeated cuts is now properly displayed on the HUD notification
Tweaks to slowdown penalty logic where the player’s best valid lap in the session is now used as reference to estimate the time gained and the time being given up. If no valid lap exists yet, we then use the AI’s predicted speed just like before. It means the time the player gives up will be more accurately calculated and that the best place to give that time back is no longer in turns, which should improve safety as well. A good tip is also to avoid slowing down near pitlane entrances and exits as slowdown penalties are frozen while in pitlane.
Prevented enabling pit limiter or engine ignition during an AI-controlled rolling start.
Fixed the default set of driving assists being selected at first game launch.
Fixed an issue where player could sometime get stuck when leaving a server early (i.e. before results were made official)
Fixed dedicated server results having wrong final positions for players suffering early disconnects
Fixed dedicated server UI issues with certain long track names as well as lap and duration selector that could sometimes reset the race length value.
Fixed dedicated server that could sometimes get stuck if no player finished the race
Fixed the flickering of contact shadows (under the cars) for VR and Triple Screen rendering.
Fixed some issues with spectator mode on servers with rolling start races and lap-based races
Fixed issues with rolling starts when Assisted Braking was enabled.
Fixed some gearbox grind noises that could sometimes be heard during an AI-controlled rolling start
Physics - Audi R8 LMS GT3 EVO - Adjusted idle revs to prevent occasional stalling
Physics - BMW M4 GT4 - Increased rear suspension travel by 10mm, dampers tuned for better handling over bumps
Physics - BOP - BMW M6 GT3 - slight reduction of torque
Physics - WTCR - Improvements to the initial grip of fresh tyres and help reduce the tyre pressure increase over longer stints. Optimum grip is now reached at 80 Celcius. Default tyre pressures were adjusted to match.
Tracks - Dubai - Fixed harsh cut detections, moved the leaderboard spawn location closer to the racing line.
Tracks - Hockenheim - Moved the leaderboard spawn location further back
Tracks - Imola - Moved the pitlane entry gate entrance
Tracks - Portimao - Fixed harsh cut detections
Tracks - Scandinavian Raceway (Anderstorp) - AI behaviour tweaks to South layout
Tracks - Sepang - Fixed harsh cut detections (note: Sepang North layout appears to crash on load, this is being investigated)
Tracks - Suzuka - Fixed west layout pitlane that triggered invalid laps.