Today, we’d like to officially unveil the second of the upcoming progression vehicles, the Soviet Object 292 MBT!
As usual, let’s have a bit of history first. Object 292 was a late Soviet era “supertank” that was intended to fight the next generation of NATO MBTs. It was designed as an improved variant of the T-80 series MBT by the Kirov Plant in Leningrad (St. Petersburg).
You might be familiar with an overhauled T-80BV MBT with the 152mm 2A73 gun but that was not the “true” Object 292 – much like the Black Eagle “prototype”, it was just a testbed (in this case for the gun). It was developed in 1990 to see whether the 152mm gun could fit into the T-80B turret. It could (with some adjustments) and the vehicle underwent extensive trials in 1991 in Rzhev.
The tests have confirmed that the gun represented a major improvement of firepower compared to the standard 125mm 2A46 smoothbore series, including a 50 percent increase of muzzle energy. At the same time, due to its advanced construction, the gun had roughly the same recoil as the 2A46, allowing it to be installed into existing Soviet tanks. The chassis of the vehicle was stable and the vehicle performed well. At the same time, another welded turret was developed and it was this new variant that was to be used on the T-80U chassis and it is this combination we’re introducing.
This Object 292 variant (also known as “T-80U tank with LP-83 gun” or sometimes “T-80M”) isn’t super-well documented but it did exist in the form of drawing and several models. In this configuration, the tank weighed roughly 46 tons and had a crew of three men.
The tank was well-armored, the protection levels of the turret were analogical to the T-80U MBT with the ERA kit being upgradeable from the usual Kontakt-5 to Malakhit (a precursor to the current Relikt system). The tank was to be fitted with two active protection systems:
Shtora-1M soft-kill APS (connected to new 3D17 Purga-2 or 3D17M Purga-2M smoke grenades instead of the usual 902B Tucha system)
Drozd-2 hard-kill APS
The status of the tank was monitored by a new control system called Barsuk-2.
The armament consisted mainly of the abovementioned 152mm 2A73 cannon (factory designation LP-83). The gun would be automatically loaded from a large carousel beneath the turret and a bustle-mounted charge storage (with blow-out panels). The vehicle carried 30 two-piece rounds, 16 of which were ready in the autoloader magazine. The gun fired the following shells:
Grifel-1 APFSDS with Tungsten core
Grifel-2 APFSDS with Depleted Uranium core
Grifel-3 HE-FRAG
Zaraysk APFSDS (the name also belongs to the research project of the LP-83 gun, performance unknown)
Sprinter ATGM with a tandem HEAT warhead
The weapon was controlled by the 1A45M FCS featuring the DVE-BS wind sensor, 1G46M optics and either the older Buran-M night sights or the Agava-2T thermal imager. The commander had T01-K04 Agat-M optics at his disposal.
The tank was powered by the GTD-1250 1250hp gas turbine engine (or even the then-developed 1500hp GTD-1500G engine), allowing it to go as fast as 70 km/h.
In short, it was to be a beast. However, with the breakup of the Soviet Union and the major budget cuts that followed, the vehicle was never really developed into a production variant. Its prototype had stayed abandoned for years until it was moved to the Kubinka tank museum and restored.
In Armored Warfare, the Object 292 will be a Marat Shishkin Tier 10 Main Battle Tank.
We had several options as to what to put on Tier 10 of the branch but this vehicle seemed like the most natural choice, especially when we decided not to just go with a T-80B with a different gun but an entirely new turret. We also debated the name but in the end, we felt that Object 292 is the best-known option.
Gameplay-wise, we’re once again looking at a rather conventional vehicle with the gameplay similar to that of the Tier 7 T-80U MBT. The vehicle will be relatively difficult to destroy due to its compact size, fast, and hard-hitting, although the protection levels will perhaps not be the best of its Tier. After all, it’s a three-decades-old piece of technology. It’ll be best suited for players who like a lot of mobility and firepower without sacrificing too much protection.
Our studio has started a podcast about adult game development! It's something we've wanted to do for many years, so we finally pulled the trigger and started.
Why a podcast? We love to talk about adult games! There's a lot of things that we want to share with the world, that we just don't have the time or desire to write down in a stuffy dev log. Basically, the goal of this podcast is to record the types of conversations we are already having, and let you be a fly on the wall to hear them!
In today's episode, we're going to tackle a question that we get asked all the time: What's it like to work with your spouse all day? We know many of you have to be curious about how we navigate being both business partners and life partners!
We need your questions for future episodes!
Some questions we plan to answer in our next episodes:
What makes a sex scene good (or bad)?
How do you choose the kinks and fetishes in your games?
What did you do for work before developing adult games full-time?
What is the best (and worst) part of adult game development?
How do you deal with increasing censorship and restrictions?
What else do you want to know about us, our games, the development process, or the industry overall?
Hello everyone! We’re back after a few months of work on Ultimate Chicken Horse with version 1.10.06 on all platforms.
We addressed several server issues that came up during the Shellebration Update, changed how voting works on community-made custom levels, and added a new song to the OST. Plus some other minor changes.
After the Shellebration Update, we had more players online than ever before. (Wow, thank you!) However, our servers were not prepared for the sheer number of people enjoying the game. This resulted in players experiencing many server desync issues like endless loading screens, getting stuck in the party box, placed blocks not showing up, and lobbies randomly shutting down.
We’ve just completed a server refactor to address these desync issues and prevent them from happening in the future. It also gives us the ability to add more servers to high traffic regions whenever we have a big influx of new players. :)
We also addressed a country-wide connection issue for players in Korea. As of today, everyone in Korea should be able to connect and play online again! Thank you for your patience and bug reports - there were many Korean players who helped us solve the problem by sending us their player logs. ❤️
If you experience any server issues or bugs, please report them to the developers in the Ultimate Chicken Horse Discord.
Downvotes removed from custom levels
We removed downvotes from the voting system for custom/community-made levels!
Downvotes were not being used in a way that was useful or kind to our community, which warranted their removal. If you don’t enjoy a level, you now have the choice to upvote it or ignore it. (Note that you can still report levels that break our community rules!)
Ultimate Chicken Horse OST
The game’s soundtrack just got a new song! It now has the “Shellebration” track which plays during the Metro level.
Quality of life changes
We received feedback that the game's initial volume was too loud, so we reduced it by 20%. (Now the Horse noise is less of a jumpscare!)
That’s all for now! We’ll be monitoring the server situation and keeping an eye out for any new issues. Have fun out there. 🙂
Clear your stardust calendars! 🌌 We are excited to announce that "My Little Universe" will be participating in the Steam Next Fest on June 19th - June 26th. Get ready for an astronomic assembly of games, brimming with exclusive content, delightful surprises, and the camaraderie of a stellar gaming community.
As you chart your interstellar journey, remember to wishlist "My Little Universe" on Steam. You wouldn't want to miss out on the upcoming events and announcements we have planned for you. 🚀
Deep in the eerie and haunted halls of the Victorian mansion, a sinister presence lurks in the shadows. Desperately looking for a way to protect yourself from it, you will discover that light gives you hope. But is that enough protection?
We're back with another update to address a number of core known issues and bugs raised by the community. Make sure to drop by the Discord to leave any and all feedback you have for Hawken Reborn.
Fixed Issues
Gameplay
Asteroid Drone’s excessive damage has now been significantly reduced
Aggro has been fixed on some passive infantry who did not fight back when being attacked by pilots
Heavy drones no longer enter an idle state in some instances
Patrol Mode
Zones with lower Threat Levels than the player's will catch up at an accelerated rate
Random encounter's Threat Level will increase with the zone's TL
Resource nodes have been adjusted to drop more explosives
Threat Level should no longer increase every two seconds after transferring items through the MTP
Certain instances of Threat Level increasing too quickly have been balanced
Quality of Life
The cursor should no longer clip outside of the game
UI / Text
Jetpacks will no longer display the weight stat in the hangar as it's no longer a contributing factor
Miscellaneous missing dialogue and hangar text has been fixed
Hitting Alt+Enter to toggle between windowed and full screen mode will now accurately display in the Settings page
Misc.
During the repair tutorial in the First Time User Experience (FTUE), pilots will no longer be stuck in an infinite loading state
Hawken Reborn's application icon will now be HR themed
Legacy menus should no longer be accessible
Player ID copy button in the hangar now works as intended
Miscellaneous improvements to various cogs, axles, bearings, and doodads greased up for a smoother ride
To stay up to date on all the latest Hawken Reborn news and connect with fellow pilots, join us at our official social media channels.
Become a mad scientist! Conduct crazy experiments, mix mutagens, breed abominable creatures, and attach monstrous body parts to them. Manage your inventory, expand your lab, and make sure your hideout is safe. Send your creations into the city to obtain salvage and test subjects!
Become a mad scientist! Conduct crazy experiments, mix mutagens, breed abominable creatures, and attach monstrous body parts to them. Manage your inventory, expand your lab, and make sure your hideout is safe. Send your creations into the city to obtain salvage and test subjects!