Sprocket — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| 0.2.51.22 (EXPERIMENTAL) - Clutch braking fixes | 2026-05-04 | The driver starting in 2nd gear on launch is now an option in the steering wheel properties. (Off by default) Fixed transmission aux gear multi stage threshold not saving correctly. Fixed the driver not always applying the requested throttle during steering. The driver no longer tries to keep RPM at the target max on top gear. They'll go up to the rev limiter like before. Should fix some vehicles not upshifting as expected. Stopped the driver from shifting gears for 2 seconds after launching. Fixed the belt slipping on the sprocket after driving around for a bit. The driver now has a "standby to move" mode, where they'll hold the engine at th |
| 0.2.51.21 (EXPERIMENTAL) - Clutch braking driver behaviour rewrite | 2026-05-01 | Hi all, Here's a full rewrite of clutch braking driver behaviour for the movement overhaul on the experimental branch. Allows for more complex behaviours like speed matching while shifting, as well as cleaning it up on my end. Changes Reduced leaf spring stiffness by 1/3. Clutches are no longer engaged linearly, now following an easeInOutCubic curve. Made steering clutch speed faster. The driver now speedmatches during shifts. The driver no longer upshifts until it's been 2.0s until the last steer input. So the driver will be less likely to shift while manoeuvring. Greatly reduced engine friction. Improves coasting. The driver no longer downs |
| 0.2.51.19 (EXPERIMENTAL) - Movement overhaul | 2026-04-29 | Hi all, Sorry for the wait! This was a tricky one There's an experimental build of 0.2.51 up on the experimental branch This time powertrain and track behaviour have seen a full overhaul. Main Changes The powertrain simulation is now much more realistic. Moved the track simulation off of PhysX into an in-house solution. This allowed for in-depth rolling resistance and bump-stop simulation and paves the way for more factors like weight dispersion to be simulated. This moves a lot of the physics work onto other threads. Track collisions are now belt-based instead of wheel-based. Allows the belt under the sprocket and idler to provide traction a |
| 0.2.50.10 - Cost system & Transmission reworks | 2026-02-23 | Hi all, 0.2.50 is now stable! Bringing with it the new cost system and a host of transmission changes. 0.2.49.4 has been moved to its own branch - in case you weren't quite done with it. Cost system This update introduces a new cost system, completely separated from mass. It allows higher value to be assigned to expensive materials and complex parts, which has already been a great tool in balancing the new transmission changes (more on that later). Overall this flattens the cost between light and heavy tanks. Heavy tanks cost less and should have another tank or two in scenarios. On the other hand, tankettes will be more expensive and lose on |
| 0.2.50.9 (EXPERIMENTAL) - Cost system & Transmission realism pass | 2026-02-20 | Hi all, There's an experimental build of 0.2.50 up on the experimental branch It introduces a new cost system and some significant changes to transmission sizes: Cost system The goal of this is to give value to material rarity and construction complexity. The cost system sums the cost of every part in the vehicle. Each part considers its material, assembly and forging cost. Crew members, which were pretty cheap before, cost significantly more now in living and training costs. Overall this flattens costs, making tankettes more expensive and heavies cheaper. Costs are in Industrial Complexity (IC) units, with 10 units being equal to 1 gram of g |
| 0.2.49.4 - Bot Vison Rework & Commanders | 2026-01-29 | Hi all, Commanders are back! Create a commander by assigning a crew member to any viewport on the vehicle. Fully healthy commanders provide these benefits: 50% faster role switching 100% wider view direction cone 100% faster scan direction change frequency. Removes the +0.5s reload time penalty. Allows bots to stop and fire accurately while advancing These bonuses only apply when the commander role is being performed. So for example, loader-commanders wont get the benefits while loading. Vehicles without a commander will have a +0.5s reload time penalty from being less organized. Bot reworks Bot vision has been reworked to be more human. They |
| 0.2.48.3 - Vidarr's Parts & Hiring News | 2025-12-18 | Hi all, Some new parts for you today New M4 Sherman PartsAll made by Vidarr, from the community. Filler cap Sprocket wheel M34A1 mantlet T66 Tracks Headlight Split-hatch Cupola Vertical volute spring suspension (VVSS) 3 SandbagsVVSS roadwheel Leaf spring suspensionFrom the Italian Carro Armato Fixes The radial vent and vent assembly now correctly emit smoke during engine fires. Fixed flameout explosions on vehicles with no turrets or hatches spawning at the world origin. Fixed the Strv M42 sprocket wheel hitbox being oversized. Fixed incorrect viewport positions on cupolas. Fixed HVSS arms not moving visually. Reduced visual disconnect betwee |
| 0.2.47.3 - Dario's Parts #2 | 2025-11-18 | Hi all,Here's 26 new parts, all made by DarioXN while I was working on 0.2. He took the cover and header pictures too.New Parts6 hole wheel90 degree ventAlecto muzzle brakeBolted tow loopItalian tow loopWelded tow loopChar B1 track beltsBT-series track beltsBT-series internal sprocket wheelReinforced track beltsIS-4 Vent assemblyCromwell fendersFeifel filterGerman smoke launcherBolted hingeWelded hingeSmall hingeLadder sectionPlug driver portRounded engine doorGun travel lockT-55 roadwheelTorsion bar hatchUS jerrycanIS-6 Radial ventWooden blockChangesAdded support for alternating track belt segments. Used on the new BT tracks where every othe |
| Roadmap Update #3 | 2025-11-05 | Hi all,Here's the reconsidered post-0.2 roadmap, as promised:Quite a radical reorder there but hear me out.The reorders are driven by a desire to focus on core gameplay. Focusing on making a polished heavy-feeling and realistic single player tank experience with just AP cannons, RHA armour, good maps, good AI, good audio and a load of immersion. Then all of the other bits can come onto a strong gameplay foundation.Before getting into that, I'm going to implement deep mod support. This will hopefully let modders temporarily meet the demand for the non-core gameplay but highly requested (and mod friendly) features, until they get an official im |
| 0.2 Now stable | 2025-11-04 | Hi all, Pleased to announce that after 30 months in development, 0.2 is now considered more stable than the stable branch (by quite a bit too!).0.2 is moving to the main branch, where it will become the default experience. 0.1261 (the current default branch) will move to its own dedicated branch in perpetuity. The experimental branch will go back to being unstable changes, but will be kept close to the default branch. So stay on it if you'd like to help test and can put up with more frequent bugs.The 0.2-alpha branch will be closed.RecapThe main focus of this update is tank interiors. Everything now has a physical presence and needs to be cra |
| 0.2.46.4 - Improved Turret Rings (Experimental) | 2025-11-04 | Hi all, Final patch for the experimental branch to wrap up the 0.2 beta. A separate post on that to follow. This patch removes the placeholder models for turret rings and traverse drives. Traverse drives are now a concern when designing, as they'll need to be fit in like everything else. Changes Replaced the turret ring placeholder model with a finished model. Added an electric turret drive motor part, which scales with its output torque. Added a turret drive gearbox, which scales inversely with its drive ratio. Added a turret drive hand crank, which has constant size and doesn't consume space. Turret drives can now be damaged and stop workin |
| 0.2.45.0 - Fixes (Experimental) | 2025-10-22 | Hi all, Here's yet another week of fixes for the experimental branch (0.2). Fixes When placing a part, selecting a new part for placement will now replace the current placement. Cannons now automatically assign sights if they don't have one. Fixed gunner sight requirements not updating if their assigned sight is removed. Fixed part blueprint selection not blocking editor inputs, causing hotkeys to trigger while using the search bar. Fixed addon plate structures not mirroring across the correct centreline while placing them on other parts. Fixed mirrored addon plate structures breaking visually when their vertex count exceeded 2^16. They'll st |
| 0.2.44.1 - Hotfix (Experimental) | 2025-10-14 | Fixed stuttering outside of the editor with high vehicle counts. Fixed a recent cause of vehicles not loading. |
| 0.2.44.0 - Fixes (Experimental) | 2025-10-13 | Fixes Fixed freeform hole generation missing faces. Fixed freeform hole generation having inverted face directions. Fixed custom decals/paint not loading if the file name contained spaces. Fixed grid snap 0 causing sliders to break seemingly randomly. |
| 0.2.43.1 - Freeform Fixes (Experimental) | 2025-10-10 | Hi all, Here are some more fixes for you, focusing on freeform this time. Fixes Plate structure moving, rotation and scaling can now be done in global space. Fixed the freeform slope tool creating extreme results on almost flat surfaces. Fixed issues with invalid custom paint and decal paths. Parts with the "faceNormalUpright" placement mode (e.g. machine gun ports) will no longer be reoriented during part repositioning, as this wouldn't keep them upright. Fixed part repositioning not functioning correctly during extrudes. Stability improvements. Changes Holding shift while pressing a place tool axis constraint (x, y, z) will now constrain to |
| 0.2.42.1 - Fixes (Experimental) | 2025-10-07 | Fixes Custom decal and paintjob paths are now stored relative to game's Documents folder. Fixed the decal URL field not updating when changing the decal graphic. Raised the minimum torque of the transmission manual torque config sliders from 0 to 10Nm, which caused instability when set to 0. Updated the game-engine to receive an important security fix. Changes Removed the abandon tank mechanic, which broke in 0.2. This may return when there's more use for it. The paint job URL field is now exposed in the editor, like with decals. Added a limit of 64 shell impact marks at any one time. Oldest marks are replaced first. This was a sizeable perfo |
| 0.2.41.0 - Fixes & Polish (Experimental) | 2025-10-02 | Hi all, Quick fixes for Tuesday's patch and some slow fixes for older issues + some improvements to flameouts I've been eager to do. Fixes Fixed AI gunners not firing if they couldn't see the lowest point of their target vehicle. Gave the King Tiger depression again. Fixed crew roles still being performed with the crew member knocked out. Fixed crew members not disappearing when knocked out. Fixed potential instability caused by deleting certain parts. Fixed turret drives not being weighed down by parts attached directly to the turret ring. Fixed a cause of designs not loading. Fixed cannons becoming unselectable in the interior overlay. Fixe |
| 0.2.40.4 - Crew Role Rework (Experimental) | 2025-09-30 | Hi all, This update rewrites some crew systems, making them more stable (long-term), tidier on my end, and easier to introduce new types of roles with. It sets the groundwork for the return of commanders and radiomen, as well as multiple loaders assigned to one cannon. Reworked role system Crew seats now define a 'role', with all tasks assigned to the seat being the role's tasks. Crew members can switch between all tasks in the same role instantly, as the new distance limits ensure all tasks in a role will be within reach. This lets tankettes work better as a gunner/loader will be much more responsive, the only drawback being the inability to |
| 0.2.39.5 - Hotfix (Experimental) | 2025-07-28 | Fixed spare wheel hit boxes not matching their wheel size. Fixed multiple track editor GUIs appearing with the track selected. The steering wheel is no longer painted. Fixed certrain track edit sliders from being unresponsive. Fixed spare wheels having no damage model. Made wheels smoother in the damage model. |
| 0.2.39.4 - Hotfix (Experimental) | 2025-07-23 | Hi all, Quick fixes for yesterday's patch. Reduces the size of driveshaft junctions, to help with the new angle limitations. If the limitations still aren't for you, the reimplemented place anywhere cheat will let you disable them. Fixed incorrect placement orientation on rotated plate structures. Fixed inability to pick up blank mantlets. Fixed Pz38t mantlet trunnions from sticking out of the side of the mantlet. Fixed crash when returning to the editor after exiting the editor with unattached parts. Fixed ghost obstructions, which were fixable by reloading the design. Added snapping for blank mantlets. Changed the driveshaft-junction connec |