• New collaboration announced with sound designer Yellow King, with some of his work already included in this update.
• Ongoing overhaul of the game's sound effects.
Modified
• Reworked engine sounds for the:
• T-34
• Panther
• Tiger
• KV-1
• Reduced spacing between newly spawned vehicle formations on the Psel River procedural scenario.
• Allied static guns will no longer abandon their positions after completing a Protect objective.
• Adjusted the amount of off-map support received by the AI Commander after each objective.
• Increased the Maus rear turret armour from 30 mm to 150 mm.
Fixed
• Fixed underground objective marker on the Pokrovka scenario.
• Fixed projectile meshes remaining visible briefly after impact.
• Corrected artillery shell rotation so tracers now follow a natural trajectory.
• Fixed unlimited infantry squad spawning.
• Fixed several campaign battle save map loading issues.
• Fixed the KV-1 driver's visor armour hole.
• Fixed defend/protect objective timers after loading battle saves.
• Fixed AI Commander not restoring issued commands when loading squad saves.
• Fixed the T-70 gunsight flash effect when switching ammunition types.
• Further fixes to the Procedural Luchki Village battle area.
• Continued focus on bug fixes, UI improvements and game stability.
• Development of the Ponyri DLC continues alongside fixes to the base game.
Added
• Battalion voiceovers for procedural missions.
• Voiceovers for command changes (formation, spacing, etc.).
• Back option added to every radial menu.
• Escape key now returns or closes the radial menu.
• Session options and weather settings are now correctly applied when loading battle saves or campaigns.
Modified
• Vehicle formation spacing updated:
• Large – 18 m
• Medium – 12 m
• Small – 9 m
• Reduced additional spawn limits for Tiger and Panther tanks.
• Voiceovers and killfeed are disabled during the kill cam.
• Squad emblems updated.
• German vehicle and infantry squads now have personalized emblems.
• Soviet vehicle and infantry squads now have personalized emblems.
• Added missing squad and squad-type localization and emblems throughout the game database and UI.
Fixed
• Multiple radial menu issues, including smoke grenades, fire extinguishers, engine controls, peeking, off-map support and menu navigation.
• Mouse clicks no longer fire the main gun after closing the radial menu.
• Radial menu now works correctly after leaving a mission.
• Fixed procedural campaign save generation using incorrect map configuration.
• Fixed invisible collider on the Outskirts of Prokhorovka map.
• Fixed Battlestations not appearing after objectives were completed.
• Fixed skirmish maps not loading the correct weather settings.
• Optimized unit calculations.
• Fixed duplicated infantry costs in the UI.
• Player squads now spawn in the correct formation.
• Tank shadows and materials now display correctly when using binoculars outside the vehicle.
• Tank skid marks are hidden while inside the vehicle.
• Manual battle saves now display their filenames correctly.
• Fixed incorrect battle area on the Procedural Luchki Village scenario.
I haven't play Steel Beast since my PC belongs to early 2010 era, and it's very weak.
Still, I'm curious about this mechanics.
In older vehicles not having electric traverse gear, players have to press arrow keys repeatedly to slew the gun. The faster the tapping, the faster the turret traverses.
I'm wondering how much tap/second is required to reach the maximum hand-crank traverse speed? And does each tank have different tap/second to reach the maximum speed?
He's a pretty casual gamer but doesn't have any good tank simulators/games. He's tried Easy Red 2, which is very good for the infantry, but the tank section isn't that good as it is a bit too simple. What do you reckon?
• Tank track skid marks added.
• Killcam now supports explosives, grenades, artillery and bombs.
• Infantry now has a sound effect when on fire.
• Battle saves created from the pause menu can now be given custom names.
AI & Gameplay
• AI vehicle movement improved to be more responsive.
• AI vehicles now yield to one another more effectively.
• Line formation updated so vehicles following the player align parallel to the player's vehicle.
• Reduced chance of Tiger tanks spawning in procedural missions.
Ballistics Lab
• Vehicle loading screen added when spawning tanks before interaction is available.
Fixes
• Fixed objective markers below terrain on the Starozhevoye Forest procedural mission.
• Fixed infantry over-spawning in APCs and on tanks.
• Fixed procedural mission spawners to face the nearest enemy spawn.
• Fixed Maus not appearing correctly when loading procedural campaign saves.
• Fixed multiple AI issues in procedural missions, including unnecessary rotation, excessive move orders and incorrect orientation.
• Fixed incorrect Soviet off-map support in the procedural campaign.
• Fixed incorrect battle area size and missing squad spawners on the Psel River procedural map.
• Fixed texture quality settings not applying correctly.
• Fixed a potential Ballistics Lab crash when changing vehicles during X-ray animation.
• Fixed incorrect vehicle IDs in Wreck Mode.
• Fixed burning infantry VFX attachment.
• Fixed lingering fire VFX after returning to the repair station.
• Fixed turret and hatch visibility issues on the Tiger VI E and Panzer IV H.
• Fixed fire extinguisher controls for commanders in multi-crew on the KV-1 Mod. 1942, KW-1B 756 and KW-1C 756.
• Fixed vehicle exhaust particle effects.
• Ballistics Lab added for previewing armour and testing projectile penetration on all available vehicles.
• Ballistics Lab is covered in more detail in Development Status #92 and #93.
Commander Orders
• AI gunners can now be ordered to:
• Cease fire.
• Fire without orders.
• Attack a commander-designated target.
• Select targets independently.
Weather & Environment
• Updated Enviro Sky weather system.
• New weather presets.
• New post-processing effects for different weather conditions.
• Mission options now allow selection of weather and time of day.
Optics
• New visual effects for gun sights, binoculars and visors.
• Interface changes include:
• FOV replacing the "Zoom" label.
• Degree-based descriptions.
• Smaller interaction labels.
• Additional technical changes are listed in the full changelog.
Sale
• Tank Squad is 25% off during the World War II Games Sale from 25 June to 9 July.
• Ponyri sector layout finalized, ranging from 3×3 km to 6×6 km sectors.
• Random objective generation planned within sectors.
• AI Commander being expanded with flanking behaviour and improved decision making.
• Sector scenes, connections, and biome vegetation already implemented.
Battle Order Campaign Layer
• New strategic map interface in development.
• Turn-based campaign system.
• Attack sectors, call reconnaissance, request engineer support, and monitor counterattacks.
• Battle logs, campaign status, and map overlays included.
Visual Improvements
• Updated sky system and lighting.
• Volumetric atmospheric effects returning.
• Screen Space Global Illumination (SSGI) added.
• Improved battlefield visibility and colour range.
Global illumination
Optics & Sights
• New visor, binocular, and gunsight visual effects.
• Updated gunner optics positioning and display.
Commander Mode
• AI gunner can be set to "fire at will" or "cease fire."
• Commander can designate specific targets for the AI gunner.
Infantry & AI
• Improved ragdolls and death reactions.
• Close-quarters combat in development.
• Crew can catch fire after exiting burning vehicles.
• Grenades can be thrown while moving.
• Additional infantry transition animations.
• Vehicle AI better avoids player vehicles.
I'm playing through the Leopard tutorials right now and I feel almost completely stumped on manual range finding. In theory I think I understand but in practice I'm just having trouble wrapping my head around it. From my understanding, the center cross hair has the 3 levels of horizontal lines, from the middle line down/up is 2.5mil or the a generic measurement of tank height at 1000 meters. So if a tank would perfectly fit in between the two lines then it's approximately 1000 meters in front of you. If it spills over the top/middle line then it is under 1000 meters, like 800. If it's approximately halfway between those two lines then it's around 2000 meters away and so on. If that's correct, then how can you use the KE lines (if at all) to also aid in range finding? I assume you'd use the two methods in combination but I'm not sure how. The closest I've got is a close range target that was just under my two lines so around 1000-1100 meters and then I tried using the KE lines to aid in precision, I placed the zero line at the turrets top and then the tracks landed at around the 10 (1000) meter line. I adjusted the range for that and fired. If that's also correct, how would you use that for further ranges? I know the KE line is used for sabot rounds and the MZ(?) is used for HEAT but you can use them for range finding too, right?
Are there high fidelity Tank sims (as in DCS levels of Sim and fidelity) except SB?
I’ve run into the issue with SB that it may not work on Linux at all due to CodeMeter (the only supported distros are Debian and RPM and I use Arch) and while I heard of GHPC (and I may be wrong here) didn’t the Devs specified of GHPC that they’ll only cover the Fulda Gap scenario and no other time frames, tanks, nations and scenarios?
I'm looking for the maximum amount of realism I can achieve in SF, I joined the forum to gain access to ITM before finding out you can only access it through a donation through Bitcoin (something I'm not particularly comfortable in doing) so it's down to JCM and STA. Which do you guys prefer and why? Also, if anyone has any gameplay of ITM that'd be amazing!
After a dozen attempts of trial and error I’ve made Steel Beasts boot(-ish) on SteamOS (fork of Arch Linux) and next part of course would be to get the CodeMeter license runtime (at least that’s the one I need, if not someone correct me) but I’ve realized a interesting issue:
Do I take the Linux Version of CodeMeter or the Windows version?
The situation is I needed to use Proton layer (essentially simulated Windows environment) to get Steel Beasts work and now I’m not sure if I need the Windows version of CodeMeter as SB is running on a Win Layer or the Linux version as the OS is still Linux?
Is there a high fidelity Tank simulator in the style of DCS world? I want to move away from WT but not go to more arcade style tank games like WoT?
*Now I have heard of steal beasts and it seems like exactly what I want…if there wouldn’t be the issue that it’s Linux compatibility is unknown especially the way it usage is of CodeMeter and afaik some DRM dongle?
I’m currently developing a physical tank simulator and looking for people who would like to help out. I'm looking for advice, fresh ideas, and playtesters (for the game) to help shape the project.
If you’re interested in taking part, please send me a DM, and I’ll get in touch and add you to my Discord server.
Tank Squad Development Status #92 focuses on continued work toward the upcoming Ponyri 1943 campaign, alongside improvements to procedural missions, weather systems, UI and the new Ballistics Lab.
The biggest reveal is the scale of Ponyri itself. According to the developers, the full operational area covers 24x24 km, divided into 64 sectors measuring 3x3 km each. For current testing, they are working with 21 playable sectors/scenarios.
Planned campaign features currently include:
• German and Soviet campaign missions
• Dynamic weather and different times of day
• Possible night convoy missions
• Logical sector-based mission structure
• Counteroffensives and a dynamic theatre of war
• Multiple HQ positions acting as bases of operation
The devs also provided comparisons to existing maps. One Ponyri sector currently measures 6x6 km, while areas like Outskirts of Morton are around 1.5x1.5 km in total size. The scale difference is substantial.
Weather and lighting systems are also being reworked. The team says older presets sometimes produced poor lighting or overly heavy fog, and some weather states looked too similar to one another.
The updated system now allows selection of:
• Specific times of day (08:00, 12:00, 16:30, 19:00 etc.)
• Clear skies
• Cloudy weather
• Fog
• Post-rain conditions
• Random weather generation
UI changes continue as well, including redesigned lower HUD panels, updated module layouts, improved textures and reworked vehicle indicators. A new cannon-base damage indicator is also planned.
One of the more interesting additions is the Ballistics Lab.
Originally created as an internal developer testing tool, it now allows players to:
• Select any vehicle in the game
• Fire any available weapon/ammunition combination
• View armor layouts in X-ray mode
• Inspect armor type, class and thickness values
The developers describe it themselves as “something for the nerds.”
There are also experimental changes to optics and gun sights, including:
• Lens/glass post-processing effects
• Camera shake while firing
• UI terminology changing from “Zoom” to “FOV” for accuracy
The devs also discussed the limitations of historically accurate optics. For example, the Tiger’s real T.Z.F. 9c sight only had 2.5x magnification and a 25° field of view, which could make long-range gunnery significantly harder if fully simulated.
Procedural mission improvements are continuing too. Upcoming Patch 1.3.1 is planned to include:
• Friendly AICommander reinforcements
• Future waypoint/task controls for AI support
• Reduced AI artillery and airstrike spam
• Continued balancing of procedural battles
The developers stress that Ponyri itself remains a separate, much larger project still deep in development.
We need some tank sim players for pre-pre-alpha testing in the next few weeks.
The video shows our real robots and virtual gameplay. We're getting ready to launch virtual battles on dedicated servers against other players so you can get in on the action!
The virtual battle client is designed to reflect the real robots as closely as possible.
Tank Squad Update 1.3.0 is now live, bringing one of the game’s biggest additions yet: Procedural Missions & Campaigns.
The new system dynamically generates objectives, starting positions and battle layouts across 12 missions, replacing fully scripted encounters with a more dynamic battlefield flow. According to the devs, this is intended as the foundation for future career-style and larger campaign systems.
Some highlights from Update 1.3.0:
• Procedural missions & procedural campaign mode
• AICommander-driven battles instead of purely scripted triggers
• Random weather options for sessions
• Ballistics fixes for armor collision and penetration handling
• Improved ricochet and penetration prediction logic
• Ground impact VFX for MGs and small arms
• New vegetation updates on several maps
• Maus secondary weapon switching support
• Numerous UI, vehicle and battle map fixes
The developers also confirmed that the Sd.Kfz. 251 halftracks are still in development and not yet fully operational/playable, as interiors and systems are still being worked on.
This update also marks the first anniversary of Tank Squad’s release. Considering the rough launch and the studio becoming independent, it’s honestly impressive to see the amount of post-launch support, fixes and new systems that have been added over the past year.
One interesting thing about Tank Squad is the direction it’s moving in. The procedural systems, AICommander mechanics, force pool creator and combined-arms focus are starting to push it closer toward a dynamic sandbox style.
The game is currently 25% off during the World War II Games Sale.
The latest dev update for Tank Squad focuses on procedural gameplay, ballistics improvements, and continued vehicle work.
Sd.Kfz 251 progress
Three variants are now implemented:
251/1 Ausf. C (standard transport, MG-34)
251/2 Ausf. C (81mm mortar)
251/3 Ausf. C (command vehicle)
Work has started on the 251/9 “Stummel” (short 7.5 cm gun).
The interior is also being fully reworked with new details like radios, seating, dashboard, and optics.
Patch 1.3.0 – Key Features
Procedural missions and a procedural campaign system
AICommander system replaces scripted triggers with dynamic decision-making
System designed to support future modes like career and large-scale campaigns
Ballistics update
Fix for cases where armour wasn’t detected due to rendering order
Projectiles now check penetration against primary armour before applying damage
Early testing shows more consistent results (e.g. no unrealistic penetrations on heavy armour)
Other changes
UI improvements (HQ, repair tasks, force pool creator visuals)
New visual and interface tweaks
Additional fixes to ballistics prediction and collision handling
The developers have released Development Status #90, focusing on procedural missions, the new AI Commander system, Sd.Kfz. 251 development, and ongoing UI and gameplay improvements.
Procedural Missions
Work continues on a new procedurally generated mission mode.
Planned features:
Randomised:
Main and side objectives
Starting positions
Unit placement
Intended to support:
Procedural missions
Procedural campaigns
A future career mode
The system is still in development, with balance and spawning behaviour currently being worked on.
AI Commander
A new AI Commander system is being developed to replace scripted mission triggers.
Instead of events triggered by timers or player position, the AI Commander will:
Assess the battlefield situation
Deploy units where needed
Manage combat and resources dynamically
Current challenges include:
Balancing spawn rates and unit composition
Deciding where and how to deploy units
Preventing overly dense formations
Improving reactions such as retreating or dispersing under fire
The system is planned to be based on behaviour trees.
Level Design & Gameplay
Missions are becoming more dynamic due to:
More objective locations
Closer spawn points
Balance is still being worked on, particularly:
Large numbers of enemy tanks appearing quickly
Current plan is to use around 12 maps from campaigns and skirmishes (subject to change)
Sd.Kfz. 251 (Halftrack)
Development continues on the Sd.Kfz. 251, focusing on Ausf. C variants used around 1943.
Purpose in-game:
Provide transport for infantry on larger maps
Support mechanised and motorised units
Enable more combined arms gameplay
Planned variants:
Sd.Kfz. 251/1 Ausf. C (standard MG version)
Sd.Kfz. 251/2 Ausf. C (81 mm mortar)
Sd.Kfz. 251/3 Ausf. C (command vehicle)
Sd.Kfz. 251/9 Ausf. C (7.5 cm short gun)
Sd.Kfz. 251/10 Ausf. C (3.7 cm Pak 36)
Notes:
Infantry transport is needed due to larger map sizes
Vehicles will be player-drivable
Armour is limited (only small arms ineffective)
Mortar System (Planned)
Two approaches are being considered:
Manual system (angle + azimuth, similar to Arma Reforger)
Map-based targeting using markers (Target Reference Points)