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March 11, 2015, 04:05:01 PM by |AGW|TC-Ed | Views: 3 | Comments: 0

Update 1.2 "Wings" is out, download size: 3.67GB.  Finally some new ships.. the Fer-de-Lance & the Vulture, plus the new "Wings" feature that allows you to squad up & work as a team.  Details below..

Elite: Dangerous 1.2
Wings update (1.2) adds player and NPC wings to the game as well as playable Fer-de-Lance and Vulture ships. It also contains a wealth of fixes, tweaks and improvements to the 1.1 Community Goals release.

<a href="" target="_blank"></a>

New Content/Features:

- Wings functionality added
- Added playable ship:Fer-de-Lance
- Added playable ship: Vulture
- Comms interface overhaul
- Added AI Groups
- Added ability to reboot destroyed sub systems (modules)
- Flyable debug camera with limited range added (CTRL+ALT+SPACE)

Stability Fixes:

- Fix issue in low level animation code
- Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
- Prevent crash when shadow lights are being shut down
- Fix crash in beam weapons
- Fix a crash when trying to create asteroids in transition locations
- Prevent crash on Anaconda creation with damage regions not correctly initialised
- Fix for asteroid ring soft-lock
- Fix for unreleased dynamic material set on shutdown
- Crash dereferencing an invalid interface on shutdown fixed
- Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
- Prevent crash when there is a null surface for a planet
- Fix for game crashing whenever we mouse-over an AFM in outfitting

Tweaks & Fixes:

- Don't create ambient AIs unless there's a player in range to see them
- Added some depth and detail to the engine throats on the station engine module
- Asteroid CPU improvements. Removed unused aabb and its update
- Fix schematic for High Metal Content No Atmosphere planets
- Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
- Make sure that the local polity is updated if a player slow boats between jurisdictions
- Increase distance the system map camera can be zoomed out
- Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
- Brought back fuel usage gauge
- When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
- Fixed fuel scoop and gauges panel heat level to be in sync
- Fixed: Letters cut off on the right hand side panel under statistics
- Optimise cargo replication
- Better checks for limpets against shield states
- Fix for looping ammo bar if it's initialised to 50%
- Fix decals on Python
- Show docked players on sensors
- When players try to move their ship and the engines are off (/broken/etc) give a warning message
- Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
- Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
- Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
- If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Fix decals from popping when in outfitting menu
- Added new light cone renderer

there's a huge amount on the official changelog, click below to view...
Official Changelog...
February 24, 2015, 05:01:58 PM by |AGW|TC-Ed | Views: 3 | Comments: 0

 War Thunder Update 1.47 "Big Guns" released... Load of news vehicles & more, details below...


Update 1.47 "Big Guns"

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Gaijin Entertainment wish to announces major update 1.47 "Big Guns" for War Thunder.
With this update we will finish Closed Beta Tests for "Steel Generals", which means that all of US ground vehicles are now available for research!

The name "Big-Guns" reflects the emergence of War Thunder's largest tank, and largest aircraft: the legendary ‘German Pz.Kpfw.VIII Maus’ weighing in at a massive 188 tons (the heaviest metal armoured tank) and the iconic American ‘B29 Superfortress’ strategic bomber, with a wingspan of 43 meters (more than the average, modern airliner). Soviet pilots can also rejoice, with the introduction of an early version of the famous IL-2 Sturmovik. This aircraft has been created with 30 separately modelled parts - the most detailed and accurate IL-2 ever recreated in a flight simulator. This exemplifies the new standard you can expect for all future aircraft that will come to War Thunder. Collectively, this update has added 14 new combat vehicles, and has also unlocked the “Steel Generals” American ground forces tree for all members to play! (more than 30 tanks and ZSU).

Tank Battles in War Thunder have become even more realistic: now, on different types of surfaces, vehicles behave more realistically, reacting to the environment as they would in real life. When driving on roads, tank speed and maneuverability is improved. Unpaved land, however, is a different story, resulting in the tank having to wade through the mud with decreased speed.

Tank battles has also received more realistic view points, with the introduction of driver and commander binoculars, especially useful for viewing around one’s vehicle without rotating the turret or entire tank, which would be difficult in, for example, a self-propelled artillery. Now in realistic events where there are no indicators for enemy vehicles, it will be easier to notice them and react to danger faster than was previously possible. Virtual pilots will enjoy more visibility, with open cockpits being introduced on most airplanes, and contrails will also follow planes like they do in real life!

Of course, thats not all the changes we implemented with the "Big Guns" update! To read more, check change log for Update 1.47
February 10, 2015, 03:58:23 PM by |AGW|TC-Ed | Views: 5 | Comments: 0

The first major update to E:D is out, download size: 2.5 GB.  The sad part... no new ships in this update... looks like we were mislead just a bit.

Update 1.1 is incoming at 3pm GMT today. The servers will be down for up to 30 minutes when the update begins. Here is the change log from the last beta build. If you want to see the full list of changes since 1.07 check the links at the bottom of this post.

<a href="" target="_blank"></a>

Note that the test servers will be shut down so you cannot access the beta build until we start the 1.2 beta. I'll also close the beta forums until then.


- Community Goals added
- Route planning extended to 1,000 ly
- Russian language translations added
- Add 'Discovered by' tag to system map - needs to be surfaced scanned
- Fancy new gas giant shader
- City lights on imhabited planets
- Pilots Federation rank decals
- Parallax shader for cloud layer on terrestrial planets
- Add explored system details on the right hand side of the cartographics shop
- Top benefactors support added to system map


- Prevent shadow manager trying to unregister view nodes that it never registered
- Fix a crash caused by systems with stations only orbiting non-habitable planets
- In the safety checking of the start location, make sure the body we are trying to load at exists, if it doesn't start around the largest star instead
- Prevent crash when generating star textures on low end hardware
- Prevent crash in the targetting system
- Fix possible crash entering capital ship scenarios
- Fix file load hardlock
- Fix potential crash in tutorials
- Fix a crash where limpet's parent exists but not fully created
- Don't crash when the AI looks up a ship state
- Fix crash selecting decal in livery
- Prevent softlock when a mission is progressing as a location transfer occurs
- Fix crash in outfitting when items aren't ready for use
- Prevent crash with bad data in ship state
- Avoid crash when calculating the star light curve near a black hole
- Prevent F12 crashing the game with certain third party software


- French and German translations updated
- Fixed incorrect masses for C3 beam weapons
- Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since there should always now be some mesh to render regardless of what LOD the parent hanger is set at
- Fix AI issues at high frame rates
- Ensure that bounty checks for correct faction
- Some optimisations for performance is busy network conditions
- Correctly scale companion stars with large in system map if they are children of a common centre of gravity
- Optimise route planner
- Skybox stars now know if they're in/behind a nebula and fade out accordingly

more on full changelog...


- Under construction station has dedicated ambience and spot sound effects.
- Renamed dynamic range modes and further tweaked the volume curves, please keep providing us with feedback as we’re still working on improving these.
- Added a new BOOST dynamic range mode that is intended to offer a good compromise between industry standard reference volume (normal) and louder mixed games.
- Centre channel is now used for some positional audio such as other ships, cockpit blowout, GUI etc.
- Improved audio on Docking Bay Lifts and panels.
- New music added to Exploration.
- “Power Plant Capacity exceeded” - voice and sfx warnings added.
- Support for muting "Engage" ship voice alert.
- New audio for the “First to Discover” notification.
- Landing gear audio re-implemented: now matches each ships’ deploy and stow animation
January 28, 2015, 04:31:49 PM by |AGW|TC-Ed | Views: 4 | Comments: 0

SCS has released the latest update for ETS2, details below...

Euro Truck Simulator 2 goes 64-bit: 1.16 update now live!

After a short open beta, the latest update for Euro Truck Simulator 2 is now ready for public release. As per usual Steam users will receive the update automatically, while the patch for retail version of the game will be available within a few days.  We would like to thank all of our testers and contributors again - your constant help and support allows us to quickly pinpoint any outstanding issues and bring updates to all players on a such short turnaround! We've talked extensively about the 64-bit change we're making available to the players in our previous blog post, so please check out the post linked above for more information.

 Open beta 1.16 patchnotes

  • New large truck dealer / showroom
  • Truck fixes: shadows in Scania R, Scania Streamline, Volvo FH16 2012, Renault Magnum 2009 + sideskirts; mirror in MAN TGX, Renault Premium holes and collision
  • Paintjob fixes: Raven for DAF, MAN, Heavy Duty
  • Cargo: removed Christmas Gifts, fixed car transporter, fixed helicopter texture and straps
  • Reduced stalling: bigger memory pool in 64-bit builds, better memory handling, delayed shadow loading, random look selection, sound accessories
  • Improved memory management on 32-bit OS
  • Fixed free roam check in the Careerist achievement
  • Map fixes

official release notes...
December 17, 2014, 03:57:18 PM by |AGW|TC-Ed | Views: 4 | Comments: 0

Update notes - 17 Dec 2014. Let There Be Monsters! ~2.8Gbs


The  Landmark cave system is being expanded and true layers are being  introduced! Rather than altering the current surface caves, which would  require popping off any affected claims in the area, surface caves will  be removed from existing continents in the 12/15 patch. They will return  in the new continents that will be generated for open beta. Beneath the  surface of each island explorers will be able to explore through 5  layers filled with underground caves. Along with the cave and layer  expansion, mining veins of metal and gems will be redistributed so that  the higher tiers of resources are found in the deeper, more dangerous  depths.

  • Below the surface caves, large caverns can be found  as part of the cave networks. These are very large, and within them,  explorers may find ruins and buried monuments to explore for treasure;  but also within the caverns lurk monsters who may challenge the unwary!  Many of the buried ruins were created by Landmark players as part of our  collaborative open development process, and will credit the creator.
  • Be  warned! Falling damage has been re-enabled. Be careful as you explore  the massive cavern systems underground – there are some really long  drops!


Five  new types of monsters, some of which have never been seen before, will  appear in the world. Each type has a unique mode of attack and  strategies to learn. While there will be a few monsters found above  ground, more will lurk in the underground caverns and around buried  ruins, so explorers and adventurers seeking treasure in the deeper  depths should be sure to take some sturdy armor and weapons.

Starting out

The  starter equipment that all new characters begin with is now known as  Adventurer’s Gear. Zero cost recipes have also been added to the Stone  and Tech Forge that will let you replace these items if you ever need  to. The full list of Adventurer’s Gear now includes:

  • Adventurer’s Pick (this also now swings faster and hits a larger area)
  • Adventurer’s Axe
  • Adventurer’s Blade
  • Adventurer’s Doublet
  • Adventurer’s Boots
New equipment

In  Landmark, your choice of equipment is what determines what abilities  you can use during combat. This allows you to try a wide variety of  combat styles, and mix and match equipment to customize your fighting  abilities to suit exactly what you want! Armor, weapons, and equipment  use a synergistic key word system which allows items with matching key  words to enhance each other’s effectiveness.

Four new weapons that are lootable and craftable. They are:

  • Crescent-Bladed Broadsword  (Two Handed Sword) – The wielder of this lightning blade can charge up  large amounts of energy and release it into devastating attacks. Allies  can gather around to benefit from the excess energy given off. This  weapon is slow, but powerful and heals the energy of nearby allies. The  play style is a lumbering damage dealer, similar to a barbarian.
  • Obsidian Daggers  (Double Daggers) - The wielder of this pair of affliction daggers can  perform quick attacks while darting around the battlefield and leaving  poison in your wake. This weapon focuses on movement and damage over  time effects. The play style is a quick assassin, similar to a rogue.
  • Darksteel Sword and Shield  (Sword and Shield) – The wielder of this shadow sword and shield can  channel and bend the shadows to become a defensive powerhouse. This  weapon focuses on being defensive and protecting allies. The play style  is a dark tank, similar to a shadow knight.
  • Lucent Wand  (Wand) – The wielder of this radiance wand focuses light into powerful  beams to uplift and inspire allies. This weapon focuses on enhancing  allies and protecting them from range. This play style is similar to a  priest.
  • The selection of craftable and lootable armor  is expanding greatly! Over 20 new choices of armor have been added,  including four specifically aligned with with key words for additional  bonus effects when combined with matching key word weapons or  accessories. Choose the armor that fits your playstyle and your look!

  • A  selection of new accessories are also craftable and lootable. They  include accessories themed to enhance abilities with the lightning,  radiance, affliction, and shadow themes.

  • Note that  there have been some changes to harvesting equipment also, including the  replacement of Relics, all new picks, and a new sickle progression –  see the harvesting section below (redistribution of voxel materials) for  more details.
Key words system

Key  words on equipment are represented as icons and colored text. Combining  equipment that has the same key word can provide a bonus to abilities  based on that key word. For example:

In  the case of abilities, the background of the tooltip will be the color  of the key word(s) of that ability. The list of key word types is as  follows:

Collectible Recipes

  • Only  a few of the recipes for the new items will be known to crafters when  the servers come up. Most of the recipes must be found from chests or  looted from monsters. If you want craft all the new items, head into the  caves and explore!

The  portal spire on each island is expanding into a full leyline network,  which will include additional teleport points both above and below  ground for ease of transport. The transport UI is also being upgraded to  include more useful information such as which type of environments are  found on which island. Each subterranean layer will have a hub that  explorers will be able to travel to, but additional leyline points will  need to be discovered before they can be traveled to.

  • The  Portal Shard item has been changed. It will now allow the user to  teleport to the surface portal spire on a 10 minute cooldown. It is  still consumable and can be crafted.
  • The Stone of Recall has  been added to the game. The stone is a permanent, non-consumable item  that will allow you to teleport to the surface portal spire of your  current island as well as to any claims you own. There is a 30 minute  cool-down between uses. The stone will be included in the starting  inventory of every newly created player. Those with older characters can  acquire a stone by visiting the resupply chest at any portal spire.
  • In  addition, when digging between caves you will now find that pulverizers  now dig through terrain faster and have a larger destruction radius.
  • Powered Pulverizers and the Calibrated Rockgrinder now have a faster dig speed when compared to the basic Mechanized Pulverizer.

With  the addition of NPC monsters to the world, the chances that adventurers  will experience death has increased! If you die on the surface you will  return to the hub. If you die below the first layer you will revive in  one of the graveyards which are scattered around the underground layers.

When  a player dies in the wilds of Landmark they now have the option to  revive themselves at the spot that they died. However, to do this the  player needs to spend a Spirit Anchor. Spirit Anchors can be crafted at  any workshop.

check out lots of more changes here...