Image 1 — Battalion scale attack uphill (+ flares being used for communication)
Image 2 — Battalion scale attack uphill (+ flares being used for communication)

Battalion scale attack uphill (+ flares being used for communication)

3 companies of not-1904-russian infantry carry out an assault against a defending company of not-1904-japanese infantrymen, up a hill in Lead Simulacrum

(i hope im not breaking the self promo rules. i've opened a new subreddit specifically for this game so i dont have to keep spamming r/computerwargames anymore - r/LeadSimulacrum)

u/SnooDingos2433 — 9 days ago

Lead Simulacrum Showcase #4! Uniforms, Map redo, and firearm polish!

Hi r/computerwargames!

I've released a new video on Lead Simulacrum (previously known as "Vindex") - showing the Infantry combat system in the form of pitting one company against another;

https://youtu.be/q6qGkld_4XA?si=qtyHvihZ4v_yQC0o

On top of that, i've made some further progress with the game's firearm designer, map generator, and a brand new uniform designer, shown in the screenshots! Near the end you can also see some amazing examples of firearms designed by the community!

For those who aren't aware, Lead simulacrum is an open-ended, somewhat-realistic engineering/combat sandbox game where the player has complete freedom to create their own cartridges, propellants, grenades, firearms, loadouts, squad/platoon/company compositions, and field them on procedural 2.5km^2 to 5km^2 maps to see how they perform.

The Uniform designer is still an in-dev tool! However, i do soon plan to get this out ASAP, along with, much later down the line;
- Material penetration solver/sim
- Artillery designers
- Vehicle designers (and engine designers!)
- Battalion to Division sized composition designers (including their logistics!)
- Procedural 1-button "skirmish" modes and campaigns, similar to Graviteam Tactics.

The game has been renamed, as you can evidently see, in an attempt to further distinguish the game from Rixas - another excellent game that is also extremely in depth with firearm and unit design. Some changes have also been made to UI, especially the map, to make it feel less of a Rixas fork. (The eagle eyed among us may notice that there are striking similarities in LeadSim's map to Graviteam Tactics' maps!)

A free, public version is out on itch, here;
https://sudna08.itch.io/vindex-public-early-access-01

Also, my discord server, where you can keep up to date with the game, and also get first access to the game;
https://discord.gg/mky2zhCAJk

Thank you for your attention, have a great week :3

u/SnooDingos2433 — 19 days ago

Vindex Showcase #3! TOEs, Internal ballistics, and Platoon communications!

Hello!

This showcase presents you a few new major features for Vindex, as seen per the images;

- A TOE visualiser from the squad to the company scale, showing heirachy of command with icons as will as with individual firearms to show the scale of such units (soon to include support weapons, vehicles, and communication equipment graphics, all the way up to the battalion scale)

- Squad-to-platoon (and back) communication (image 5) - this one was pretty tough. Squad leaders no longer magically relay contact info to their HQ based on suppression and distance - now, communications is hard coded, physical information, a squad *must* be in LOS range of their HQ if communicating with signal flags, or within audible range of whistles (if they have them), OR send runners (as seen marked with triangles) to physically deliver the message.
A few examples of current physical communication orders would be "halt, bound (n) meters, follow (xyz)"

- Internal ballistics simulation for bolt action and blowback guns, including things such as bolt mass, velocity, chamber pressure, pressure along the barrel, twist rate, all of which then feed into an external ballistics simulation. (Not shown, but a blast-fragment model has also been created, very useful for grenades and HE shells)

- A propellant designer, with a few composition presets and options to change geometry, which then feeds into the cartridge designer.

- A stockpile/crate designer, very basic for now with no combat use yet. Intended goal is to allow these to help simulate prolonged engagements without troops running completely dry, as well as to serve as interesting objective markers.

Everything being changeable by the player, of course

For those who may be asking, what even IS Vindex?

Vindex aims to be a realistic sandbox wargame/simulator heavily inspired by Rixas, where the player can design their entire force from scratch - from the cartridge to the armoured vehicle (and to an extent, even the engine!), organise them, and watch them fight in procedurally generated campaigns (or the pre-made scenarios. or in player-created scenarios). The game currently features an early 1900s tech level, with the intentions of going back to 1850s muzzle loaders and black powder cannons, all the way up to the 1980s.

The game is very close to reaching it's first testing release state - which will be over on Itch.
In the meanwhile, you could join the Discord server to stay updated on the game;

EDIT: Correct server link again (oops)

https://discord.gg/HkcMwZ4gRs

Once more, thank you for your attention :3

u/SnooDingos2433 — 1 month ago

Urban combat in 12th Century Miezdema + Gun editor sneak-peak (Vindex!)

A close quarters slaughter ensues as the well-equipped Cicelian Colonial Forces annihilate a platoon of Miezeman Militia fighters, using their new skeleton SMGs and LMGs

Circle with line indicates a squad leader/NCO
Divide symbol indicates an LMG operator
Inverse T indicates a rifleman/infantryman
Grey circles represent smoke grenades

As you can see in the image, i've modelled a (basic) injury system based on ballistics and hit location; injuries are determined from bullet impact angle, impact energy, and velocity, resulting in wounds that can cause the victim blood loss, loss of conciousness, or death from shock :O
Troops with medical kits (it's contents you can ALSO change - scissors, torniquets, etc.) can attempt to slow a wound or completely patch one up if possible.

This is only a small proof of concept so far, Vindex is no where near completion. I still have firearm internal ballistics, accurate material penetration simulation, and the biggest one; vehicles, to add in to the game.

X--------------------------------------------------------X
What is Vindex?

Vindex is a sandboxy, procedural heavy combat simulation game. The player designs their forces' equipment from the cartridge (bullet material, propellant mass per cartridge), the rifle, all the way up to battalion formations and organisations (including individual infantryman loadouts, squad/platoon/company designers), with weapons using a semi-realistic ballistics/projectile system for combat - the plan is to have up to 5000 live, simulated soldiers AS WELL as all their live projectiles on a large persistent map, all part of a larger operational map/campaign.

C2 is also modelled, from the individual soldier communicating to the squad leader, to the squad leader communicating to the platoon leader, and so on. A unit's communication capabilities heavily depends on what the player assigns them when making them - whistles, signal flags, radios all act differently (info loss, comms range, info overload, etc).

On top of that is the individual AI - i placed a rlly big emphasis on this as a lot of games fail to depict infantry combat. Troops prioritise self preservation over being a killing machine, assaults stall as troops scatter into drainages and pits, huddle behind buildings or in dense shrub, disperse, and essentially become invisible (replicating the "empty battlefield" effect seen in most combat reports).

Much later down the line i've planned on a full procedural campaign layer, the player can click a button and fight an operational level campaign with persistent formations, and a completely random enemy formation with their own doctrine, equipment, force comp, naming conventions, and so on.

For more info/updates on the game, join the discord, its the place where you can receive access to early and playtesting versions of the game asap;

https://discord.gg/HkcMwZ4gRs

as always, thanks for ur time :3

u/SnooDingos2433 — 2 months ago

Miezdeman territorial unit repel a Cicelian Colonial Force raid, circa 993 (Vindex)

a first glimpse into Vindex's combat layer!
as seen in the images:

- squad->platoon relationships

- individual soldier simulation, every soldier's ammunition, suppression, stance, and individual position is calculated (runs at a smooth 60fps with ~300 active troops fighting)

- squad and platoon level tactical AI - squads on the assault will sprint and go prone as they reach their target, trying to use nearby depressions and cover

- basic firearm ballistics (tracjectory, ke @ distances)

- basic injury system (randomised hit location, light wounding/incapacitated system)

currently the game only supports bolt action and semi-auto rifles - heavier weapons are to come soon!
if you'd like to follow the project closer, join the discord;
https://discord.gg/HkcMwZ4gRs

u/SnooDingos2433 — 2 months ago

Vindex (Formerly Untitled Map Sim) Showcase 2!

Hi everyone! You might (most likely not) remember me from my previous post - Untitled Map Sim, a quasi-realistic wargame focused on equipment design, unit composition, and realistic battalion-regimental level combat mechanics.

Im back after a few months to show off a second showcase of the game, retitled to Vindex

What *is* Vindex?

- Vindex aims to be a realistic sandbox wargame where the player can design their entire force from scratch - from the cartridge to the armoured vehicle (and to an extent, even the engine!), organise them, and watch them fight in procedurally generated campaigns (or the pre-made scenarios. or in player-created scenarios.)

- The current designers for equipment include; Firearms (bolt and semi-auto gas operated), Grenades, Cartidges and Shells, Magazines, and very basic vehicle cannons. On top of this is an armoured vehicle designer which is currently limited to tank-only layouts.

-The game also includes a completely procedural equipment generator, if you don't feel like hassling over receiver lengths or trigger types, you can hit a generate button which generates a piece of equipment for you, with a unique random naming system.

- Firearms have simulated ballistics - the muzzle velocity of a rifle is decided by chamber pressure, propellant percentage by mass, barrel length, and so on. Velocity drops as the bullet flies. Grenades produce airborne fragments based on their explosive charge and fragmentation type. Every piece of equipment has its own weight.

-A completely procedural map generator, allowing maps of 2.5x2.5km and 5x5km, with organic roads, settlements, shrublands, elevation and forestry. Also with a built in drawing/planning tool. Every town receives a unique name, too. Tools such as elevation heatmaps and rulers also exist.

What is planned for the game?

-The soonest thing to come is the combat layer. Admittedly, there... is no combat layer, beyond creating and testing your equipment within their editors. I have this part figured out for the most part, it just needs to actually be implemented. The combat would be a nice mix of Graviteam Combat's and Command Ops 2's . Things like windage, a soldier's fatigue and morale level, unit cohesion and spotting will all matter as much as the actual guns being fired.

-The procedural campaign. I plan for the game to have procedural flags by nation, doctrine by nation, and large 50x50km strategic/operational maps, similar to that of Graviteam Tactics.

-More designers. Things like SMGs, LMGs, and such have not been modelled yet. Since every firearm's internals are modelled and also changeable by the player, adding these require substantial effort, but will be done. Additionally, designers for webbing, headwear, uniforms, and other utility such as smoke grenades or rifle grenades.

If you do want to stay up to date with the game's development and eventual release(s), join the discord;

https://discord.gg/HkcMwZ4gRs

Thank you for your time and have a gud day ; )

u/SnooDingos2433 — 3 months ago

Untitled Map Sim - a quasi-"realistic" sandbox wargame

Untitled Map Sim (yes.. that is the name for now) is a little personal project i've been working in, heavily inspired by another wargame called Rixas (also on this sub), the Arma 3 tactical map, and Armoured Brigade.

(Here is a video showcase)

https://youtu.be/-fPQw9Z6dXM?si=VK6ZssbkjfrlEEl5

What does UMS feature (as of now)?

-Completely procedural 25x25km map, complete with true scale forests, urban settlements, roads, and dense shrubs.

-A very barebones infantryman loadout creator, squad creator, and platoon creator

-Simulated communication and spotting; contacts can be lost, mis-identified, and re-acquired - squads that make contact can relay that info to nearby friendlies

-Dynamic squad AI; troops may choose to fire slower when low on ammo, go prone and crawl when under fire, and break and rout when heavily suppressed

-Realistic muzzle velocities and engagement distances for all weapons

-Granular tracking of each soldier's ammo, suppression, aim time, stance

Currently, the game is honestly nothing that special. But later on, i do intend on adding more advanced equipment, such as binoculars, communication tools, a very simple weapons, vehicle, and uniform designer, and a battalion designer.

The project is constantly updated over on my discord;

https://discord.gg/7DQCqWvQT

Thanks for checking it out ;)

u/SnooDingos2433 — 4 months ago
▲ 37 r/PsychoPatrolR+2 crossposts

Untitled Terminal Shooter - my roguelite based off of CS and PPR11!!!1

Hi!

In short, the game was inspired by most of VK's works as well as combat footage off of liveleak. Its an almsot entirely procgen rougelite game - names, missions, layouts, factions, locations are all procedurally generated. Bullets travel at realistic muzzle velocities, all shots are lethal.

its over on itch
https://sudna08.itch.io/untitled-terminal-shooter

u/SnooDingos2433 — 5 months ago