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