Sprocket

Sprocket

184 ratings
Autoloaders & Traction
By Sandst4rm
This guide will explain all you need to know about blueprint editing, as well as show you the stats for the best current gun possible.
I will try to update the gun stats as often as the updates role out.
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VEHICLE SAVE DISCREPANCY
If you have a vehicle that was working the last time you were playing; That now shows the turret as overfilled then It is most likely due to this bug.

To fix this all you need to do is reload the vehicle blueprint It should show the correct size or total vehicle weight. This solution also works for the tiny sprocket bug, where your tank suddenly has the minimum size sprocket upon spawn.
AUTOLOADERS & CREW EDITING
So your loader is a lazy bastard, your driver is granny shiftin and not double clutchin, your commander is an idiot and your gunner has a skill issue.
Of course right now you can't get an autoloader so we are just pretending that 3.0m loader space is an autoloader.

This section of the guide will explain, in detail, how to boost any stat controlled by the crew.
You can go as mad as you want with this, but only until your tank is full... or turn on cheats and just hire 69,420 loaders to load your 999mm howitzer in a nanosecond.


DIRECTORY FOR .BLUEPRINT FILES
By default the storage location is as follows:
C:\Users\your username\Documents\My Games\Sprocket\Factions\your faction name\Blueprints

.BLUEPRINT FILE STRING KEYS (IN ORDER)

HUL = Hull data: Name, Armour thickness (500mm MAX), Shape, Size and Angle data.
TRT = Turret data: Name, Armour thickness (500mm MAX), Shape, Size, Bus (ring) and Angle data.
SS = ??? No idea what this is for.
TRK = Track data: Name, Thickness, Width, Section length, (Width/Spacing/Axle Spacing/Diameter/Interleave Spacing) For roadwheels, idler and return rollers, Suspension rest angle, Torsion bar length/diameter & Dampening amount.
ENG = Engine data: Name, Displacement, Amount of cylinders, Gear up-shift RPM, Gear down-shift RPM, Idle RPM & Torque Coefficient (Uneditable).
TSN = Transmission data: Name & Gear ratios only. You cannot push the amount of speeds over the in game scenario limit. (WW1=3 speeds max)
FLT = Fuel tank data: Name & Amount of litres/gallons
FDR = Auto-generated Fenders data: Name, Height, Width, Section length & Offset F+R.
GMT = Gun mount data: Name, Torque (Uneditable) & Max angles Uneditable).
CNN = Cannon data: Name, Shell length, Caliber, Start+End thickness for base, Start+End thickness for barrel, Base length & Barrel length.
AMO = Ammunition data: Amount of ammo in each rack (Hull+Turret), AP or APHE shell type, Shell length (derived from breech shell length) & Diameter (Derived from caliber).
CRW = Crew data: Name, Crew roles, Allocated space & Position (SID: 1=turret 0=hull)
PTJ = Paint job data: Name, Colourmap, Scale, Roughness, Metallic, Hue, Saturation & Brightness.

CREWMEMBER KEY IMAGE

CRW Is the target string for the autoloader edits.
The space ratio to m ratio is 1:1.
This means if you have a turret with 7.00 space used and 9.63 space remaining; (7.00/9.63)
you will only be able to increase the turret crews space up to 2.63m if they are all already at 1.00m.
It's up to you if you go with 1.00m+2.63m Commander space or divide it differently.

VERSION FOR BOOSTING

This information is based on a game version that used a different loader mechanic to the current build. Autoloading may no longer work.

LOADER BOOSTING
Editing your loader's space will boost only the reload of your cannon.

COMMANDER BOOSTING
Editing your Commander's space will boost every member or the tank but only take up space for the increased commander as he is tied directly to crew efficiency.

2.0m Commander space = 200% efficiency = 200% all crew efficiency.

GUNNER BOOSTING
Editing your Gunner's space will increase turret movement on all fronts. Elevation rate / Azimuth rate / Turret ring rotation rate.

DRIVER BOOSTING
Editing your Driver's space will increase gear shifting speed.

RADIOMAN BOOSTING
Editing your Radioman's space will increase AI control or something it's pretty useless tbf.
TRACTION AND SPEED
POSSIBLY CHANGED IN UPDATES SINCE

Are you suffering from the issue of having your brand new tank destroyer suddenly lose grip, sending you completely side on to several enemy tanks, therefor getting you instantly domed?

This section of the guide will cover how to increase tank traction and talk about speed.
My current theory regarding the way the game calculates movement is as follows:

Roadwheels are the part of the track that exerts movement force and grip on the terrain, not the caterpillar belt. The sprocket is a send only unit, deriving it's speed from the gearbox and only sending data to the roadwheels and tracks, not receiving any data from them.
The sprocket turns independently of the track and is not tied to the breaking of said track, purely decorative.
Roadwheels are set to ON as long as the trackbelt is set to ON. The tank stops sending power to that certain side of roadwheels that got hit by a shell, as soon as the track belt if set to OFF by said shell. I believe it also disables the torsion bars in some way that allows the roadwheels to then bend over and fold sideways.
Since roadwheels are the only piece of the tank that actually provides traction, having more wheels or thicker wheels will make the tank gain grip. The latest update as of now says in the changelog that "heavier wheels now provide more traction and lighter wheels allow a higher top speed" However adding more wheels or having wider roadwheels makes them inherently heavier. So not really a big change there apart from nerfing the sh*t out of all our tank speeds.

Since the tracks are unable to provide traction, the tank cannot grip trench edge and will always get stuck unless you hit it at about 20kmh or have lots of wheels close together.

Currently the roadwheels being thicker still seems to increase top speed rather than what the changelog would have you believe. you can test for yourself if your tank goes faster with thinner or thicker roadwheels.



TRK will be the string we focus on here.

INCREASING TRACTION - IN GAME
If you don't have time to or just don't trust yourself to edit your tank's .blueprint file, then this area will give you some advice on simple, in game ways of boosting traction.
There are 2 main methods or increasing traction in the current version.
Method 1 is to turn on interleaved roadwheels and set the interleave overlap to the maximum value.
This gets you around 50% more wheels than the standard setup.
Method 2 is to turn your roadwheel width up to the maximum setting, greatly increasing grip.
There may be a grip increase depending on the amount of wheels per axle but I have not noticed one in my testing.

INCREASING TRACTION - BLUEPRINT EDITING
Increasing tranction via blueprint editing follows the same 2 basic methods, it just involves pushing things beyond the limits set in game.
Using blueprint editing to push past the interleave limit is not a very smart idea but you can try if you please.
Using blueprint editing to increase the width of roadwheels is what we want to do here.
We will now cover how to do this, step by step.

Step 1:
Set your in game roadwheel width to a very distinct amount (such as 0.17m) by clicking directly on the measurement area. This will allow you to find it when we enter the editing phase.

Step 2:
Save your current tank blueprint and open up file explorer. We will now change the roadwheels to be 0.55m wide, 0.25m past the in game limit.

Step 3:
We will be changing the roadwheel width on the tank highlighted in orange (CE-20T Test)

Step 4:
The width for roadwheels is either located right at the start of the TRK string or right at the far right-hand edge of the notepad.


Here we can see the current width of our roadwheels which is 0.17m.
We will now replace this weak dog number with the big boy number we said above (0.55m) and save over the file.


Step 5:
Load the tank file in game (2-3 times if you get the wrong weight/internal space)
You should now have 0.55m roadwheels.



BEFORE EDIT



AFTER EDIT


WHEELED VEHICLES
CURRENTLY FOR AESTHETICS ONLY - TANK WILL BARELY MOVE WITH A 0.001 WIDE TRACK

This section of the guide will focus on how to give the illusion of having a wheeled vehicle.
Currently my main large wheeled vehicles are severely broken and go ~5kmh thanks to the last update. I am working on a fix as of right now but I'm not sure i can fix it.

WHEELS VIA .BLUEPRINT EDITING
TRK will be the string we focus on here.
Here we will cover, step by step, how to get rid of that pest of a caterpillar belt.

Step 1:
So you've created a tank with the track set as tiny as possible, but you can still see it quite distinctly?
No worries mate we'll have that sorted for you easy as.
As we can see this disgusting little parasite track belt will not gtfo.

Step 2:
We will start the edit by saving the current tank and opening up the blueprints folder in file explorer, just like we did in track editing.

Step 3:
Once we are into the .blueprint file, we will move right the very end of the track string. This is where the belt data is stored.

Step 4:
We are going to want the belt to **** off. So lets make the belt width and link height 0.001 and save the file.

Step 5:
Load the tank file in game (2-3 times if you get the wrong weight/internal space).
Now we got wheels baby.
ERA/F & HOW TO GET IT
Functional ERA
ERA(f) can currently be used to entirely destroy an incoming enemy shell, no matter what size or pen. ERA(f) is a method of placing a large amount of minimum size external fuel tanks across your vehicle. Currently, 1 fuel tank (1 ERA block) can absorb 1 entire shell before it is spent up (blows off)
If you want a cleaner aesthetic you can place a riveted plate or crew utility plate directly onto the fuel tank to cover it.

PATCHED IN LATEST BUILD :(
BUILDING HACKS
Here i will show you an annotation of one of my LM11D Caracal II MBTs



As we can see I've used quite a few building hacks to achieve the look of this tank.
I will explain how to build all of these briefly in the following section but I don't have the energy to make entire sections on just this stuff.

DUAL .50 CAL TURRET
This dual .50 cal turret is composed of a trench crossing tail, 2 .50 cal guns and 2 utility plates.
All of these can be found in the crew tab.

TURRET THERMAL OPTICS
These optics are composed of a bunch of utility plates and 2 turret roof vents, built by placing them on top of external fuel tanks and trench tails, that can be removed after the building is done. This is high effort and requires some time to learn. I'de only just started doing this 8 hours before i built this tank.

SMOKE LAUNCHERS
These are a bunch of minimum size external fuel tanks placed on an angle.

CUSTOM TURRET REAR & RAISED ENGINE DECK
This custom turret rear and engine deck took a total of ~3 hours to complete and uses a plethora of different pieces, placed extremely precisely on top of fuel tanks and trench tails.

ROUNDED TURRET BONUS
My second usage of angled utility plates on top of trench tails. This was made using precise turret size changes every time i wanted the next angle in the curve, as well as alot of effort.
BEST CURRENT CANNON
The current most penetrating cannon you can make; (without file editing)
Is a 250mm / 1200mm shells / 10 barrel segments at 1.00m long

45 Comments
Drabuna 31 Jul, 2024 @ 7:35am 
could anyone please tell me how to edit the crew in the new format style or whatever its called?
CE480 26 Jun, 2024 @ 5:18am 
cool, thanks!
Sandst4rm  [author] 26 Jun, 2024 @ 4:23am 
Yeah for sure bro I haven't played the game in ages so would be good to keep new players in the loop with a fresh guide
CE480 23 Jun, 2024 @ 11:02pm 
Do I have permission to use these building hacks in my guide specifically to cosmetic building ideas (so far)? You will get 100% credit for the building ideas. It's ok if you refuse :steamthumbsup:
p0intbr3ak3r 15 Oct, 2023 @ 4:55pm 
Crew format was patched, I gave it 312 and it still has 29 seconds of reload on a 180
Ωπ⊇ NG6Heavy Weapons Mann 9 Sep, 2023 @ 10:04am 
the (not Thhe sorry)
Ωπ⊇ NG6Heavy Weapons Mann 9 Sep, 2023 @ 10:04am 
and don´t ask how or why i have just pulled thhe slider up and down and started getting Absurd Penetration
Ωπ⊇ NG6Heavy Weapons Mann 9 Sep, 2023 @ 10:02am 
i ve had some absurd penetration like 525.7 mm and that WITHOUT edting the files cuz i din´t even know that it was a option
5 Stars 20 Jul, 2023 @ 11:55pm 
Crew stuff can still be edited, the format just changed
ZoeyKL 26 Jun, 2023 @ 6:20am 
crew format was patched