Sprocket

Sprocket

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Building tips for all eras of war.
By CE480
Hey you! yes YOU! Do you want a guide to build cosmetic ideas, but also to win scenarios and have realistic performing tanks? Then click this! It comes with loads of cosmetic designs, functional designs, and detailed inspirations. So what are you waiting for?
   
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Introduction
Hi, I see you've clicked on this guide to building tanks in almost all ways. I hope you like this guide for it's abilities and have really good looking and performing tanks.

Although it's recommended to view from top-to-bottom, you can skip to any section in this guide since it doesn't really matter, as long as you learn from it it'll be fine. If lost, the table of descriptions is there to guide you, as well as the sections listed as the bottom-right widgets.

Feel free to take as much inspiration as you can from the tanks displayed in this guide, it's there to look at.

NOTE:

The functional part of this guide is currently of making, and I'm focusing on the cosmetic stuff first. The functional part will take a while to get started on, so don't get your hopes up.

Also, I'm sorry but so far only the WWI era is here. I'm trying to refine it all the way before I get to other eras.

Very useful to know:

So the time periods in this game are not very specific, and I as someone who just plopped himself in the middle of the game, didn't understand what Interwar, Earlywar, ect meant.

Now that I've learnt a bit more, as we all do, I now know that Interwar, Earlywar, Midwar and Latewar are all stages of World War II, hence the separation between WWI and the rest of in-game eras.


This guide is in it's possibly earliest stages in life, I swear I will NOT abandon this guide, no matter what. Even if it doesn't receive updates, I'm still working on it. Enjoy
Table of Descriptions
Just in case you get lost, or need to find a specific thing, the table of descriptions is here to help you! It provides short summaries on each (sub-)section.

Section
Sub-section
Description
Overall Modelling And Creativity, And Convenience.
Try to model things when possible
Speaks about how much more creative and flexible it is to model everything instead of using the in-game stuff.
Overall Modelling And Creativity, And Convenience.
Keep presets of your most used models
Describes how much easier it is to base off of pre-built models, and even provides a downloadable file.
Styles And Philosophy
none
Briefly talks about how it's good to keep a certain style to building tanks when making fictional countries.
World War I & Interwar (WWI style)
Rivets
Talks about how and where you might want to put rivets, as well as some techniques for enhancing the looks of a riveted tank.
World War I & Interwar (WWI style)
Wheels and treads
Suggests the general idea for choosing your tread-related looks.
World War I & Interwar (WWI style)
Careful considerations
Continues on the modelling aspect of things, how it's so much better to model your unimaginative side skirts and cupolas.
Interwar (WWII style) & the rest of WWII
Coming soon!
Coming soon!
Cosmetic designs
The sections below are all about the design to cosmetics and realistic things that would be on a real tank. Like smoke detonators, since this game doesn't have them (because there are no missiles to target you).

P.S. the reason I have introductions upon introductions is because I want the guide index to be ordered. The guide index is the bottom-most widget on the right, labelling all the sections of this guide. Later, when this guide has reached a higher level of development, it'll include some functional tips to optimise some of the littler things.
Overall Modelling And Creativity, And Convenience.
This section includes everything for enhancing Overall Modelling And Creativity, and convenience.

Try to model things when possible

I want you to look at this tank photo and see what you think of it. (I'm missing a decal, don't make much of it.)




Now, I want you to look at this one, involving modelled fenders.




Notice how the modelled one has that little more creativity to it instead of simply putting on some of the only preset fenders the game supplies you with? It also works better with the rivets, as the preset fenders' rivets pop out too much (at least in my opinion), while the modelled ones match the tank nicely.

(credits to @DontMindMelmJustANoob for the above tank.)

Let me show you another example. Take this soon-to-be drivers compartment:

(pict)

I want to make this so that the driver inside has a little hatch to get out and in to. Now, one way is to simply do this:

(pict)

But, If I want a little more to it, This is not the way. Instead, I might do It like this:

(pict)


This way is not only more stylish, but is also flexible. If I wanted to make it wider, I just scale some points outwards (because symmetry doesn't work here, as it's not on the centre of this current example tank). If I wanted it a little more forward, I just move it down and outward slightly so that it blends nicely.

(pict)



Things like this will drastically increase your tank designing. Look at these 2 tanks down here (no camo so you can see better). One, the top ones, I made a while back and just look... lazy. And the ones on the bottom that I made so recently is the improved version.

Top:

Bottom:
The bottom just looks so much more refined.

Keep presets of your most used models

Keeping presets of your most used models will decrease the time taken to build your tank, or your tank's accessories, by a lot. Here is a table, technically a list, of my most recommended models to keep at hand:
Order
Name
Use
1
Cylinder, flat side up
This shape is used almost EVERYWHERE. From turrets to cupolas and hatches and even mantlets, this is a must.
2
Cylinder, round side up
Especially helpful in rounded mantlet plates, or mantlet bases themselves, it'll save you plenty of time without having to do it yourself, and create the perfect rotation angles.
3
Dome
Often you will need to create a sort of dome, whether for a turret, hatch, it's always useful.
4
Fender start
Literally just a plate except that it's modelled for the fender you use the most. For example, if you use rounded fenders, then keep that as your start. If you use simple and boxy fenders more, keep that as your start. Or keep both!
5
Cage start
Very very helpful if you want to create slat armour, usually on modern tanks, and can also create vents. It saves you lots of time. It's also good to have 2 variants, 1 face and 2 faces.
6
Smoke launcher start
Good if you want to create smaller things that don't need as much detail, because there's slightly less geometry, so it's easier to manipulate. Can also be used for other things.
7
And most importantly...
Your own stuff! Having the models you use most frequently will save your time the most.
Styles And Philosophy
Style and philosophy is very, very important if you create some sort of fictional tank-making country. For example, German tanks were usually heavy, over-engineered, and often had vertical armour, and Soviet tanks were simple, rugged, and mass-produced. Alternatively, you don't have to do this, this is for specific types of designs you want to follow, but it's good to get with the program if you do.

I usually categorise the "styles" into WWI, early-WWII, and late-WWII. This makes for good separation without making too much types. Let's look at the German line as an example, simplified for better shape viewing.

For WWI, I would say they were British- and French-inspired, and were not very mass-produced. A problem they wouldn't learn from :(.


A7V, the only German-produced tanks in WWI.

As far as early-WWII goes, they tend to have this specific sort of design, too specific to explain right now. But here is the general thing.



Panzerkampfwagen IV medium tank (top), and the Ausf. H version (bottom).

Later in WWII, they lean on more heavies and super-heavies. These often had rounded turrets and vertical armour.





Panzerkampfwagen VI Ausf. H1 Tiger (top), also known as the Tiger 131, and a Tiger E (middle), and super-heavy Maus (bottom), meaning "mouse" in German.

Now, this doesn't mean the German heavies are strictly for late-WWII, but I ordered it that way because it seemed logical.
World War I & Interwar (WWI style)
This section is all about the WWI and Interwar design of cosmetics on tanks.

Rivets

On your tanks, you want rivets, because welding is not a thing here. Rivets are what's used dominantly in this period(s) to attach metal plates together.

Here I've got a MK.X here as a perfect example, and notice where it's covered in rivets in these photos here \/



Where the connection is theoretically "weak", add rivets. For example, most tanks here have rivets everywhere, but where faces are big, like on this Panzerkampfwagon 22C below, it splits it into 2 so it can be better structured.



If your tank has rounded edges, then there are a few tricks you could do.
1. Don't rivet it, best when there are already rivets near it's edges.
2. Only rivet the edges, best when it transitions into a rounded edge.
3. Split it, good with any riveting technique. You can split this into 2 if you like.


Photo: A custom 1939 tank, featuring rivets on the back, front, sides and top of the hull and turret.


Photo: A modified Model 1, featuring a vertically rounded turret split with rivets on the back, also vertically.

But simply riveting is sometimes not enough detail. You want more detail without over-cluttering it all. Your solution? Rivets on panels!:



Here, I've pointed 3 arrows to the panels are most obvious. Where the right arrows point, the rivets are on metal brackets (edge and corner reinforcers), and where the left arrow points the rivets are in a sort of ditch, with a second line of rivets adjacent to it.



On the Renault FT above, the rivets are simply on a plate, copied straight from the faces below.

This gets that extra riveting feel we want, especially on tanks including bolted plates... because that's what riveting is.

And if you want, you can go all-out and create a frame, since riveted panels, especially in WWI, were connected to an inner skeleton. Although it can be tedious, it can also be easier if you only want to modify one plate and still keep the rest of the geometry clean.
(You don't have to listen to the above, it's just a very laborious suggestion.)


Wheels and treads

When choosing wheels and other mobile-related things you want to apply these rules:

1. Always equip the Mark IV or Big Cat Track Segment, it's in ALL Interwar and WWI tank
designs in Sprocket. The Big Cat, in spite of the name, is the track segment used on German big cats (panthers, tigers, ect.) so I don't actually know why it's included, since the Mark IV segment is historically used everywhere.

2. The length of track segments are typically long with WWI tanks, and kinda short with WWII
ones. As long as it stops you from having the problem in figure 3, then you're good to go.

3. Always have return rollers, every tank in these eras have some.

4. Usually, it's either the default return roller wheel or the T-34 roadwheel as the roadwheels (and
typically the idler). Again, the T-34 roadwheel is a WWII thing just like the Big Cat track segment,
but there's nothing from stopping you having it.

5. You can use any sprocket since, in WWI, they were hidden and when they did show, take the
Renault FT as an example, they were just plain discs with teeth.


figure 1

figure 2


figure 3, The tracks are too long in the left tank. But you can never be too short on the right tank (Tiger). Unless it looks bad.


Careful considerations

Since the invention of side skirts (sometimes called spaced armour for a more broad definition https://en.wikipedia.org/wiki/Spaced_armour ) it is vital for most modern tanks to have something protecting there sides from incoming shells. However, we, right now, are in the WWI/Interwar period of tanks and are going to build track armour or side skirts. Either one works.

Generally, it's good to model your side skirts/spaced armour and commander cupolas, as mentioned before, but this time I'll get more specific; the tanks below feature the in-game riveted panels and cupolas, from the game itself:



Now, these might seem fine, but after a while they can get repetitive, unimaginative, or just predictable. Modelling them will help not only remove the just then listed, but make them more realistic compared to the current era.

For example, let's start on the side skirts. The realistic sense is that they don't let the wheels show, since they didn't actually need to let them show, because of lack of suspension.




Also, you can make modelled side skirts fit your tread's shape so much easier and smoother, which matches the hidden wheels vibe.

For cupolas, it's just good to not use the preset ones. I can't really give you much else. In WWI they were kind of simple, and only the Renault-FT cupola is WWI-ish enough to go on your tank. Which makes it repetitive in that way.
Interwar (WWII style) & the rest of WWII
Other/Miscellaneous
Section for the not-entirely-useful-but-still-adds-features stuff, as well as things that don't fit anywhere else.


Openable hatches (in the editor):
Openable hatches aren't actually possible while fighting, and only in the editor. But let me tell you how anyway:

1 - Model your hatch.
As the above, I've got a hatch modelled right here, ready to transform.



Notice how the axis is in the dead centre? We need to change that.

2 - Move the model.
Now, all we need to do is move the model across, like so:


This makes the model be rotatable around the axis when you rotate it. And then move the axis back to where you want to rotate it:


Like so.

3 - Open!
Now, you can open them by rotating the axis when it's set to rotation mode.


Again, this is only possible to open inside the editor, but it definitely looks better in some cases. Repeat this around your tank and you'll never have to go into internals view ever again!



Spare wheels and return rollers:
Spare wheels:
You can use these to create extra wheels that you can put in weird orientations the game's default wheels don't allow!



Sadly, it doesn't spin, but it adds that nice cosmetic touch.

Return rollers:
Return rollers can act as a secret passageway for treads that don't have an all that realistic path, like below:



You can hide a return roller, with minimum thinness, diameter, offset, wheel per axle, spacing on axle, and mount scale, either inside wheels like this:

Or like this, where it creates a new path for the tread:

Although this third way is not recommended as it makes the treads phase through the wheels and the way the treads move aren't as smooth.

Overhanging cupolas:

You can overhang your commander cupolas, which means you sort of put it off to the side a bit kind of off the turret. This is generally wanted when you have small turret tops.


You don't really see this technique on just hulls since hulls are bigger and wider than turrets in the interwar and WWI period, but you can if you want. There is nothing from stopping you and who knows, maybe it'll look better on all your turret-less tanks.

Stray tips and tricks:
Completely random tips, too specific even to put as it's own category.

  1. Having torsion bar suspension reverse direction will not let you trench cross wide trenches for tanks under ~20km/h.
  2. I forgot 1
  3. I forgot 2
Conclusion
Thank you for listening and enjoying this guide, there will be more and there will be a better conclusion. Have a good day everyone and enjoy blasting projectiles at other moving metal blocks.

P.S, if you clicked this because you wanted tutorials on how to build and win your every scenario, I removed it because I was getting I little too widespread with this guide, so sorry! I will make another guide that concentrates on it, but for now this guide is the focus. Good luck!
(This message will "expire" on January 1st, 2026.)
10 Comments
tothemax50000 18 Jul @ 9:48pm 
wait so how do I attach turret to hull?
DontMindMeImJustANoob 7 May @ 4:48am 
Ain't no god forsaken way that actually happened.
DontMindMeImJustANoob 9 Apr @ 9:55pm 
Apparently, that's what I was thinking and what is the actual ansver. But for me it's a combination of factors: poor geometry, lack of opening hatches, details, and overall unoriginality
CE480  [author] 9 Apr @ 7:27pm 
Keine Ursache! Just a question, do you think it's poorly made because it lacks detail that would otherwise be on a WWI tank?
DontMindMeImJustANoob 9 Apr @ 3:56am 
Ah, Danke schon, i honestly didn't think that they'll actually get a chance getting here, since they are just my sorta "hobby" part of Sprocket activity (i'm the author of Poorly made Panzers and Foxhole Wardens' tanks packs)
CE480  [author] 8 Apr @ 11:28pm 
Just had a look at them and I like them because they use modelling instead of the usual extra stuff you see in crew > equipment.

It's good because it looks so smooth instead of if a textured one existed with all the equipment in replacement. (Textured because all the equipment you find in 'crew' is textured.)

I can definitely find a place for them, thank you!
CE480  [author] 8 Apr @ 11:10pm 
Oh no, sorry, I haven't had a chance to look at them. It's been a busy week. I'll look at them now.
DontMindMeImJustANoob 8 Apr @ 11:54am 
soooo, are my tanks too bad to be an example?
CE480  [author] 4 Apr @ 10:34pm 
Of course! Everyone is welcome to share designs here. If you give me files (or simply screenshots) then I can somehow include those into this guide and put some tips around it.

There's a discussion I made in case the comments section gets too full, but I doubt it will at this time. Here's it anyway: https://steamhost.cn/steamcommunity_com/app/1674170/discussions/0/4758704514232372940/
DontMindMeImJustANoob 4 Apr @ 11:08am 
Good sire, may i suggest my WWI tanks as an example for other people? I spent plenty of time working on them (made in 0.2)