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Sprocket

Sprocket is a tank-design sandbox — you build the hull, gun, engine and running gear from scratch, then drive the thing. It looks intimidating, but a working first tank only needs a handful of decisions. Here they are, tab by tab, including the survivability bits most beginners miss.

01 The big idea +

Sprocket is a physics sim, not a shooter. You move through design tabs — hull, armor, gun, crew, engine, transmission, tracks — and every choice has a real trade-off. The one rule that keeps beginners out of trouble:

Golden rule

Everything fights weight. A bigger gun, thicker armor, more ammo and a stronger engine all add mass, and mass costs speed, agility and fuel. Build the smallest tank that does the job, then grow it only where you must.

Work top-to-bottom the first few times and test-drive often — it's normal to bounce between tabs fixing what the last change broke.

02 Hull & shape +

The hull tab is where you sculpt the vehicle. Its shape sets your interior volume — the room you have for crew, engine, transmission, fuel and ammo. Too small and things won't fit; too big and you're hauling dead weight.

  • Keep the first hull modest and leave deliberate space for a crew compartment, the engine bay at the rear, and ammo down low.
  • A longer hull spreads weight over more track and helps stability; a taller hull is easier to get shot.
  • Slope the front plate from the start — it pays off the moment someone shoots at you (next section).
03 Armor & sloping +

Armor is thickness × angle, and you can't afford to be thick everywhere.

  • Thickest on the front. That's what faces the enemy; sides and rear can be much thinner to save weight.
  • Slope it. An angled plate forces a shell to travel through more metal, so sloping buys effective protection far cheaper than raw thickness. A well-sloped medium plate can shrug off shots that would punch straight through the same plate stood upright.
  • Watch the weight and centre-of-mass readouts as you go — piling armor on the turret front especially makes the tank nose-heavy.
04 The cannon +

Your main gun is defined mostly by caliber, barrel length and shell length, and they work together.

Caliber

How wide the shell is. Bigger caliber means a heavier projectile with more penetration and damage — but more weight, more recoil, and a bigger hole to armor over.

Barrel length

Longer barrels give higher muzzle velocity and accuracy. Penetration only maxes out once the shell reaches full velocity, so a big-caliber gun on a stubby barrel wastes its potential.

Shell length & propellant

Longer shells carry more propellant and mass. Tune all three together instead of maxing one slider.

Sanity check

After building the gun, make sure the elevation speed is positive. If it's negative the gun is too heavy for its mount to lift — shorten the barrel, drop caliber, or beef up the mount.

05 Gun mantlet & ammo rack +

The mantlet

Cutting a hole in the turret for the gun leaves a weak spot. The mantlet is the armored shield around that opening — in Sprocket you set it up through the context menu on the gun/attachment. Get it right and the front of your turret stops being a free penetration.

  • Size the mantlet to cover the gun's full range of motion — as the barrel elevates and the turret traverses, the opening must stay shielded.
  • Leave enough internal room for the gun to recoil and rotate, and for the loader to work — a cramped mount fights you.
  • A bigger gun needs a bigger opening, which needs a bigger (heavier) mantlet. It's part of the gun's true cost.

The ammo rack — survivability

Ammo is the deadliest thing inside your own tank. If a penetrating hit finds the ammo rack, it detonates and the tank is gone. The capacity slider (capped around 100 rounds) trades staying power for risk.

  • Store ammo low in the hull, down by the floor and away from the front plate and the most-shot side surfaces.
  • Keep rounds out of the turret where you can — turrets get hit constantly.
  • Carry enough, not maximum. More ammo means more shots between resupply but a bigger, more likely fireball. A moderate rack placed safely beats a huge rack in the line of fire.
Why your tanks "randomly" explode

Nine times out of ten it's a badly placed ammo rack catching a side or turret penetration. Move it low and central and the same tank suddenly survives hits it used to die to.

06 Turret & crew +

The crew are Commander, Gunner, Loader and Driver, and placement matters.

  • The Gunner and Loader must share the compartment with the gun — put them in the turret (or the casemate) or the gun won't work well.
  • For an early tank, build a small turret with just gunner + loader and leave the Commander in the hull. A small turret is lighter and traverses faster.
  • The Commander raises overall crew efficiency by ~50% — missing one is a big penalty, so always have one aboard.
  • Low gunner efficiency slows turret traverse, so don't bury the gunner under weight.

Want simplicity over a turret? A fixed casemate (gun built into the hull) is lighter and can carry a bigger gun, but you aim by pointing the whole tank.

07 Engine & drivetrain +

Now make it move. First the engine, then how that power reaches the tracks.

Engine

Bigger displacement makes more torque but revs lower — e.g. a 6-cylinder at ~1.0 L per cylinder tops out near 1700 RPM, while ~4.0 L per cylinder drops to about 1100 RPM. Match engine power to the tank's weight; a heavier tank needs a bigger engine just to move the same speed.

Drivetrain — two choices

Clutch-braking single driveline: one transmission; it cuts power to one track to turn. Lighter, takes less space, and works better with a weaker/simpler gearbox — the friendlier pick for early tanks. Twin transmission: two gearboxes drive the tracks independently, giving better handling on the move and a zero-point (pivot) turn — but it's heavier and more complex.

Beginner pick

Start with clutch braking — it's simpler and lighter, and gets an early tank driving with the least fuss. Move to twin transmission later when you want pivot turns and sharper handling.

08 Squeezing more from the drivetrain +

This is where a sluggish tank becomes a good one. The gearbox turns engine RPM into track speed, and a few habits fix most problems:

  • Set max RPM ~200 below the engine's rated maximum. That gives headroom so the engine never sits on the redline.
  • Red-lining? Blame the top gear. When the engine over-revs at speed, the highest gear's ratio is usually too tall — lower it until the RPM sits in range.
  • Can't get moving? Your low gears are too tall. Raise the low-gear ratios (more reduction) for the torque to break inertia — you trade a little top speed for the ability to actually start and climb.
  • Sprocket size is a final multiplier on all your gears at once. A bigger drive sprocket raises effective gearing (more top speed, less grunt); a smaller one does the opposite. Use it to shift the whole curve after the individual gears feel right.
  • Make sure the engine can reach its target RPM in every gear, or the AI driver shifts badly and the tank lurches.

Running gear matters too: more roadwheels spread the weight for better traction, and stiffer dampers / torsion bars stop the hull pogoing under acceleration (a rough starting point is torsion-bar torque at about half your spec weight-torque, or less).

09 Multi-turret designs +

Want a 1930s "land battleship" bristling with turrets? Sprocket lets you do it, but there's one technical trick that trips everyone up.

The key step

In the Compartment tab, select the hull before adding a turret. If the active compartment is already a turret, adding a new one replaces it instead of adding a second. Switch back to the hull, then add each additional turret.

Once you can place them, design them with intent:

  • Every turret needs its own crew. A gunner and loader per fighting turret — that's more bodies, more volume, and a bigger, heavier hull.
  • Give each turret a job. Usually one big main turret for the anti-tank gun, plus smaller secondary turrets carrying machine guns or a light gun for infantry and flanks.
  • Expect it to be heavy, tall and slow. That's exactly why real multi-turreted tanks died out — they're a spectacle, not an optimizer. Build them for era recreations and fun, not efficiency.
  • Advanced: an oscillating turret uses two turrets stacked — one traverses (rotates), the other elevates the gun on the Y axis.
10 Test-drive it +

Take it to the range and actually drive.

  • Press V during the test drive for a live graph of engine RPM and gear selection.
  • If the RPM line zig-zags hard under acceleration, the suspension is too bouncy or the gearing is fighting the engine — soften/stiffen dampers and revisit the top gear.
  • Fire the gun: check it elevates, the turret traverses at a usable speed, and recoil doesn't wreck your aim.
  • Change one value at a time, then drive again.
Iterate

Design → test → change one thing → test again. That loop is the whole game, and it's where Sprocket gets fun.

▸ EVEN DEEPER

Next level: casemate & tank-destroyer builds, and recreating a specific historical era from the tech of the time. Track what's next on the to-be-added page.