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Author Topic: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz  (Read 13477 times)

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Offline Frankie

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This Simulator has been simmering since 2017, and now in 2020 it's getting serious!


The tank game you've been waiting for
It's a weird time for fans of modern tank combat games.  The straight-shooting simulator titles from the turn of the millennium are no more, replaced by free-to-play games with modern vehicles locked behind aggressive pricing or absurd playtime.  As tank nerds, we need a game that gets right to the good stuff - modern tanks, realistic system and damage models, and a focus on fun over all. 

With Gunner, HEAT, PC! we aim to make that dream a reality. 

No more staring at locked MBTs in your progression tree and wondering if you'll ever get to play them.  No more spending industry prices to buy industry simulators just for a taste of something worthy.  We're making a great tank game because that's what we want to play.

Gunner, HEAT, PC! was started by tank nerds, driven by our experiences playing tank games. We remember the well crafted sim-lite titles from decades past, and we think there's a place for that kind of game again.  GHPC is not another free-to-play arena TDM game, and it's not a full-blown simulator you need a manual and a week of training to use.  We intend to fuse game and simulation in a way that preserves player experience yet doesn't sacrifice on realism where it really counts. Read the full FAQ from https://gunnerheatpc.com/news/articles/ghpc-faq


Alpha Gameplay


Models and work in progress

More information, free pre-alpha build and lots of comments here: https://gunnerheatpcdev.itch.io/gunner-heat-pc-development-test-build,
So far 583 patrons at https://www.patreon.com/GunnerHEATPC


Text interview with the developer


Twitch Channel


Featured on The Flare Path article
https://www.rockpapershotgun.com/2020/06/19/the-flare-path-a2z-19/


Optics and preview


Youtube review by SteelBeastser Mirzayev

Response to Mirzayev by ActionScripter (Dev)

Thanks for checking out the public demo for GHPC!  Great video.  Your feedback is very thorough and, I should say up front, completely fair and correct.  The sudden spread of my early demo caught it at kind of an awkward time - I decided it needed to be redone to a higher standard, but that redone version isn't ready yet.  To that end, I have a small team now (most notably on visuals and audio) and we are rebuilding just about every piece of the demo. 

Things from the video that we've fixed in the updated build of GHPC so far:

- Stabilization.  The new stabilizers support several real-world "modes", including basic "direction" stabilization, angle-based Delta-D (e.g. T-72A), and full point tracking (e.g. Abrams).  There are still a few bugs in the new version and the lead isn't implemented completely yet, but I absolutely want to nail it this time, and I've been taking feedback from a bunch of 19 kilos to make sure that happens. Still, at least now when you lase a spot and drive around, the aim stays glued to that spot. 

- Gun sights.  The public demo used a couple of really simple methods of displaying gunnery reticles, and it did not lend itself well to realistic or complex systems.  (I'm still pretty proud of that GAS though; the stadia reticle and ballistic markings are accurate via live calculation, not pre-drawn!)  In the new build, we have full fidelity in the gun sights we've completed so far, which includes the T-72A, the M60A3 TTS, the T-55A, and the BRDM-2.  This attention to detail will continue as the new standard for the other vehicles we add; there should never again be a "fudged" gun sight like the T-72M sight in the public build.

- Thermals.  You noted, correctly, that the black hot mode in the public demo was screwed up.  I made a change to the rendering shortly before I stopped updating that build, which improved a lot of things but completely unbalanced the inverted thermal mode.  This will no longer be an issue in the new build.  We've been working on thermal rendering itself, beyond simple contrast and tone balance, and we now support things like separate heat sources on vehicles, temperature change over time (and reacting to things like guns firing), and better depiction of the ambient temperature of vegetation and atmospheric haze.  This stuff is actually not in the Patreon build yet, unlike the rest, because we're still polishing it - but we've teased it in our Discord server.

- Tracks and suspension.  Our driving system has had a complete overhaul and now features animation, suspension forces, moving wheels and tracks, gear shifting, and dynamic exhaust smoke, among other things.  There are still some rough edges to smooth out, but it's a lot closer to what you'd expect a tank to look and feel like in motion.

Things from the video that we're aware of and working on still: everything!  I'm not even joking, we have a to-do list a mile long and you mentioned a lot of stuff from it.  With how people have responded to my early demo, I and the rest of the team are extremely serious about making sure we get the details right in the new version of GHPC.

If you're interested in giving us feedback as we complete and show new features, consider joining the GHPC Discord server!  If you message me there and let me know who you are, I'll get you set up with the proper roles and get you in the loop for Abrams and Bradley stuff especially.



What GHPC has going for it:
1. Dudes have a great sense of humour and wit
2. Unity engine
3. Game looks great and refreshingly very 2020 compared to that other tank simulator
4. Passionate band of 5 brothers (increase from 1 to 5 in the past year)
5. Keen following on Patreon
6. Twitch developer livestreams
7. Physics, physics, physics
8. Multicrew in the works
9. Slo-mo/bullet-time effect so you can see the sabot petals separate from the penetrator

Cheers
Frankie Kam

P.S., the latest Pre-Alpha access link is available to Patreons of Gunner, HEAT, PC!
« Last Edit: July 11, 2020, 10:43:53 PM by Frankie »
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Offline Asid

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Hi Frankie

Thanks for posting this. I was going to start a thread but time is an issue lately....

I have this and will add to this thread.

Regards
Asid

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Offline Cougar11

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Hi Frankie

Thanks for posting this. I was going to start a thread but time is an issue lately....

I have this and will add to this thread.

Regards
Asid
Interesting. I will watch what happens, and possibly try this if it comes out after alpha and beta.

Sent from my Moto Z (2) using Tapatalk

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Offline Asid

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Update 20200710 is now live for @Patrons!
11 July 2020

Notes

This build is an early preview of the damage system, for the T-55A only.  It includes a version of the new crew health system, with separate limbs and organs that can be damaged independently.  It also includes ammunition in racks, complete with separate damage detection for different parts of the ammo, such as propellant vs. warhead.  Numerous internal systems, such as turret drives, fuel tanks, and drivetrain, are also represented in the damage model.

You will be able to cause consequences by damaging the engine components, turret/gun drives, driver, gunner, and tracks.  The other components, including ammo, currently have no effect, as their damage systems are still being worked on.  The tank still fires unlimited 3BK5M.  The full reloading and ammo transfer system is coming soon.

Changelog

Added armor to T-55A
Added internal components to T-55A
Added AAR X-ray view for internal components (WIP)
Added new crew health system with individual limbs and major organs (WIP)
Added ammunition to T-55A ammo racks
Added ability to destroy T-55A engine and transmission
Added ability to destroy T-55A turret traverse
Added ability to destroy T-55A gun elevation
Added ability to injure/kill T-55A driver and gunner, resulting in loss of their crew functions to the player
Added brief damage log display after hits scored during mission
Weapons can now be loosely aimed from any camera non-gunsight view by holding the aim button (right click by default)
Changed global mute preference to stick after level reload
Reduced clutter in damage logs
Fixed an issue where the AAR camera was anchored too high
Fixed explosions generating identical fragments
Fixed an issue where elevation-only guns could rotate sideways in their mounts
Fixed thickness of T-55A engine firewall
Fixed an issue where the BR-412D was labeled "APFSDS" instead of "APHE" in damage logs




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Offline Asid

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GHPC developer stream - June 14, 2020




This livestream originally took place on
on 2020-06-14.  Subscribe there to catch the next one live!

0:00:00 Pre-stream
0:03:48 Trailer intro
0:05:24 Stream intro and dev recap
0:09:39 Vertical slice
0:11:17 Thoughts on grind and premium content
0:12:57 Machine guns
0:14:23 Content creators
0:15:24 Interiors
0:16:14 Smokescreen preview
0:17:37 Physics bugs
0:18:40 T-55 armor and components preview
0:20:27 Kill cams
0:21:21 Ammo damage details
0:24:09 Ways to support GHPC
0:24:42 Realistic scenarios
0:25:36 Nice
0:26:03 Multiplayer and balancing
0:29:18 World War 2
0:30:48 TOW emplacement preview
0:35:18 Paint and camo
0:37:37 Minimum specs and optimization
0:39:03 Patreon build and update history
0:40:21 Vehicle decorations
0:41:16 Custom vehicles and modding
0:42:58 Vehicle addition priorities
0:46:10 Status of roof MGs
0:47:17 Penetration calculation
0:49:18 Fire control systems
0:51:52 AZ autoloader sound demo and audio design plans
0:54:03 SPAA
0:55:29 Sneak peek at DShK model
0:56:33 Dynamic campaign
0:57:24 Field repairs
0:58:12 SPGs
0:58:48 Infantry
1:01:05 Adding more ammo types
1:02:39 Sheridan WIP
1:02:58 APS
1:05:46 3D scanning
1:11:11 Roadmap
1:12:58 Linux and Mac builds
1:14:33 Console ports
1:16:07 T-80B scan
1:21:24 Air assets
1:24:04 Bradley WIP
1:25:04 M901 ITV WIP
1:26:17 9K111 / AT-4 Spigot
1:30:24 Gore
1:32:28 Armor durability
1:33:55 Germany and UK
1:34:44 Shooting with FCS in public build
1:35:26 Thermal rendering features in development
1:37:08 Collateral kills
1:40:24 Animating AAR traces
1:41:38 Playable Bob Semple in public build
1:42:39 T-55 internal systems models
1:43:08 Hydraulics
1:46:56 Ending

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Offline Asid

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GHPC developer stream - July 31, 2020




This livestream originally took place on
on 2020-07-31.  Subscribe there to catch the next one live! -- Watch live at


0:00 Pre-stream
5:38 M901 ITV teaser
6:44 Stream intro
7:57 Discussion of GHPC 3D art standards
12:21 How to help us with 3D scans
15:07 T-55 damage model and crew hit zones
20:11 Updates to the public build
23:16 Thoughts on interiors
24:04 M901 ITV
25:20 Live demo of GHPC 20200731
36:21 On performance and optimization
37:16 More live demo with audio showcase
40:42 On SPAA and air vehicles
42:32 Firing from T-72M1 with TPD-K1
45:22 Seeking environment and particle artists
48:34 On WW2 vehicles
50:23 BRADLEY - SECOND TO NONE
53:58 Recognition of volunteer advisors
54:39 On simulation features that are incorrect or flawed
56:19 On deciding which features are worth including
58:24 ManyMilesAway arrives fashionably late
58:51 On prototype vehicles
1:00:14 BRDM-2 damage model teaser
1:01:48 Build is released live
1:02:51 Important bugs are fixed
1:04:56 Some planned vehicles
1:09:03 Crew physical and mental states
1:11:29 Crew personality and persistence, no grind
1:12:55 On voice actors
1:15:31 Valve BTFO
1:16:26 On voice recording quality
1:16:51 On alternate history scenarios
1:17:52 Why the Fulda Gap?
1:18:31 Hey you, you're finally awake
1:18:57 On visible crew models
1:19:37 DShKM
1:21:12 Crew health and limb injury effects
1:23:37 On aircraft AI and making good AI
1:25:47 Conclusion
1:27:11 Smash that subscribe button
1:28:16 End

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #6 on: October 24, 2020, 04:57:36 AM »
GHPC developer stream - October 4, 2020
Oct 4, 2020





This livestream originally took place on
on 2020-10-04.  Subscribe there to catch the next one live!

0:00 Pre-stream
6:14 Intro
8:06 Videos of new FCS and new map
12:22 Thoughts on AI spotting
12:52 Thoughts on terrain deformation and other topics
17:14 Update on Bradley and Abrams
18:31 GHPC timeline
20:06 Thoughts on War Thunder and other tank games
22:08 Thoughts on SPGs
22:52 Live demo of new update
27:19 Impact marks confirmed
31:07 Thoughts on track damage and demo of track animation
33:57 M60A3 TTS damage model
37:01 Thoughts on random breakdowns
38:49 Smoke grenade preview and thoughts on track repairs
41:00 Plans for armor inspection tool and other garage features
42:36 M1IP work in progress demo
46:45 Advanced FCS in M1IP
49:00 Thoughts on tank customization
50:16 Upcoming crew and infantry model teasers
53:03 Thoughts on camera view limitations
53:48 Explanation of staged reloads feature
56:42 T-72M1 showcase with new FCS
1:00:20 Thoughts on gun barrel collision physics
1:01:37 Thoughts on tank interiors
1:02:21 Why Unity over Unreal
1:05:54 Thoughts on adding modern vehicles later
1:07:12 Thoughts on Strv-103
1:08:53 Thoughts on knocking down trees
1:10:13 JOIN THE PATREON
1:11:22 Thoughts on SPAA vehicles, classified armor, and prototypes
1:15:52 Thoughts on helicopters
1:16:35 Thoughts on custom scenarios and mods
1:18:29 Thoughts on armor deterioration and hull break
1:19:19 Thoughts on countries to be included
1:20:27 Driver AI and obstacle avoidance showcase
1:21:41 Plans for AI communication and tactical intel knowledge
1:25:40 Another look at the M60A3 TTS damage model
1:26:39 Custom waypoints feature in Patreon build
1:29:05 Thermals shown off in last stream
1:32:50 Reminder to JOIN THE PATREON
1:34:02 Benefits of joining the GHPC Discord server
1:34:33 Thoughts on VR support
1:37:24 Thoughts on infantry
1:40:27 Thoughts on visible hull damage and deformation
1:41:55 Why adding new vehicles is not always a simple yes answer
1:43:05 Thoughts on logistics
1:44:24 Access to development feed on MBT Patreon tier
1:46:03 Conclusion and end screen

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #7 on: October 24, 2020, 04:59:41 AM »
Update 20201004 is now live for Patrons!
05 Oct 2020

Note

This build introduces a larger map (2 km by 2 km) for vehicle testing.  The map includes AI tanks that patrol pre-set routes.  Their combat AI is deactivated, as we are still working on this feature.

The new driver navigation system can be tested on any vehicle in either of the two test maps.  Simply aim the center of your view at a spot on the ground and press F4, and your current vehicle will switch to AI control and drive to that spot.  (This works best in free cam mode, which is toggled with F3.)  Attempting to drive the vehicle yourself will remove AI control again.

All vehicles are now using new fire control system code that supports many features not previously in the demo, including independent optics stabilization and automatic lead.  You can see some of these improvements in the M60A3 TTS and the T-72M1



Changelog

Added new 2 km testing map, based on a slice of Germany (tell us the exact GPS coordinates to be added to future multiplayer testing!)
Added basic driver AI and navigation/obstacle avoidance capability
Added basic gunner AI scanning routine
Added variable zoom levels to M60A3 TTS
Added automatic lead compensation to M60A3 TTS (uses last 1.5 seconds of traverse rates; lase to activate, and Ctrl+lase to remove)
Added independent optics stabilization to T-72M1 and M60A3 TTS
Added fire gating to T-72M1 (prevents firing with the gun cannot physically align with the sight)
Added inertia to turrets and guns to make them more easily maintain an aim direction while their parent platforms rotate
Added damage model to M60A3 TTS
Added animated fins to 9M111 and TOW missiles
Added navigation jets to TOW missiles
Added animated nose probe to ITOW missile
Added spiraling behavior to 9M111 missile
Added visible stored missiles in missile tubes
Added graphics settings for resolution and screen mode
Added randomization to laser aim point in TPD-K1 sight (on T-72M1)
Added patron credits
Improved lighting
Improved vegetation performance of proving ground map
Improved vehicle driving
Fixed TPD-K1 laser aim point not matching red circle reticle
Fixed camera stutter when viewing your own moving vehicle from the side
Fixed damage logs not reporting spall damage
Fixed projectiles not inheriting the speed of the weapon that fired them
Fixed some prop colliders in proving ground map
Fixed arming distance on 9M111
Fixed gunner posture on 9K111 missile system
Fixed errors related to spawning and modifying projectiles

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #8 on: November 28, 2020, 02:14:27 AM »
GHPC developer livestream November 29



The developer livestream for the month of November 2020 will be held on the 29th at 12 pm (noon), US Eastern Standard Time (GMT-5).  We will be discussing upcoming development and answering questions from chat.  Stop by and join us!



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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #9 on: December 01, 2020, 02:29:21 AM »
GHPC developer stream - November 29, 2020
Nov 29, 2020

This livestream originally took place on
on 2020-11-29.  Subscribe there to catch the next one live!





You can access the Patreon demo and support the project here: https://www.patreon.com/GunnerHEATPC

0:00 Pre-stream
3:43 Intro
5:16 Demo of thermals, night vision, IR lights, and tracers
12:03 Waypoint paths and custom player vehicle waypoints
14:39 Plans for update to public demo
15:36 Tank crew members wanted
16:36 New tracers
20:11 On vehicle customization
22:42 On the larger maps being developed
23:28 Reward for finding real location of 2km test map
24:35 Planned improvements to thermals
26:41 Abrams and Bradley coming after combat update
27:41 T-72 night sight and IR illuminator
29:16 Night equipment setup changes by time of day
31:16 Support for multiple IR illuminators
32:30 On working with limited resources
35:33 AAR mode at night
37:34 On night brightness and gen 1 night vision
40:29 New ammo models
43:30 T-72 internals
46:04 M16 and AK models
48:23 Public demo will be replaced outright
49:07 Crew damage models
52:35 New crew models for NATO and WarPac
53:39 On self-propelled artillery and other support vehicles
55:27 GST lights sneak peek
56:36 On performance, optimization, and poly counts
1:00:26 T-55A facelift
1:04:00 JOIN THE PATREON
1:06:03 Ural preview (T R U C C)
1:08:32 Yes there will be multicrew
1:09:22 On Steel Beasts
1:11:39 Fire system is WIP
1:17:39 On Active Protection Systems
1:18:47 On prototypes and why we won't add them
1:20:36 Why APCs are important
1:25:04 Other theatres besides 1985 Germany are coming!
1:31:03 Focus on multiple roles working together
1:34:11 Random equipment failures unlikely
1:38:13 T-72 night sight trigger cutoff
1:41:39 GHPC favors simple controls over study sim details
1:45:49 Gameplay focused on enjoyment rather than punishing players for profit
1:46:47 How other games color expectations of GHPC
1:48:46 On Steel Beasts again, and why we want to hear from sim players
1:51:19 Some devs from other games helping us
1:52:24 Audio overhaul planned
1:53:28 Phly knows about GHPC but we're waiting
1:56:03 Release when
1:57:02 JOIN THE PATREON!
1:59:27 Patch released, more soon
2:00:31 Ending

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #10 on: December 04, 2020, 03:13:59 PM »
GHPC version 20201129 patch notes
29 Nov 2020



The GHPC Patreon preview build has been updated to version 20201129!

Overview

This build introduces a day/night cycle, night vision devices, infrared illuminators, and thermal imaging sights to GHPC.  There are several other major features still in progress as we work to bring combat missions to the new build of the game, so we thought it would be good to release the night sight content in the meantime to give our supporters something new to explore.  As always, we've released these features as soon as they were reasonably stable, and there will be issues that we missed and features we weren't finished with yet.  Keep an eye out for a minor patch sometime in December.

Highlights

Foremost in the new feature list is the ability to change the time of day.  (Since both of our current test maps default to daytime, you'll need to manually advance the clock using the comma and period keys.)  The sun and moon are positioned correctly in the sky as the cycle advances, and the moon itself is properly rendered with phases that change day by day.

Currently, we have clear skies, and the moon starts off full and bright.  That provides the ideal conditions for using light intensification night vision optics, especially the type seen in the game.



Night vision sights have been added to the T-55A and T-72M1 in the demo.  These optics are first-generation Soviet night vision sights, and they work best when used at ranges under 1000 meters and with active infrared (IR) illumination.  Target detection and ID outside that range, or with the IR spotlight switched off, is quite difficult if not impossible.

IR illumination is provided by "Luna" type spotlights, fitted with IR filter covers to prevent most visible-spectrum light from escaping.  This results in a light beam that is invisible to the naked eye, while still appearing in infrared sensitive optics such as the night vision sights.  Only a faint red glow remains visible when the lamp is switched on.



The night sights for the T-55A and T-72M1 are the TPN-1-22-11 and the TPN-1-49-23, respectively.  These sights are variants of the same system and have similar fixed gunnery reticles.  There are no range labels, but the vertical landmarks in the pattern correspond to known ballistic values for specific ammunition types.  In general, within the ranges these optics are useful at, gunners will be using the upper tick mark to aim.



The night sights on the T-55A and T-72M1 are covered during the daylight, as are their spotlights.  In the GHPC demo, the covers are automatically removed when time advances to night, as well as re-attached when daylight arrives again.  Viewing the night sight while it is covered will result in a black screen.

The T-72M1 comes with an additional feature: a night sight cutoff while the trigger is pulled.  This is a feature that was added to some Russian night sight systems to protect the optics from damage during muzzle flash.  The T-72 variant seen in the GHPC demo is technically too old to have had the automatic cutoff and would have featured a manual switch for it instead; however, we have chosen to make it automatic to simulate a trained crew operating their tank properly, rather than forcing players to memorize extra key binds for just this specific purpose.  This fits our general philosophy of depicting authentic systems but making them easy to use and have fun with.

Infrared intensifier optics aren't the only type of night vision optics in this build, though.  The M60A3 TTS and the TOW launcher make a strong showing with their new thermal sights.  In these optics, sources of heat show up brightly colored for easy detection.





Thermal sights work well in both day and night, and they make it very difficult for a warm target to hide.  Unfortunately for the Warsaw Pact, NATO outfitted many of their vehicles in the late Cold War with these optics, at a time when the average Soviet tank was still using IR spotlights and (at best) second generation night vision optics.  The M60A3 TTS would have made up for its abysmal armor protection with superior target detection, especially in the dark.

It's worth noting that the thermal sights in GHPC are a work in progress.  The heat signatures on vehicles are a first pass with uniform temperature and no separate heat sources, and the particle effects have no proper thermal signatures at all yet.  This will be improved in later updates as we are able to author the art assets required to make things look more realistic.  We've delivered this early version of the thermal system to give our supporters something fun to use in the meantime.

A final visual upgrade in this patch is the new tracer system.  This, too, is a work in progress (we will be adding different colors and limited tracer burn time), but already it's a staggering improvement over the tracers in the old build and previous Patreon builds.  Tracers will no longer show up through obstacles (or even the terrain), and their brightness and coloration is much nicer now.

The length and thickness of the tracers depends on speed and distance to the observer, and the resulting effect is quite easy to visually track.  The tracers are also visible on thermal sights.



Most of the machine gun belts in the demo are fitted with intermittent tracers, usually every 5th round.  Some of them, like the .50 caliber load for the M85 cupola gun in the M60A3 TTS or the 14.5mm belts for the BRDM-2, are currently 100% tracers.  Either way, you should be able to easily adjust fire by watching the shots arc onto the target.

A final note - if you shoot a T-55 and strike a flammable item inside, you may notice that smoke starts to pour from the entry hole.  This is a tiny peek at the fire and explosion system we're currently developing.  In this build, fire propagation is disabled, and the crew won't even react to the fire, but that small feature is present and serves as a reminder of what's in the works!

We hope you enjoy the update!  Be sure to check in on Discord for feedback or to see the latest teasers.  And remember, if you'd like to try this demo for yourself, you can get immediate access with a subscription of APC tier or above on Patreon!

Changelog

Added celestial bodies and day/night cycle (Time control keys: comma (,) and period (.))
Added night vision optics to T-55A and T-72M1 (Default key: T)
Added IR illuminator lamps to T-55A and T-72M1 (Default key: N)
Added thermal optics to M60A3 TTS and TOW launcher (Default key: T)
Added basic thermal signatures to all vehicles
Added visible waypoint paths for player controlled vehicles
Added thermal vision debug mode to 3rd person cam (Ctrl+T to toggle)
Added basic compartment system and smoke effects for T-55 ammunition hits (WIP)
Added anti-aliasing options to graphics menu
Added trigger shutoff to T-72's night sight
Added more Patreon supporter names to credits
Improved coaxial MG markings in TPD-K1 sight on T-72M1
Improved reticle in 9K111 launcher
Reworked tracer appearance
T-72's Luna lamp now aligns with its gun, with an animated linkage
Night equipment covers now disappear and reappear based on time of day
T-55's Luna spotlight can now be shot out
Fixed inconsistent lighting on projectiles
Fixed nav mesh issues
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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #11 on: January 03, 2021, 03:47:40 AM »


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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #12 on: January 03, 2021, 03:53:12 AM »
GHPC version 20201231 patch notes
01 Jan 2021



The GHPC Patreon preview build has been updated to version 20201231!


Overview

This build introduces one of the biggest features that's been missing from the game since we began rebuilding it in January 2020: combat missions against AI!  Our team has been working hard to bring you this update by the end of the year as promised, and we're happy to report that we've accomplished this goal.  Keep in mind, however, that there are known bugs and other issues (see the end of this post for the list), and we'll be patching the demo further in the coming weeks.

Highlights

Foremost among the new features is the new mission screen.  For those who have played the old public demo, this will look familiar - but now it's running on an entirely new custom mission system that allows us to quickly spin up fresh content in our maps with minimal effect on the game's overall file size.



For this first batch, we have four pre-made missions set in the 2 km x 2 km Germany test map.  Two are direct confrontations between roughly equal platoons, one is an asymmetrical battle, and one is a challenging solo mission where a single M60A3 TTS must find and eliminate a variety of Pact equipment.  We hope you'll find these missions fun and challenging while we work on expanding the content and adding the larger map that's in development.



These missions are made possible by the brand-new driver and gunner AI.  While this is still in very early stages, it has some good features already, such as variable skills, distance and speed compensation, intelligent target prioritization, pathfinding, and driving around destroyed vehicles.  We will be adding more features in the near future, including platoon formations and better use of optics and viewports.



Even in its early state, the AI is fairly challenging to fight against.  Players will do well to avoid charging into unknown spaces or crossing open areas unprotected.  Enemy vehicles and ATGM emplacements can take you out in one unlucky hit.



Underpinning the new destruction system is our new dynamic fire and explosion simulation system.  With fully realized individual flammable items, compartment temperatures, overpressure, sympathetic detonation, hatch failure, and a long list of other features, this system produces unique results based on the exact battle damage inflicted on a vehicle.  The effects in this patch, like most everything else, are early work in progress versions, and we'll be polishing the system in the future as development bandwidth opens up for it.



For the detail-oriented tank fans out there, we have model updates on the M60A3 TTS and the T-55A.  These highly accurate depictions now include:

•   New shaders with micro detail textures
•   Improved equipment layouts
•   Paint layer (check out the new MERDC camo on the M60A3 TTS!)
•   Scorch/burn layer
•   Basic interior meshes (for when the turret is thrown off, or looking down into open hatches)
•   Lamp systems, which can be configured through the quick menu (Q)

Currently, only convoy markers and gunner's spotlight are available in this menu, but headlights and brake lights are set up on the vehicles and will be added soon. 



We hope you enjoy the long-awaited return of gameplay to GHPC!  Keep an eye out for more new features and bug fixes in the coming weeks, as well as for an update to the public demo, likely in January 2021.

Changelog

Added first iteration of combat and driving AI
Added 4 combat missions
Added mission selection screen
Added mission result HUD text
Added fully dynamic fire/explosion system with turret throw, hatch burst, delayed cookoffs, and more
Added convoy marker lights to M60A3 TTS and T-55A
Added vehicle equipment menu with FCS and lighting control (Default key: Q)
Upgraded terrain rendering to improve performance
Upgraded models and textures for M60A3 TTS and T-55A
Upgraded shader on M60A3 TTS and T-55A to support scorching
Added MERDC camo to M60A3 TTS
Added basic compartment interiors to M60A3 TTS and T-55A
Added armor models and internal components to M113 and BRDM-2
Unlocked M2HB machine gun on M113
Added mouse sensitivity and invert Y options
Added names to credits
Changed T-55A ready rack to provide more ammo for now
Removed laser rangefinder from T-55A to depict an earlier version (its FCS now matches its gun sight reticle)
TOW and 9K111 emplacements can now be destroyed
Units can now be neutralized by multiple means including crew incapacitation, evacuation, damage to moving/shooting systems, and direct destruction
Losing your vehicle now results in the camera being changed to third person
FCS components and laser rangefinders can now be damaged
Vehicle power can now be lost
Turret rotation now slows to hand cranked speed when power is lost
Illuminated reticles now auto-dim at night
Animated parts and scorch state are now recreated in AAR snapshots
Crew can now evacuate a burning vehicle (signified by hatches opening)
Buffed HEAT jets
Moved a TOW emplacement in teaser map to a better spot
Reduced dust from ATGM impacts
Improved some terrain features
Closed front shutters on BRDM-2 for protection
Fixed color grading (reds and blues should look more correct now)
Fixed disappearing tree shadows
Fixed an issue where the T-72M1 turret could disappear
Fixed M60A3 TTS ride height
Fixed excessive shine on terrain
Fixed turret rings being too weak

Known issues

Damage logs from other vehicles' shots can appear
AI tanks can slide on slopes when parked
AI gunners' scan sweeps can get stuck to one side
Vehicles can get stuck driving after crew evacuation
T-55A antenna bridges hull and turret when turret is off
ATGM jets remainin when missile detonates too early
Non-fuzed ATGMs still penetrate and inflict heavy damage
Crew can be shot after evacuation
Fire is silent
M60A3 FCS has numerous bugs
AI can get confused and drive away
AI reaching their final waypoint can get stuck rocking in place
AI can get stuck shooting at spots that do no damage
AI can get caught in trees and do horrible things to the laws of physics
3BK5M is underperforming post-perforation
M60A3 GPS reticle can outrun gunsight
Missions with many vehicles can run poorly on some systems
Crew AAR models still appear in turrets that have been blown off
AAR models are visible in AAR when not in X-ray mode
BRDM-2 has some questionable hit boxes
Aluminum armor produces unusually low amounts of spall

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Offline Frankie

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #13 on: January 03, 2021, 04:18:10 AM »
This sim is really happening.
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After the Dogs of War are let slip, let us smoke the Pipes Of Peace.

Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #14 on: January 03, 2021, 04:34:15 AM »
This sim is really happening.

I like it. I will try and post some images or video of some of my play  :thumbsup

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