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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #15 on: January 11, 2021, 02:23:28 AM »
GHPC version 20210109 patch notes
10 Jan 2021



The GHPC Patreon preview build has been updated to version 20210109!

Overview

This patch is meant to fix bugs and introduce small features that were not ready in the previous release.  In the next few weeks, similar updates will follow, as the GHPC team prepares to release a long-awaited public demo update.  The Patreon build will continue to receive updates after this public release, so if you're a subscriber, don't worry - you'll continue to have the latest version.  We appreciate your support and could not do this without you!

Several of the bugs noted in the previous patch notes are still present in the game, even after this latest update.  We are aware of these and working on fixing them.  The month of January is entirely dedicated to fixes and important feature improvements.  New content, such as additional vehicles, will likely resume in February.


Changelog

Gun barrels can now be destroyed
Gun breeches can now be destroyed
Loaders becoming incapacitated will now severely slow reloading
Reduced muzzle blast dust effects
Adjusted accuracy of AI units
AI gunners now use bursts when firing automatic weapons
Expanded HUD area for damage reports
Improved handling of overpressure to reduce prevalence of T-55 turret throws
Added new mission "M60A3 WAVE"
Added new mission "T-55A WAVE"
Added new patron names to credits
Fixed many areas where AI could see through trees
Fixed wording of FCS damage message for units with no FCS computer
Fixed an issue where shot damage logs would show up from other units
Fixed an issue where basic stabilized gun systems could get "stuck" aiming below or above their elevation limits
Fixed an issue where the M60A3's aim point would shift dramatically when toggling stabilizers
Fixed M60A3 FCS working without power
Fixed audio glitches on automatic weapons fired by AI
Fixed some lighting on smoke and dust effects
Fixed an issue where vegetation distance setting would reset itself in graphics menu
Fixed an issue where ventilation was improperly calculated for fire progression

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #16 on: January 15, 2021, 02:57:27 AM »
GHPC December 2020 teaser
Dec 18, 2020




A glimpse into the upcoming patch for the Patreon build of GHPC, and shortly afterward, the long-awaited public build update! 

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #17 on: January 15, 2021, 05:25:03 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 #18 on: February 02, 2021, 04:27:41 AM »
The long-awaited return of the GHPC demo
01 Feb 2021



The FREE demo of GHPC has been updated to version 20210131!

After over a year spent rewriting the game from the ground up, we are pleased to announce that Gunner, HEAT, PC! has been updated to version 20210131, putting it in line with the Patreon-only demo!  We will be publishing a how-to-play guide and other content in the coming days.  Download the new demo to see all the awesome changes! 

Download 1GB: here

Change log and how-to-play guide to follow later.

(NOTE: This demo is the free version of a supporters-only demo that's usually developed beyond what's available here!  Check out our website for more information, or Patreon to get access to the latest version.) 

« Last Edit: February 03, 2021, 11:13:42 PM by Asid »
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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #19 on: February 04, 2021, 02:08:12 AM »
GHPC version 20210131 patch notes
02 Feb 2021

Patch Notes



Both GHPC demos have been updated to version 20200131!  As always, you can find the public demo here.  Patrons can find the demo using the link in the Patreon post for the update.


Overview

It's been well over a year since the last update to the GHPC public demo, at the end of August, 2019.  Since that time, the project has seen many changes.  In particular, the team expanded from one person to six, and we decided to completely rewrite the demo from the ground up.  Our efforts were bolstered by our generous supporters on Patreon, who received frequent updates to the new demo as it took form.  Now, with the update for the end of January, 2021, we are proud to present the results of that long wait.

The current state of GHPC is so vastly different from before that you would be correct to call it a completely different game - and yet the core values remain unchanged.  We aim to create a game with simple controls, simulator-level fidelity in ballistics and gunnery systems, and an overriding emphasis on player experience.  Though the current demo is by no means anywhere near completed, and we have a long way to go, we hope you'll agree that we're on the right track. 

With the dramatic changes to the game's structure, much of the knowledge you may have of how to play GHPC is outdated.  We will be publishing guides on how to use the vehicles in the new demo soon. 





Highlights

For this update, the biggest change is the addition of a new map: a 6 km by 6 km square chunk of Germany in the area of border crossing "Point Alpha" - part of the legendary Fulda Gap.  To introduce the many areas in the map, we have created six missions (plus a "map tour" without enemies), with more to come. 





This new map is much closer to the type of setting you can expect in the future from GHPC: a real-world location with varied sight distances and cover.  There are opportunities here for long and short range gunnery, as well as the use of terrain for cover.  Those who want to practice their hull-down combat techniques will enjoy many of the locations in the Point Alpha map. 





An important note: due to ongoing development and the fact that we have not yet had opportunity to optimize it as much as we would like, the new map can run heavy on some systems.  To reduce issues as much as possible, consider turning down graphics settings, especially vegetation distance and motion blur, using the in-game options menu (Esc key).



Audio has been greatly enhanced for this update, particularly the sound of engines, turrets, and tracks.  The GHPC team has been working with LAxemann, a prominent Arma sound modder, to get new samples made for our vehicles.  We think it's turning out quite well!  There are more audio-related enhancements coming in the future, so keep an ear out. 



Last but not least, the new ammunition system will finally allow players to select and restock ammo.  Just like the old demo, this one uses the number keys (along the top of the keyboard, not numpad) for ammunition selection in vehicles that carry multiple types in their current loadout.  However, a new feature is the ability to have your crew automatically restock the ready rack by pulling rounds from the other racks in the vehicle.  You can access this command using the quick menu (default key Q). 

During the ammo transfer, your turret will be locked in place for crew safety, so make sure you don't start restocking while you're in a situation where you need to turn it.  If you need to cancel the operation, clicking the button for it again will immediately stop it and return gunner control to you.  (Note: if your breech is empty, you will need to select an ammo type to load using a number key after the restock; the crew will not automatically load up a round for you.) 

We hope you enjoy the demo!  As always, you can send us feedback on the game's Discord server  https://discord.com/invite/eH5vf65


Change Log

Added 6x6 km Point Alpha map (early preview with terrain only, no props included yet)
Added several missions for Point Alpha map
Added ammo switching (use the number keys to queue each ammo type)
Added ready rack restocking (use the quick menu, default key Q, to find the command to start and stop restocking; the turret will be locked and the loader will be busy during the operation)
Added FMOD studio for advanced audio rendering
Overhauled engine and track audio (more audio upgrades to come!)
Added audio to turret traverse on most units, including alternate sounds for backup cranks
Added "what's new" pop-up in main menu and a button to view it again
Added high detail ammo models to M60A3 TTS and T-55A
Added additional control for range adjustment (Ctrl + mouse wheel)
Changed time of day in some missions
Significantly increased efficiency of vehicle physics calculations (most Patreon demo players will see a noticeable increase in frame rates due to this change!)
Improved naming system for weapon and ammo in HUD
Improved game version labeling on screen
Enabled AI crews to use ammo switching and restocking
AAR snapshots now depict the correct state of a vehicle's ammo load at the time of the snapshot
Fixed numerous issues with AI
Fixed quick menu (Q) working in free cam
Fixed an issue that could lead to projectiles skipping armor
Fixed an issue that could lead to visual stuttering on 2 km teaser map
Fixed an issue where vehicle components in AAR mode were always highlighted
Fixed a visual issue with T-72M1 track movement
Fixed the distant terrain in the 2 km teaser map being too shiny
Fixed a bug that could cause turrets to momentarily tilt off-axis while rotating on a plane that was not level
Fixed issues with sprocket and roller wheel rotation speeds on tanks
Fixed a bug that could lead to TOW missile steering jets remaining visible after the missile detonated at close range
Fixed a visual issue with turret radio aerials on thrown turrets
Fixed an issue that made the main menu music volume slider hard to grab

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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #20 on: February 04, 2021, 02:24:50 AM »


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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #21 on: February 06, 2021, 04:53:55 AM »
GHPC developer live stream - January 31, 2021




This session was streamed by the developer on January 31, 2021
https://www.twitch.tv/gunnerheatpc​


0:00​​ Pre-stream
5:17​​ Intro
7:00​​ Reminder about map location challenge
8:50​​ Gameplay on new map begins
10:30​​ New map reveal
12:11​​ Crew voices will return
15:52​​ On future updates to public vs. Patreon demos
16:48​​ T-55A night combat on new map
18:01​​ Ammo switching and restocking added
19:20​​ Which nations we're adding
21:26​​ On our new audio design
23:36​​ On optimization
25:44​​ On modeling tanks with classified armor
29:25​​ AAR enhancements
31:41​​ On artillery and other vehicles and equipment
32:39​​ AI is work in progress
34:23​​ T-72M1 is nearly finished
35:59​​ Patrons get new stuff first (JOIN THE PATREON)
38:00​​ On first-person views
39:37​​ New ammo models
44:25​​ List of vehicles in the game now
49:00​​ Thank you for supporting the project!
49:40​​ We encourage publicity for GHPC now
50:33​​ Plans for GHPC releases and free/paid content
53:02​​ On progression grinding
55:20​​ On blending game and simulation (feat. master T-55 gunner)
58:28​​ M60A3 TTS fire control system demo
1:03:46​​ On helicopters and planes
1:05:37​​ On why and how we use realism in our design
1:10:42​​ Differentiation from other tank games
1:12:10​​ On modding
1:14:23​​ Explanation of detailed component and flammables simulation
1:18:00​​ A very somber segment about crew mortality and its relation to gameplay
1:25:08​​ Spread the word about GHPC!
1:27:44​​ On why we keep plans vague
1:34:14​​ Track armor will be fixed
1:34:49​​ Plans to add an armor preview
1:35:31​​ Play the demo for free! gunnerheatpc.com
1:36:41​​ How to join the GHPC Discord server
1:38:40​​ T-64 is coming, delayed due to scan problems
1:39:57​​ 3D scanning and how YOU can help!
1:47:10​​ Research submission open on Discord
1:48:57​​ Conclusion
1:50:04​​ JOIN THE PATREON
1:50:22​​ Stream ended

« Last Edit: February 07, 2021, 11:42:11 PM by Asid »
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Offline Asid

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #22 on: February 08, 2021, 02:17:07 PM »
GHPC version 20210131.1 patch notes
08 Fab 2021



Both GHPC builds have been updated to version 20210131.1!


Overview

This is a minor update, adding some small improvements and bug fixes.  Most of the main changes are quality of life features, and there's also a damage modeling change for high explosive rounds to make them more realistically potent.

New on the HUD are the vehicle orientation indicator and the aim intensity indicator.  The orientation indicator appears in the lower left corner of the screen when you're using a vehicle with a turret.  It shows the hull and turret directions relative to your current view.  This should help with driving from commander or gunner views.

The aim indicator is a small arrow that appears just below the center of the screen to show exactly what your mouse aim input is doing: the direction and intensity.  This should help new players visualize the way the aiming system works.  If you're used to aiming in GHPC and wish to turn off this feature, you can find the option to toggle it in the Esc menu, under the Input tab.

AAR mode has been upgraded with the ability to filter shots based on three criteria: hit, damage, and caliber.  If your mission featured a lot of machine gun rounds being fired, you will no longer need to search through a giant list of these shots to find the large caliber ones.  You can also easily ignore missed shots or shots that didn't have much effect.  The default setting is for all three filters to be enabled for concise AAR lists.

The main systems upgrade in this patch is the addition of overpressure damage effects to munitions that have high explosive warheads.  HE rounds, and some HEAT rounds, will now create damage to fragile items that are nearby and unshielded when they detonate.  This means thin-skinned vehicles struck by HE rounds will no longer require direct spall hits to components in order to take damage, and warheads that detonate on the surface of armor will easily take out optics and other fragile items.  You may even see some hatches blown open by overpressure.

(Note: overpressure damage is currently not listed in the shot damage logs.  However, its effects still apply in real time.  A more comprehensive damage list will be added later.)

Changelog

•   Added a "how to play" button to the main menu - this links to a guide on the official website
•   Added shot filters to AAR mode
•   Added overpressure system for HE and HEAT munitions (with this change, components not directly struck by fragments can still receive damage when near an explosion and unshielded)
•   Added HUD indicator for hull and turret direction
•   Added HUD indicator for aim intensity (this is intended to help new players understand how the system works; it can be hidden via the Options menu, in the Input tab)
•   Added the vehicle switch key to the on-screen list
•   Added names to credits
•   Replaced 3BM25 with 3BM20 in T-55A
•   AAR mode now shows the presence or absence of crew members correctly
•   Evacuated crew members can no longer be hit by projectiles
•   BRDM-2 and M113 can now smolder after ammo hits
•   ATGM crews now have heat signatures
•   Camera switching now uses two keys: Shift to toggle optics, and C to cycle views within a mode
•   Nerfed over-performing machine gun rounds
•   Re-tuned terrain colors on Point Alpha map
•   Improved some terrain settings for optimization
•   Reduced glare on T-72M1 ready to fire lamp
•   Improved consistency of gun sight zoom levels for T-72M1 and M60A3 TTS
•   Improved optimization of gun sight reticle loading
•   Increased time required to scorch vehicles that are on fire
•   Improved clarity of weapons HUD with regard to reloading and restocking
•   Reduced text size in What's New pop-up
•   Fixed a bug that made it difficult to drive the BRDM-2 in reverse
•   Fixed the T-55A gunner's sight not having its 7x zoom level
•   Fixed a bug that could lead to the reticle in the M60A3 TTS sight "outrunning" the sight
•   Fixed an oversight that led to stabilizer being controllable during ammo restock


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Offline Skoop

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #23 on: February 09, 2021, 05:47:56 AM »
Can’t see anywhere, but have they stated how infantry will be modeled i the game ?
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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #24 on: February 09, 2021, 02:08:50 PM »
Can’t see anywhere, but have they stated how infantry will be modeled i the game ?

In short, infantry will be part of battles, and sometimes players in APCs will be tasked with delivering or supporting infantry. There may also be game modes where the infantry secure a location to win.

 :marching-soldiers

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GHPC version 20210301 patch notes
02 March 2021


 
Both GHPC demos have been updated to version 20210301!  As always, you can find the public demo here https://gunnerheatpcdev.itch.io/gunner-heat-pc-development-test-build  Patrons can find the demo using the usual link, which will be shared again in the Patreon post for the update.

Overview
This update adds the long-awaited complete T-72M1 to the game!  The armor and component modeling is complete, and the vehicle is now fully playable in missions, if you're a Patreon supporter.  Public demo players will be able to preview the vehicle in the proving ground, but it will be locked out in missions and not respond to player input.  It is likely that some additional vehicles will follow a similar access model in the future, with a possibility of changing which ones are unlocked in the public demo over time. 



To showcase the T-72M1 properly, we have added a few new missions which feature it prominently, as well as inserting a few T-72M1s into some existing missions.  You will be able to pit it against the M60A3 TTS and see which one comes out on top.  The T-72M1 should be quite competitive, at least until the Abrams arrives...

Highlights
 




The T-72M1 is the first vehicle in GHPC to feature composite armor.  In the upper glacis of the hull, it carries a composite sandwich armor of steel and glass textolite.  This setup gives it strong performance against HEAT warheads without excessive weight penalty - though you will still need to watch out for advanced munitions like the I-TOW.  In the turret cheeks, the cast steel is poured around inserts of "Kvartz", a sintered quartz ceramic that helps provide decent resistance against even APFSDS rounds.  Until the NATO 120mm guns are added to GHPC, the T-72 will enjoy partial immunity in hull-down shootouts.



Another new feature for the T-72M1 is the autoloader, replacing the usual 4th crew member in the other tanks.  The T-72M1 uses the venerable "AZ" automatic loading system, which feeds two-piece cartridges from a shielded carousel in the turret floor.  The AZ can rotate at up to 70 degrees per second and is capable of automatically choosing the quickest path to the desired ammunition type - though in its early form, as seen in the T-72M1, it would only rotate in one direction.  In GHPC, the autoloader's seeking behavior and timing are fully simulated.  You can watch it in X-ray mode (O) or simply hear it working while you use the gunner's view. 



Despite the impressive frontal protection of the T-72M1, you will need to be mindful of your exposure and angling.  The side armor is not able to resist any significant threats, and the lower hull and driver's hatch areas are much weaker than the area with composite coverage.  Keep your front toward the enemy and fire from a hull-down position when possible.  With the vehicle packed full of spare ammunition and a very compact internal setup, a penetration of your armor will likely be catastrophic.



As a final note, some users may experience performance issues in certain missions.  The team is aware of this, and we are working to optimize the game over time.  One of the benefits of our open development process is allowing people to enjoy new features as soon as they're ready, and the tradeoff is that performance can suffer until we have the chance to fix it.  If you experience slow performance, try lowering graphics options in the Esc menu, especially the vegetation distance, shadows, motion blur, SSR, and AO.

We hope you enjoy the GHPC demo!  If you like what you see and want to speed us along in development, consider supporting the project on Patreon.  We rely entirely on community contributions and support.

 
Change Log

•   New missions featuring T-72M1
•   T-72M1 added to several old missions
•   T-72M1 model improvements
•   T-72M1 armor and damage model
•   T-72M1 "AZ" autoloader carousel animation and fully simulated cartridge seeking
•   AAR camera motion along shot path is now smoothed
•   Free cam now has smooth speed change and smooth zoom when in right click mode
•   Quick menu (Q) now only shows relevant entries for your current unit, if any
•   Terrain graphics improvements
•   Terrain rendering optimization (for some users, this should result in lower CPU load)
•   Removed ability to use debug FLIR mode from gun sights
•   Added armor materials system, allowing improved handling of perforation of various objects (as an example, tracks will no longer eat APFSDS shots)
•   Fixed default input settings allowing joysticks or other peripherals to affect controls
•   Fixed audio mute bug (if you experience additional bugs, try adjusting audio volume in the in-game options, as well as toggling the mute option)
•   Fixed a bug that amplified overpressure beyond reasonable limits
•   Fixed incorrectly named TOW ammunition
•   Numerous bug fixes in various systems

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Free Steam demo and livestreams during Steam NextFest June 13-20
31 05 22



During Steam's NextFest 2022 event, from June 13 to 20, we will have a free playable demo on the GHPC Steam page https://store.steampowered.com/app/1705180/Gunner_HEAT_PC/ .  This demo will be a trimmed-down version of the Patreon demo, with all vehicles playable in a curated set of Instant Action missions. 

At two times during the event, we will also be hosting developer livestreams via Steam broadcast.  Use these links to view event details and set reminders!

https://steamcommunity.com/games/1705180/announcements/detail/3326483852792303301

https://steamcommunity.com/games/1705180/announcements/detail/3326483852792382567


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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #27 on: September 11, 2022, 11:01:28 PM »


Out on STEAM

https://store.steampowered.com/app/1705180/Gunner_HEAT_PC/

-10%  £23.79  £21.41
Time limited offers. 43 hours remaining as of this post.


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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #28 on: September 19, 2022, 03:31:57 AM »
GHPC Early Access has been updated to version 20220830.1
Mon, 19 September




This is a minor update, featuring several bug fixes and changes while we continue to work on upcoming features.

IMPORTANT: The default control scheme for aiming has been changed in this update.
Rather than the current "inverted palm switch" setup (tap RMB to dump lead), the option has been reverted to a direct simulation of the gunner's controls, as it was in the game's earlier demos (hold RMB to aim, release to dump lead). This should make it much more intuitive to control advanced Fire Control Systems such as the ones on the M60A3 and the Abrams, as well as avoiding unintended lead adjustments that caused many new players to miss shots sideways without realizing what they were doing.

If you prefer the previous control system, go to Settings, select the Input tab, and mark the "Invert Aim Control (Palm Switch)" checkbox.


Changelog

    Restored longstanding default control scheme for GHPC: hold aim control (default RMB) to aim, release to dump. Can be inverted again in settings.
    Added tip for "dump lead" control when improper lead is detected
    Added tip about automatic lead engagement when using laser rangefinder on certain tanks
    Added tip for coincidence rangefinder
    Added separate tip for directing turret aim in third person views
    Added ability for certain tips to appear more than once in different mission runs
    Added missing patron names from final week of submissions to credits
    Removed "toggle turret aim" control completely
    Reduced chance of getting certain glitchy mission types in campaigns (these will be removed in the future)
    Improved cloud rendering
    Fixed an issue that could lead to spall fragments visibly freezing in midair
    Fixed an issue where certain elements, such as the Bradley's main gunsight reticle, would not display properly in campaign missions
    Fixed errors that caused some tips to display improperly or out of sequence
    Fixed 3BM20 not shattering on ricochet
    Fixed AN/VSG-2 day sight channel in M60A3 TTS having multiple zoom levels when in reality it only has a fixed 8x optic
    Fixed minor texture issues on Abrams and M923


Thanks for playing!

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Re: Gunner, HEAT, PC - vertical slice build has the tank sim community abuzz
« Reply #29 on: October 09, 2022, 01:41:42 PM »
GHPC Update 20221008
Sat, October 8, 2022




Regular Update
GHPC Early Access has been updated to version 20221008.

This is a regular update, featuring several new features, new mission content, and bug fixes.



New additions

To keep content fresh while we work on core features, there are a set of ten new Instant Action missions spread between Outskirts and North Fields. These include a variety of scenario types, including some unique setups not seen before! The campaign has been equally expanded, with ten brand-new mission templates for increased variety, better pacing, and more interesting battles.

As you explore the new mission content, keep an eye out for truck targets - the M923 and Ural 375D finally make an appearance in combat. Several of the new missions feature opportunities to directly destroy enemy logistics by striking their transport vehicles.

Some attention has been given to visuals as well: the grass rendering was vastly improved, the BRDM-2 received a model overhaul in preparation for future features, the BMP-1 is adorned with new equipment, and many vehicles have received new aerial antennas with physics! In addition, some existing luggage decorations are now able to react to forces on the vehicle by swaying and bouncing around.


Fixes and improvements

Of special note in this update are the improvements to RAM usage when traveling through large areas or loading different maps in the same play session. Players who experienced issues or crashes related to memory in previous versions may see a significantly more stable experience.

Several unstable or glitchy campaign scenarios have been phased out. Campaign flow and content in general is still heavily work-in-progress, but this should help alleviate many of the existing issues, such as waiting for enemies that never arrive, or needing to traverse multiple km of terrain with no action.

On the AI front, the crews in GHPC should no longer be able to see through small tree lines or individual trees. Many instances of getting ATGM'd through dense leaves should no longer occur. Bear in mind, this is only a partial fix - it's still possible under some circumstances for the AI to look through portions of dense forests - but a large chunk of the potential issues should now be eliminated. Work on AI vision, and AI in general, is of course ongoing.

For a full list of fixes, see the changelog below.


Developer streams

As a general reminder, and for those who are not aware, the GHPC development team typically hosts a livestream every 2 months on Twitch  [https://www.twitch.tv/gunnerheatpc] . The next one is October 9 at noon EDT. Stop by to chat with us and hear about upcoming development!

Changelog

    Added 10 new instant action missions
    Added 10 new campaign mission templates
    Added jiggle physics to luggage on tanks
    Added flexible aerial antennas to many vehicles, with randomized tie-down states
    Made the T-72's rubber skirts a little bit wobbly
    Added randomized equipment to BMP-1
    Added names to most campaign mission templates for easier identification
    Overhauled grass rendering for better detail and color variation
    Overhauled BRDM-2 visual model
    Improved driving physics stability on some vehicles
    Reduced BMP-1 gun recoil force for more realism
    Removed campaign mission templates that would frequently result in broken scenarios
    Shortened initial splash screen sequence at game launch
    Reduced speed at which AI commander can traverse the turret when using aim override
    Fixed AI being able to see through small tree lines and individual trees (some issues still persist with forests)
    Fixed an issue that led to excessive memory use when traversing large maps
    Fixed an issue that led to heavy rendering load from vegetation
    Fixed an issue where some AAR shots could get bad data and the resulting trace render would blot out the sun
    Fixed BMP-1 jittering at low speeds
    Fixed BMP-1 Malyutka ATGM appearing to remain on rail after launch
    Fixed visible crew members of ATGMs and trucks sometimes appearing in the wrong positions in AAR
    Fixed AI crew voices sometimes calling "doubtful" for no reason when switching units
    Fixed M60A1 and M60A3 turret armor models including spare track pieces that are not actually there
    Fixed some issues with the rear hull sides of the early model M1
    Fixed Point Alpha wind not working
    Fixed an issue that led to some characters not displaying when Turkish language settings were present in Windows
    Changed direction of Abrams track textures to make it playable


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