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31
Friends, the latest episode of Retro Dogfight is out, and this time we discuss F-19 and F-117A!

https://www.retrodogfight.com/06-f-19-stealth-fighter-and-f-117a-nighthawk-stealth-fighter-2-0/
32
GHPC Update 20250930
Tue, 30 September 2025



Regular Update: Command Mode, T-64B1

GHPC Early Access has been updated to version 20250930. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.

COMMAND MODE



What is Command Mode?

Ever since the RTS mode that was temporarily in the game for April Fools 2025, many players have asked for the feature to return. There were lots of questions about why we would do all that work only to remove it. Well, like most things we do for April Fools events, that feature had a second purpose, which was to serve as a testbed for our actual goal: a standard game feature that allows players to adjust the battle plan for friendly forces! The first iteration of that feature is now here. We call it Command Mode.

In a mission with Command Mode enabled, the routes and commands for friendly vehicles are visible on the map immediately at the start of the mission. You have unlimited time to adjust or rewrite these as desired, until you come up with a plan that you are confident in.

Want to send the tanks ahead to make sure it's clear before the APCs move up? Want to move two platoons around opposite sides of a position for a pincer attack? Want to have one group wait until another group reaches a position before proceeding? Now you can do all of that and more.

If things are starting to go sideways during the mission, you have full control of the plan and can adjust it at will. Drag nodes around, add and remove modifiers, or just right-click on a platoon leader and set new orders instantly. The friendly forces will do their best to adapt on the fly.

Command Mode is optional

Some people will undoubtedly prefer to just play the game the standard way, without worrying about plans or having their head in the map. That's fine too! All Command Mode missions have been provided with a default plan, so you can just click the start button and play the game. All the fine-tuning is fully optional.

This is the first iteration

As we see how players are adjusting to Command Mode, we intend to refine it and use it for most or all new missions moving forward. It will become another standard tool to change how the scenarios play out, especially when there's a need to adapt to a changing situation.

It's possible that there will be some quirks with this feature, as with anything new in an early access game. If you encounter issues, please use the bug reporting links in the "Help" section of the game's main menu to let us know! All links are also available on the website: https://gunnerheatpc.com/


NEW MISSIONS

With the launch of Command Mode, we're debuting ten missions compatible with the new system. Two of these are brand new and found in the Fulda Outskirts list, while the other eight are revisions of existing missions under Eastern Hills.

All of these missions have been designed to work with the flexibility of the Command Mode features, meaning you are free to approach them as tactical puzzles in whatever way you see fit. This should be especially noticeable in cases such as the mission Obscene Odyssey, where even being able to make your tank force wait for airstrikes or do stationary gunnery against enemy positions can improve the survival rate significantly!


NEW VEHICLE: T-64B1



Our vehicle team had to make some revisions to the T-64B model to support the NSVT machine gun being usable, so while they were at it, they went ahead and added some additional minor variants, particularly the T-64B1.

The "B1" designation indicates that this is a T-64B which lacks the equipment to guide gun-launched anti-tank guided missiles (GLATGMs). As such, the loadout for this variant has had its Kobra missiles replaced with standard ammunition, and there is no missile guidance unit on the turret roof.

We've also added a couple of "obr.1981" variations without the weld-on armor plate on the hull's upper glacis plate. These can be used to represent vehicles that have not yet undergone the retrofit process that added the extra high-hardness steel plate. The frontal hull armor resistance of these tanks, especially against APFSDS darts, is slightly lower.

All of the T-64B variants are available in the customizer or randomly in the USSR forces in campaign mode (when logistics scores allow).

To remove ambiguity, here's a chart showing the differences between T-64B versions in GHPC:

Tank                  GLATGM system.   Hull add-on armor

T-64B obr.1984    ✅Yes.                  ✅Yes
   
T-64B obr.1981    ✅Yes.                  No
   
T-64B1 obr.1984  No.                      ✅Yes

T-64B1 obr.1981  No.                      No


MAP ICONS

With the Command Mode release, all of the icons for vehicles and infantry on the map have been updated. They now use NATO-style symbology to indicate their type. There are also informational labels when you hover the mouse on a friendly icon in Command Mode, which can be useful if you're trying to learn what the symbols mean.


OPTICS ADJUSTMENTS

Alongside the more major changes, we've made a few adjustments to various optics-related items.

For starters, the PZU-5 gunsight for the T-64's NSVT machine gun has received some bug fixes, and the powered traverse for the gun mount itself is now much faster as it was in real life. T-64A and T-64B players should benefit from a much quicker aim time when engaging unarmored targets with the heavy machine gun. (The weapon is now usable on the T-64B, just like it was for the T-64A in the previous minor update!)

Next up, the PZB-200 night sight on some of the Leopard 1 variants has been revised. The Leopard 1A1A2 and 1A1A4 now have an updated reticle, with a combination of fixed and dynamic markings.



The dot reticle slides vertically to indicate the actual aim point for the current ammunition and range settings as calculated by the fire control system, while the other marks serve as a backup reference. The T-shaped arrangement at the top is the zero mark.

And last but certainly not least, it is no longer possible to shoot while using the commander's binoculars as a makeshift scope. This should make unstabilized weapon platforms feel more authentically limited, rather than being turned into unreasonably effective systems by "videogame logic".

There are of course other changes arriving in this update, and you can check out the full list below to read about them all.


CHANGE LOG



NEW CONTENT

  - Added Command Mode, allowing direct viewing and control of friendly forces' battle plans in compatible missions

  - Added two new Command Mode missions in Fulda Outskirts

  - Added eight Command Mode revisions of existing missions in Eastern Hills

  - Added T-64B1 tank (T-64B without gun-launched anti-tank guided missile systems)

  - Added 1981 variants of T-64B and T-64B1 (lacking weld-on reinforcement plate on upper glacis)

  - Added right-click menu for friendly platoons on map in Command Mode, allowing instant changes to their behavior

  - Added info panel when hovering the mouse over a friendly unit on the map

  - Added out-of-bounds zones in some missions, where incursions are met with aggressive enemy strikes

FEATURES AND ADJUSTMENTS

  - Panning the map view is now done with middle-click or Alt-click

  - Updated PZB-200 night sight on Leopard 1A1A2 and 1A1A4 to more accurately depict the real optic

  - Map markers for friendly and enemy units now display symbols to indicate what kind of vehicle or emplacement they are

  - Map markers for friendly platoons now merge into a shared icon when the map is zoomed out enough

  - Existing T-64B has been renamed to T-64B obr.1984

  - Updated powered traverse speed of T-64's NSVT machine gun

  - T-64B now has a usable NSVT machine gun

  - Aiming and firing are no longer available while looking through commander's binoculars

FIXES

  - Fixed some physics issues that could lead to the entire game breaking

  - Fixed an issue that caused vehicle hulls to slowly drift forever after firing

  - Fixed multiple mission bugs

  - Fixed several issues with AI navigation

  - Fixed reticle illumination in PZU-5 sight for NSVT

  - Fixed some audio issues
33
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on September 30, 2025, 12:20:11 AM »
Reentry has been patched to 0.99.87 - Gemini Ascent, Academy Exams, Storage
Mon, 29 September 2025



This small update will fix an issue in the Gemini Ascent logic that, for some players only, caused the yaw steering to fail. It also makes some minor improvements to all the in-game Academy exams (aka. Pilot Certification Flights), improves some of the internal logic of the games Storage system, and adds the missing needle to the 3-pointer Altimeter in the Gemini Cockpit.



I also moved the ROADMAP button on the Main Menu a bit up to make it more visible, in case you are curious about it.




Patch Notes:

  - Gemini Ascent Guidance fixes

  - Fixes to the Pilot Certificate Flights (PCFs)

  - Storage System improvements

  - Minor Gemini panel fixes (Altimeter)

  - Roadmap placement on the Main Menu

  - Fixed a potentially blocking issue related to the Lunar Landing from Launch Pad without using a Save State
34
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on September 30, 2025, 12:20:06 AM »
Game Update 1.1.3
Mon, September 29, 2025



Dear Tankers and Mechanics!

Sitrep
It's been two weeks since our last update, 1.1.2. Since then, we've added support for creating lobbies in-game and inviting friends directly in-game. For more information, check out our friday Development Status #80, where we describe the concept in more detail and what we're cooking up for the game.



CLICK HERE TO READ DEVELOPMENT STATUS #80


What's in Patch 1.1.3

As for the new features in the update, we have added portable stairs and voice overs for repairs, as well as the ability to create a lobby in the main menu. In addition, we have added destroyed models for the Pak 40 and Flak 36 static guns ? this will definitely be noticeable when playing the Soviet campaign.

  - Steam lobby/invite party in-game
  - movable stairs on repair scene
  - unit spotting process has been redesigned to be multi-threaded
  - Pak40 and 8,8 cm Flak 36 have destroyed models variants
  - UI bug fixes, over layered text and icons over some panels
  - Soviet (AI enemy) tanks now shoot while driving (new feature)
  - Germany and Soviet infantry indicators when spotted will be visible only below 100m in distance
  - Infantry compass indicators doesn?t show distance label (turning this off increased game performance)
  - Subtitles to repair scene voice overs
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Fixed switching between artillery and direct shooting on static guns
  - Optimization for AI spotting mechanic (more fps on big battles)


Changelog 1.1.3
Below is the full list of changes being made:

Added:

  - [UI] Battl Map - visible selection frame when offmap is selected
  - [UI] Steam invite overlay to main menu
  - Overview UI Manager and prefab
  - Pak40 now have destroyed mesh variant
  - Subtitles to repair voice overs
  - Overview UI Manager and prefab
  - Status for player (in tab menu) when he's watching intro or outro


Fixed:

  - [UI] Incorrect labels position on steam deck
  - Avatars should now be correctly displayed (steam)
  - When player leaves or enters, the tab menu will update automaticly if it's opened
  - Tutorial hints UI panel won't be hidden even if you have the game option Hide Hints on
  - Fixed some situations when player could interact with hatch when using vehicle visor
  - [UI] Player Team Status GUI Item
  - [UI] Interaction icon is visible before pause menu
  - Depth of trenches on C2M3 and C2M5 maps (infantry were too high and not covered at all)
  - Vehicle passangers rotation toward target
  - Inside collider of STUG fix
  - Skirmishes should no longer be saved as campaigns
  - Abandoned vehicles or static guns now correctly start battle event triggers that check Destroy or Protect objectives state
  - Switching between artillery and direct shooting on static guns
  - Infantry body rotation toward targets
  - [UI] Vehicle Customizer buttons label margins
  - [UI] Graveyard Manager bottom buttons size of labels
  - Highlighting GUI after playing tutorial should be now correctly cleared
  - Finishing multi crew tutorial won't show campaign summary


Modified:

  - Game version changed from 1.1.2 to 1.1.3
  - [UI] Main Menu buttons state when disabled
  - [UI] Battle Map offmap gui items
  - Interaction collider with hull or roof mg is not more aligned to the mesh of the weapon and is no longer annoying us when we're in commander mode
  - [UI] Further working on Steam party lobby
  - [UI] Overview mockup
  - [UI] Further working on Steam party lobby
  - Germany infantry indicators when spotted will be visible only below 100m in distance
  - Soviet infantry indicators when spotted will be visible only below 100m in distance betwenn player and enemy AI
  - Added correct soldier covers and colliders for trenches on Pokrovka map
  - Added distance to playing the repairs vo (max 30m)
  - Replaced player avatars panel on multiple UI screens
  - [UI] Steam Friends invite


Known issues:



  - We have likely found the reason for the blurry screen. It turned out that the Rendering Scale setting was not working in the game. It is possible that, for some players, this setting was set very low, causing the game to appear at a low resolution.




When next update?

We will now focus on implementing systems for managing and issuing orders to units, including, for example, changes in formation or aggressiveness towards the enemy. In general, we will tackle AI issues and push forward with their behaviour.

In addition, we will cover the latest topics from the roadmap, including the addition of the captured version of the KV-1, i.e. the KW-I with a 75 KwK 40 L/48 gun. Finally, we will cover topics related to the implementation of the Steam workshop, so that you can start making and uploading your first modifications to the game. Once we have completed the current roadmap, we will start working on the next one.

Thank you for your support, we are working. See you next time!
DeGenerals

35
Tacview / Autumn Sale!
« Last post by BuzyBee on September 29, 2025, 04:53:52 PM »
Tacview's Autumn Sale has begun: 30% off Tacview Standard and Advanced from September 29th to October 6th.

To upgrade from Tacview Standard to Tacview Advanced, send us an email at support@tacview.net.

Happy flying!


36
Games Discussion / Re: Swordhaven: Iron Conspiracy
« Last post by Asid on September 29, 2025, 12:00:53 AM »
Patch notes for update v.0.8.1
Fri, 19 September 2025



  - Added the feature that makes journal notes directly from dialogues
  - Added new weapons, as well as icons and 3D models for some existing ones, e.g. the crafted crossbow
  - Added a new Thieves? Guild character near the arena
  - You can now complete the Commander quest
  - Increased the variety of enemies in sea encounters
  - Added 18 new achievements (WIP)
  - Fixed a bug where combat encounters in the North would not start
  - Fixed a bug where enemies could spawn in the rest "Camp" location
  - Updated the ship icon on the mini-map
  - Fixed an issue with old saves and the turn counter that could cause combat to freeze.
  - Updated the movement point display in combat when penalties are applied
  - Fixed a bug with the Underground Tunnels cutscene not triggering with older saves
  - Fixed negative damage from the armor-stripping ability
  - Optimized cases where the wrong amount of SP was spent due to height differences
  - Added several new loot points for Clamreach, Grainhold, Noble, Adventurer and Priest dungeons (interiors and exteriors)
  - Increased the number of arrows crafted in one attempt
  - Added new maps for encounters in deserts and jungles
  - Added an animated indicator of when arrows run out in the quiver

37
Scourge Of War / Re: Scourge Of War Gettysburg Remastered
« Last post by Asid on September 28, 2025, 12:03:30 AM »
Scourge of War Engine Update
Fri, September 26, 2025



plus a dlc bonus


BUG CORRECTIONS

Bug correction is always on top of our ?to do? list. I?m really proud of the community we have because of its constant suggestions and feedback. This helped us a lot in finding bugs which sometimes could be very difficult to find.

The last effort we put in this area is the correction of the bug that makes a Multiplayer battle to crash when a player leaves the game: this should be fixed now.

Another important fix is the scenarios crash, that happened both in the Remastered and in the Classic version, together with the fix for the OOBs errors that appeared in the log.

There are also minor corrections to some vegetation graphic glitch, OOB names and weird characters showing in some scenario intro.


TOOLBAR

The bigger update for this area is the Manage Unit button, under the Attack March (yellow bugle) button, that appears at Brigade level and above: by clicking it, a sub-menu will open with new options:

  - Take Charge On/Off all the units under your command

  - Take Charge of all the officers under your command

  - Attach/Detach unit: this is the button that has been replaced

  - Split/Join Brigade: it?s available for Brigade level commanders only (Infantry, Cavalry and Artillery)

More explanations on the latter option: by clicking Split Brigade button, a new Brigade officer will be created and half of the former Brigade units will be assigned to him. Just keep in mind that the new officer usually has worse statistics.

Join Brigade command works in the opposite way, so it lets you merge Brigades of the same army. You can?t merge an infantry Brigade with a cavalry Brigade! How it works? First of all select the officer you want to merge with another Brigade: remember to select the worst one because once he join the other Brigade he?ll be lost forever even if you try to split again! Once you have selected the right officer, click on the Join Brigade button, the mouse pointer will show a ?+? symbol. Now click on the flag of the Brigade officer you want to merge and that?s all. Last thing to remember is that if you put too many units under a Brigade commander, he?ll be not able to handle all of them and some units could be left behind without orders!

The Stance Orders sub-menu gives you now the possibility to choose an order (All Out Attack, Defend, Hold to The Last, etc.) for the selected officer only OR, by right-clicking on the same button, to cascade that order to all the officer?s subordinates


Another minor update is the tooltip that shows you the weather conditions and the visibility distance if you hover over the Weather image just below the clock.


UI IMPROVEMENTS

We want our UI to be more user friendly and with this in mind we added tooltips on the most relevant (or hard to understand) settings in the Options screen. It?s just a starting point, more to come?

Another request that has been hanging there for so many years, is the possibility to invert the mouse wheel to zoom in and out in the 3D map. That was actually something you could already do but that means to go in a certain folder in another folder, search for a certain file, add a command line etc? Now you can go in the Options screen, also in game, and tick the Invert mouse wheel option. Voil?!


OTHER NEW FEATURES

I think that the most exciting improvement here is the improved draw distance for trees, objects, terrain and units. You can tweak and find your sweet spot by playing with the Terrain options in the page 2 of the Options screen.

To improve Multiplayer experience, we added a popup message that inform the host of a game when someone leaves or drops so the host is aware of it and can decide if go on or restart the game.

On the Campaign map, now it?s easier to move your troops by right-clicking on the town you want to reach. You can also right click on the town names as before.

Improved the Gettysburg?s Mini-Map by adding location?s names.


DLCs

In this update you?ll find our first DLC release, Lynchburg, and it?s for free! This is a way for us to apologize about the chaos of the Gettysburg release.

We?re going to release more DLCs, which are at the last development stage so everyone could play again or discover battles like Antietam, Pipe Creek, Chancellorsville and Brandy Station. Really hundreds of scenarios on all remastered maps made by our artists!

It was really a huge work so we hope you?ll enjoy them all!


LEADERBOARDS AND ACHIEVEMENTS

And now that you have all this new stuff available, are you ready to launch your troops towards the enemy and dominate the Leaderboard? Show us and to the world who is the Scourge of War Master!

Unlock all the Achievements

38
Scourge Of War / Re: Scourge Of War - Remastered
« Last post by Asid on September 28, 2025, 12:03:23 AM »
Scourge of War Engine Update
Fri, 26 September 2025



BUG CORRECTIONS

Bug correction is always on top of our ?to do? list. I?m really proud of the community we have because of its constant suggestions and feedbacks. This helped us a lot in finding bugs which sometimes could be very difficult to find.

The last effort we put in this area is the correction of the bug that make a Multiplayer battle to crash when a player leave the game: this should be fixed now


UI IMPROVEMENTS

A request that has been hanging there for so many years, is the possibility to invert the mouse wheel to zoom in and out in the 3D map. That was actually something you could already do but that means to go in a certain folder in another folder, search for a certain file, add a command line, etc. Now you can go in the Options screen, also in game, and tick the Invert mouse wheel option. Voil?!


OTHER NEW FEATURES

I think that the most exciting improvement here is the improved draw distance for trees, objects, terrain and units. You can tweak and find your sweet spot by playing with the Terrain options in the page 2 of the Options screen.

To improve Multiplayer experience, we added a popup message that inform the host of a game when someone leaves or drops so the host is aware of it and can decide if go on or restart the game.


LEADERBOARD AND ACHIEVEMENTS

And now that you have all this new stuff available, are you ready to launch your troops towards the enemy and dominate the Leaderboard? Show us and to the world who is the Scourge of War Master!

Unlock all the Achievements

39
Games Discussion / Re: Wolfpack
« Last post by Asid on September 28, 2025, 12:03:18 AM »
Development update September 2025
Fri, 26 September 2025



Hello everyone!  This month we have upgraded to the latest version of Unity, and switched rendering pipelines from the old deferred rendered to Unity?s new HDRP renderer. We have started working on the client side systems while continuing to work on the corvette.


New render pipeline

The new render pipeline will allow us to use more realistic lighting and volumetric fog effects, as well as dedicated shaders for hair, eyes and cloth. This will improve visual fidelity significantly, and handle light in a much more realistic way.


Client side systems

We have added the ability to launch into any playable vessel in the game directly from the editor. This will make it very quick to test out the missions that we create. We have added the ability to walk around in first person inside the u-boat bunker, and other similar locations. The corvette is now playable, but has very limited functionality.


The corvette

The corvette?s wheelhouse is still under construction, and we are constantly adding more details. When all the essential equipment is finished, we?ll move on to developing the radio room, ASDIC hut and bridge.


What?s next?

We are currently working on terrain mesh generation. The system will stream new terrain as the player moves around, creating a seamless open world without loading screens. To achieve this, the new system uses a spherical earth model. When mesh generation works, we are moving on to making a curved, seamless, global ocean.

40
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on September 27, 2025, 05:23:45 AM »
Territory Mode - New Open Beta
Fri, 26 September 2025



Attention Troopers!

A big update for the Territory Mode is now available on the Open Beta branch. New maps, a brand new progression system - to introduce and unlock content more gradually - as well as dynamic tutorial objectives have been added.


Currently only a part of the base game?s ?Ground Pounders? battle group content is available, but we?ll be updating the mode regularly over the coming weeks, adding more maps, units, technologies and Battle Groups.




How to join the Beta:

To participate in the beta program, go through the following steps:

  - Right click on Starship Troopers: Terran Command in your Steam Library

  - Click on Properties

  - Click on Betas

  - Click on drop-down menu and select "Beta - Open Beta"

  - Then Steam should automatically update the game and download the beta


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