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Management / Sim Gunner, HEAT, PC! - currently on Early Access

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria


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. 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.

GHPC will blend game and simulation in just the right amounts, providing awesome fire control and ballistics simulation behind deceptively simple controls. This core feature set serves as the foundation for a rich single player campaign mode, skirmish missions, and cooperative multiplayer modes: a satisfying option for every taste. And let's not forget about infantry and support units - tanks weren't built to fight alone. AI-controlled combined arms forces will round out the tactical environment and let armored units shine the way they were meant to.

We're making a great tank game because that's what we want to play.

Latest dev stream.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1705180/view/3409814398507920297
GHPC Update 20221030
Regular Update
GHPC Early Access has been updated to version
20221030
.

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

New additions
Just in time for Halloween, we've made a major change to night missions. Now, both the player and the AI forces will have the ability to call for illumination rounds to light up an area of the battlefield! Targets in the illuminated area become more visible to non-thermal optics, based on the amount of light reaching their position, until the illumination source is extinguished. Pact forces are now able to significantly close the detection gap after dark.

In keeping with the night vision theme, thermal optics are now realistically low in resolution for the first time ever! NATO players will notice that targets at long range appear blobby and unclear, making the day sight a far more attractive option for target identification. Some small flavor details, such as scan lines, are also present to spice up the visuals.

Thermal optics aren't the only ones affected in this update, though. Now all optics in vehicles are visibly affected by vibration and shake! The severity of this effect depends on the optic's stabilization quality and how fast the vehicle is moving. Some, like the main sight (GPS) on the Abrams tank, are barely affected even at high speeds. Others, like the optics of the M60 series, are so violently affected that it's not advisable to use them at all while on the move.

Speaking of vibration and shake, free look views are now affected by nearby explosions or concussion. Driving through an artillery barrage will produce severe disruption, and smaller events like large guns going off nearby will produce some kick as well. This is a small change but should make the immersion a little stronger.

For Pact armor fans, a notable change in this update is the introduction of the "gill armor" variant of the T-72M tank. This was an early attempt at making the T-72 more resistant to chemical energy (CE) threats, such as HEAT rounds, from frontal arc angles where the side of the hull was slightly visible. The armor panels attached to the sponsons are able to detonate CE warheads before they reach the actual hull armor, creating an air gap for the penetrator jet to cross. While not a guarantee of protection, this does affect the jet enough to allow the hull armor to save the tank in ideal conditions.

For a full list of changes, see the list below!

Changelog
  • Added T-72M "gill armor" variant with fold-out armor panels to enhance CE protection at the edges of the frontal arc
  • Added scanlines and lower resolution to thermal optics
  • Added scanline animation when refreshing thermal optics for a different zoom level
  • Added illumination flares (can be called from map view)
  • Added illumination flare influence to AI target spotting
  • Added head shake in exterior camera views
  • Added explosion kick to head shake for close range (affected by explosion size)
  • Added shake to gun sight reticles when driving (affected by optics construction and stabilization)
  • Added vibration blur to optics views
  • Added concussion blur for projectiles penetrating crew compartment and nearby explosions
  • Added backup gunner periscope to T-72 variants
  • Added destructibility to T-72 main gun sight
  • Added missile blast shield to BMP-1 gun sight during Malyutka launch
  • Added distance falloff effects to weapon sounds
  • Added M60A1 RISE (Passive) to campaigns
  • Improved audio stability
  • Changed TOW tripod thermal optics to early red type
  • Corrected zoom level of TOW tripod day sight
  • Removed non-working bloom slider
  • Removed developer controls for changing time of day
  • Fixed error in campaign template "Company Attack Seal" that would break the game
  • Fixed BMP-1 convoy number lamp having missing deactivated texture and displaying wrong digits of vehicle number
  • Fixed BRDM-2 missing number decals
  • Fixed HEAT jet calculations to make them properly degrade over air gaps
  • Fixed blur in optics having a different scale on different screen resolutions
  • Fixed M60A1 lamp controls not appearing in Q menu
  • Fixed vegetation LOD slider not working properly
  • Fixed label on WIP model for Leopard 1A1A2 in Grafenwoehr range

Thanks for playing!
 

Luka-boy

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I'm really looking forward to the Russian and German voice packs for the crews. They did a great job with the American ones, with the crew showcasing their level of tension depending on the situation, ranging from completely calm to "ohfuckohfuck there is an entire platoon shooting at out tank!".
 

Ol' Willy

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Ironic, but there is no relatively fresh modern tank combat sim at all. Plenty of WW2 ones, some older ones for modern combat, and of course Steel Beasts which is a beast in itself.

WoT and WT almost killed the genre
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1705180/view/5949849119408694320
GHPC Update 20221218
Regular Update
GHPC Early Access has been updated to version
20221218
.

This is a regular update, introducing several new features and bug fixes.

New additions
Visual effects
At long last, we've implemented new fire and dust effects. Cookoffs and blast effects are now significantly more realistic and have improved lighting. Our artists used real world references and modern fluid sim techniques to create the new systems, and we're proud of how they've turned out! As with everything else in the game during early access, we will be adding to and iterating on these effects in the future.

We have also improved the fire and scorching on vehicles that were missing it, as well as implementing vehicle suspension failure due to extended fires. In combination with the new fire effects, this should make vehicle destruction and its aftermath a bit more more visually engaging overall.

New content
Filling in the APC slot in the East German forces, the SPW-60PB makes its debut in this release. This is the local designation of the Soviet BTR-60PB, an 8-wheeled troop carrier that forms the backbone of Pact mechanized forces. The BTR has been added to a few missions for now, but expect it to make plenty of appearances in the future, especially when infantry are added!

Not content with just adding a vehicle, we also introduced six new Instant Action missions: five on the Point Alpha map, and one on an all-new map: "Eastern Hills". Expect more missions and campaign content on this map in the future!

Quality of life improvements
A major focus in this update was adding features to make the gameplay experience smoother. The primary improvements are:

  • Briefings accessible during missions (default key: J)
  • Objective tracking system during missions
  • Unit switching menu (replaces "next unit" function on Tab key)
  • Better filters for AAR shots
  • Reorganized mission lists in Instant Action

We know many of you have been asking about ways to keep better track of what the mission goals are and what's going on, and these new features should make a big difference in that regard.

For a full list of changes, see the list below!

Changelog
  • Completely overhauled flame and dust effects (WIP, more to come!)
  • Added new vehicle: SPW-60PB (East German designation of BTR-60PB)
  • Added a new map: "Eastern Hills"
  • Added 6 new instant action missions
  • Added mission briefing during missions (default key: J)
  • Added an objective tracking system to most missions (visible in briefing pop-up and whenever an objective updates)
  • Added a unit switch menu that shows the current selection and all available units to choose from
  • Added scorching and better flammables implementation to BRDM-2, M113, and cargo trucks
  • Added scorching to visible crew members
  • Added music in AAR mode after win or loss
  • Added options for "Player shots only" and "Exclude fire support" in AAR, enabled by default
  • Removed non-functional "Damaging hits only" option from AAR
  • Reworked campaign vehicle selection to take into account the logistical health of the faction: heavy equipment and personnel losses will reduce availability of first line units until strength recovers
  • Added chronological limitations for some vehicles appearing in campaigns
  • Made NATO equipment losses in campaign have a larger logistics effect
  • Added a rare contingency for late-game Pact forces in case of severe logistics issues
  • Added a rare WIP item in some missions
  • Added category spacers to instant action mission list and reorganized list
  • Added antennas/aerials to most Pact vehicles
  • Reworked the map "Fulda Outskirts" for performance and stability
  • Reworked the in-game navigation map for "Fulda Outskirts" for readability
  • Improved AI responsiveness to friendly units being blown up
  • Improved AI communication of threats to fellow platoon members
  • Improved AI handling of missed waypoints
  • Vehicle decals can now burn off
  • Axles, springs, and torsion bars can now melt and fail during a prolonged vehicle fire, causing the vehicle to gradually collapse on its wheels
  • Changed NATO tank markings to black (some buff colored background paint not present yet)
  • Fixed an issue where AI would turn around and expose rear armor instead of driving in reverse (they may still make this mistake if they can't see an enemy and wish to turn around)
  • Fixed an issue where the M60A3 TTS would have perfectly crisp WFOV thermals on 1080p or lower screen resolutions
  • Fixed an issue where AI waypoint path debug could sometimes display in game
  • Fixed an issue where player vehicle could be taken over by AI driving during mission
  • Fixed issues with UI scaling on some screen resolutions
  • Fixed missing commander crew member in BRDM-2
  • Fixed BRDM-2 engine eating shots in situations where it should not have
  • Fixed an issue where M60 series tanks could have their gun breech X-ray model rotate out of place
  • Fixed an issue where certain gunsight elements would draw over top of the navigation map and block mouse inputs
  • Fixed dirt piles and certain other props not interacting with wheels or projectiles
  • Fixed an issue where Spoiling Attack Wolverine could be won and lost at the same time
  • Fixed a game breaking issue where the HE scale on the T-55A gunsight read "0F" instead of "OF"

Thanks for playing!
edit.
 
Last edited:

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1705180/view/3654145459653268294
GHPC Update 20230228
Regular Update
GHPC Early Access has been updated to version
20230228
.

In this regular update, we introduce several new features, adjustments, and bug fixes.

This month's work was largely devoted to several upcoming major roadmap items, which are still under development at the moment. As usual, our small team is giving it our full effort, and we'll release these features when they're ready. We appreciate your patience!

Changelog
  • Added several new missions to Eastern Hills map
  • Rearranged missions to provide a smoother new player experience
  • Added day/night selection to compatible Instant Action missions
  • Added new kinetic impact effects
  • Reworked T-72 engine audio
  • Updated model for T-55A, including wobbly antenna and East German style fender modifications
  • Did minor model updates on all T-72s
  • Revised fire and smoke effects
  • Removed instant damage log during missions (you can still see the full list of hits and penetrations in AAR mode afterward)
  • Significantly reduced performance overhead of vehicle driving effects
  • Added a new aircraft type to flyovers
  • Added smoke grenades to launchers of M1 tanks (these cannot be deployed ... yet)
  • Revised Eastern Hills terrain geometry
  • Increased burn time on various flammable items in most vehicles
  • Renamed vehicle change keybind for clarity
  • Missed shots in AAR now show vehicles in their positions when the shot landed, rather than when it was fired, in order to reduce player confusion and erroneous bug reports over what appeared to be "ghost shells" passing through posed vehicles
  • Removed permanent FPS counter from HUD
  • Improved commander's binocular zoom and reduced aim sensitivity in that view
  • Slightly buffed some HE frag effects
  • Fixed a bug that caused fire not to emit from open turret rings on destroyed tanks
  • Fixed a bug that caused ammo cookoff explosions not to show up
  • Fixed a longstanding issue where ATGMs that had not yet armed after launch would still penetrate at full power
  • Fixed moving targets in Grafenwoehr range moving at incredibly low speeds
  • Fixed several mission related issues
  • Fixed an issue that caused BTR-60 to be hard for AI crews to detect in some situations
  • Fixed missing heat signatures on several vehicles
  • Fixed a lighting issue on hay bales
  • Fixed explosion debris getting stuck on vehicle
  • Fixed a bug that caused Malyutka ATGM to be steerable while using the BMP-1 turret to aim a different weapon
  • Fixed several sources of error spam in player log
  • Fixed an issue that could cause a contained engine bay fire in a BMP-1 to scorch the vehicle and melt the suspension
  • Fixed some incorrectly tagged voice lines
  • Fixed an issue that caused Bradley commander to order ATGM when shooting at trucks, and to never order coax or HE
  • Fixed a bug that could lead to commander override continuing to focus on a dead target
  • Fixed a bug that could cause a funny rock to be viewable from close range
Thanks for playing!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1705180/view/5408300766090972522
GHPC Update 20230401
Regular Update?
GHPC Early Access has been updated to version
20230401
.

Happy April Fools Day! (At least it's still April 1 in the USA...)

This update introduces numerous new features, several bug fixes and improvements, and a few things best discovered for yourself. Happy hunting!

(Note: several of the new features in the update are preliminary versions, meaning we are aware of errors or incomplete aspects and will be continuing to add to them in the future.)

Changelog
  • Added an option to show instant damage logs for shots. (Check the "cheats" tab in Settings!)
  • Added several new missions themed to this update
  • Added preliminary version of BMP-2, available in tank range and new missions for now
  • Added additional support assets on call for some of the new missions
  • Added preliminary version of East German crew voices
  • Added subtitles for all voice lines (English only for now; you can toggle these off in Settings)
  • Updated vegetation and details for all terrains, including some new trees and forest floor cover
  • Updated visual effects, including vehicle fires, autocannon impacts, ricochets, and some explosives
  • Updated tree placements on all terrains
  • Added more variety in shell casing sounds when firing guns in interior views
  • Modified some physics settings for efficiency
  • Fixed several mission layout and event issues
  • Fixed an issue where some IR spotlights would change light range on the fly and fail to illuminate objects, giving the impression that they were aimed in the wrong place
  • Fixed an issue where certain optics would become unstable if swept 90 degrees or more in first person view
  • Fixed an issue where the ammo door in the Abrams tank could clip outside of the tank when driving
  • Fixed an issue where commanders would call "next target" without confirming "target" first
  • Numerous small bug fixes

Thanks for playing!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1705180/view/3680048764138469619
GHPC Update 20230519
Regular Update
GHPC Early Access has been updated to version 20230519.

This is a regular update, introducing several new features, adjustments, and bug fixes.

Headlining the new update are the explosion audio overhaul and a new "mini-campaign". The mini-campaign is available in the Fulda Outskirts map under Instant Action. Complete each mission in the sequence to unlock the next.

This mini-campaign introduces a new experimental feature: on-call reinforcements. Both teams start with recon elements containing a relatively small number of units. When contact is made or losses are incurred, the other elements of the company are called into play. An alert message will inform you of the arrival of your comrades, and you will immediately be able to switch to them in the unit selection menu.

As an extra treat, the M901 ITV (an M113 equipped with a "hammerhead" dual TOW launcher turret) has been introduced as an AI opponent in the new missions. This vehicle will be playable in the future once a few additional aspects of it have been completed. In addition, the recently added BMP-1P, previously only available in campaign mode, makes its first Instant Action appearance in the new mini-campaign.

Behind the scenes, work on major goal features is ongoing, as we work our way down the roadmap. Stay tuned for more changes soon!

EDIT:
At 10:00 pm EDT, the build was hotfixed due to an issue with some audio effects.
At 12:23 am EDT, the build was hotfixed due to some units failing to move.

Changelog

Overhauled explosion audio
Added mini-campaign in Fulda Outskirts Instant Action with 3 missions and sequential unlocking
Added M901 ITV as an opposing AI vehicle in some missions
Added new visual effects for some projectile explosions
Added US helicopter pilot models
Added "night lights" to AAR, allowing a better look at the shooter and all struck units when reviewing a shot
Added power lines to power poles in all maps
Added shadows from smoke
Removed Proving Ground map (this was the oldest and least optimized map in the game, and all its features are covered by the Grafenwoehr Tank Range map)
Fixed an issue that caused laser rangefinders to not aim where the reticle indicated when the tank was moving
Fixed a visual issue with muzzle blast smoke from certain angles
Fixed AI crews looking in odd directions to find the threat when struck by artillery shrapnel
Fixed an issue that could cause the binocular overlay to get stuck on the screen
Fixed issues with some tree LODs
Fixed helicopter pilots bailing out of a chopper with a destroyed engine, causing it to crash instead of auto-rotating
Fixed several issues with crew voice command flow, including issues with target priority and adapting to player shooting an unintended target


Thanks for playing!
https://store.steampowered.com/news/app/1705180/view/3674422435246540102
GHPC Update 20230622
Regular Update
GHPC Early Access has been updated to version 20230622.

This is a regular update, introducing several new features, adjustments, and bug fixes.

New content includes two new helicopters, a new sky system, AI improvements, revised VFX, and a refined Close Air Support (CAS) system.

With this update, roadmap item 2 ("Fire Support") is nearly complete. The main remaining element is a set of future changes to the map screen to show more information and allow finer control of support calls.

As usual, we continue to work concurrently on multiple major features, in order to bring the game ever closer to a completed roadmap and 1.0 release. Stay tuned for more update news! You can learn more on our Discord server or during the bimonthly Twitch developer streams. Links to all our platforms are on the game's website.

Changelog

Added East German "Hind" gunship with new NVA pilot models
Added "Kiowa" scout helicopter
Added new mission in Eastern Hills map
Added dynamic scaling compass that better depicts the currently visible arc of headings
Added heat shimmer for most weapons and effects
Added ability to tie mission events to units spotting targets or taking fire (currently used for Kiowa scout)
Reworked sky rendering with new clouds, stars, and a WIP version of dynamic weather
Reworked AI vision interaction with forests: they can now see a limited distance into trees, with units inside forests having a spotting advantage compared to those outside looking in
Reworked CAS pilot behavior for better search and attack run orientation
Reworked CAS hardpoint system to allow varied loadouts, rocket barrages, and multiple-bomb drops
Reworked CAS weapon selection to match the intended target
Reworked CAS targeting to select the most important targets based on type and proximity to the map marker
Reworked CAS aiming to account for ballistic drop and momentum
Reworked multiple weapon and impact effects
Changed helicopter pilot AI to be less panicky when shot at, especially when already attempting an attack
Fixed unit losses being double-counted in campaign missions
Fixed multiple issues with crew voice flow
Fixed grass and trees not responding to muzzle blasts
Fixed random crashing jets in Bold Limit
Fixed reticles not loading for some users based on file permissions
Fixed Bradley TOW reticle illuminating in wrong color and getting stuck in illuminated state
Fixed Abrams auxiliary sight HEAT reticle not illuminating
Fixed crew obstruction calls treating grass height as a solid obstruction
Fixed an issue that capped helicopters' maximum speed too low
Fixed mixed-up win condition in Target Tango


Thanks for playing!
edit.
 
Last edited:

Hace El Oso

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Bogotá
They’re really missing a big part of the ‘feel’ of being a tank commander, which is actually having your head out of your hatch so you can have better situational awareness, especially as a platoon/company commander.

Technical simulation is all well and good, but it’s not everything.
 

Luka-boy

Arcane
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Sep 24, 2014
Messages
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Location
Asspain
I don´t know about you, but when I play I often have to stick my head out to quickly get a good idea of the terrain and other platoons unless I'm defending in a very good high position or it's extremely dark.

You can do it with your optics but it's not nearly as fast, or good.
 

Hace El Oso

Arcane
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I don´t know about you, but when I play I often have to stick my head out to quickly get a good idea of the terrain and other platoons unless I'm defending in a very good high position or it's extremely dark.

I didn’t think you could. I’ve never seen any footage or pictures of the player or any AI out of their hatch, did a quick search to see if it’s possible and only saw someone lamenting it was absent compared to ArmA.
 

Luka-boy

Arcane
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Sep 24, 2014
Messages
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Asspain
I didn’t think you could. I’ve never seen any footage or pictures of the player or any AI out of their hatch, did a quick search to see if it’s possible and only saw someone lamenting it was absent compared to ArmA.
From the demo last year:

Popping trucks with the Deuce is always fun.
 

Galdred

Studio Draconis
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4,496
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Middle Empire
Steve gets a Kidney but I don't even get a tag.
I don´t know about you, but when I play I often have to stick my head out to quickly get a good idea of the terrain and other platoons unless I'm defending in a very good high position or it's extremely dark.

I didn’t think you could. I’ve never seen any footage or pictures of the player or any AI out of their hatch, did a quick search to see if it’s possible and only saw someone lamenting it was absent compared to ArmA.
You can see from out of your hatch indeed. I just did that in the tutorial. I haven't seen AI do it, though. That said, with modern tank optics, it is not as critical as it used to in WW2 sims, as you need to be inside to use thermal imaging and such. I mostly used it for the binocular view.
 

Ol' Willy

Arcane
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Messages
25,880
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They’re really missing a big part of the ‘feel’ of being a tank commander, which is actually having your head out of your hatch so you can have better situational awareness, especially as a platoon/company commander.

Technical simulation is all well and good, but it’s not everything.
And getting a headshot from some camouflaged infantry

Happened quite a while in Steel Fury
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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GHPC Update 20240401
Regular Update: FRG
Happy April 1st!

GHPC Early Access has been updated to version
20240401
.

This is a regular update, introducing new features, adjustments, and bug fixes. There's nothing strange about the update. Today is an ordinary day.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

NEW VEHICLES
  • Added a new West German (Bundeswehr) tank
  • Added a new Pact tank

NEW CONTENT
  • Added new two-part mission series in Fulda Outskirts
  • Added 3BM8 APDS ammunition for 100mm guns (available at lowered Pact logistics states in campaign)

FEATURES AND ADJUSTMENTS
  • HEAT penetrator jets are now a different size and color in AAR to improve readability
  • HEAT and HE detonations are now explicitly mentioned in the AAR shot log text sequence
  • Orbit camera distance changes are now smoothly animated
  • Reworked M60A1/M60A3 armor model to fix glitches
  • Optimized AI vision checks
  • Improved efficiency and stability of numerous code systems
  • Made M901 ITV less resistant to crew panic and missile unit damage
  • Reduced the amount of time for which AI gunners will be willing to "blind-fire" after their target moves into concealment
  • Slightly increased clarity of Pact night sights

FIXES
  • Fixed an issue where some shot impacts created excessive CPU and memory load, potentially leading to a crash
  • Fixed Soviet loader in T-62 not announcing rounds loaded
  • Fixed grid pattern appearing with high amounts of screen blur
  • Fixed sprocket/track sync on T-80B
  • Fixed CAS planes loitering forever if they can't find a target
  • Fixed BMP-2 having no turret traverse drive sound
  • Fixed shots reporting wrong timestamp in AAR
  • Fixed some vehicle fire smoke effects suddenly increasing in size
  • Fixed suitcase item on T-80B intersecting with radio aerial
  • Fixed track animation glitch on M2 IFV
  • Fixed some parked vehicles in Soviet menu scene having their convoy lamps illuminated

Thanks for playing!
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
AI still needs work though. I recently played a few missions and had the friendly tanks in the platoon literally turn their backs to the enemy in the middle of a firefight (guess the AI was trying to maintain the formation and decided to drive back instead of reversing).

The big thing that still needs to be added is infantry, so far there are only ATGM launchers, but that is not the same as shooting up infantry squads. Hopefully you will be able to transport/deploy/command infantry when playing as an IFV - now that would be cool.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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GHPC Update 20240507
Regular Update: T-64B
GHPC Early Access has been updated to version
20240507
.

This is a regular update, introducing new features, adjustments, and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

NEW VEHICLES
T-64B

c50a2a81079ca3b4fbd7b6f4f9db44ebae791ab3.jpg


Release of T-64B tank for Soviet forces

Notable characteristics:

  • 125mm smoothbore cannon with access to the newest Soviet ammunition
  • Modern 1A33 fire control system with laser rangefinder, automatic lead and superelevation, delta-D, cant correction, and more
  • 1G42 gunner's sight with automatic and manual modes for range adjustment
  • Passive night vision sight with manually adjustable range scale
  • Composite upper hull armor (steel and glass textolite) reinforced with high-hardness surface plate
  • Composite turret armor (corundum ceramic "ultraporcelain" balls suspended in cast steel)
  • Access to "Kobra" Gun-Launched ATGM in MZ carousel only

NOTE: "Kobra" GLATGM is also now available in the T-80B!

BTR-70

2ee62b12c4fed22f93dbff404808e1b9bdc5a845.jpg


Much like the previously added BTRs, this is an 8-wheeled APC armed with a 14.5mm KPV heavy machine gun and a 7.62mm PK medium machine gun. It is used by some GSFG units in-theater and will share the main APC role with the BTR-60PB in the Soviet forces.

KOBRA FLIGHT MODES

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The 9M112 Kobra is a guided missile, designated as a Gun-Launched Anti-Tank Guided Missile (GLATGM) because it is loaded and fired from a tank gun rather than a traditional missile launch tube. The missile is radio-controlled to attempt to follow and align with the gunner's aim point during flight, making it a Semi-Automatic Command to Line of Sight (SACLOS) missile.

Unlike previous missiles in GHPC, the Kobra GLATGM has multiple flight modes based on the settings of the fire control system at launch time. The primary method of setting the missile's flight mode is by adjusting the range setting of the FCS, whether by using the laser rangefinder or manually adjusting. It is worth noting that the missile will always track the center point (the tip of the chevron reticle) regardless of whether the sight is in automatic or manual mode.

Flight modes:

  • 1920-4000 meters: Elevated mode.
    The missile will launch at an elevated angle with a brief control lockout. Once the lockout ends and SACLOS guidance begins, the flight path will be 3-5 meters above the gunner's aimed line of sight (LOS) until a short distance remains to the target. The missile will then drop down into LOS until it strikes the target.
  • 1000-1920 meters: Normal mode.
    The missile will launch at an elevated angle with a brief control lockout. Once the lockout ends and SACLOS guidance begins, the missile immediately descends into LOS for the remaining duration of the flight.
  • 0-1000 meters: Direct/emergency mode.
    The missile will launch without extra elevation and with a shortened lockout. SACLOS guidance commences with no extra height or other deviations. While this mode is intended as a fallback for close range engagements when the missile is already loaded, it can also be forced (by resetting the FCS range to zero) in order to engage tricky targets such as helicopters.

MCLOS FLIGHT MODEL UPDATE
Accompanying the new SACLOS flight modes for the Kobra, the Malyutka ATGM has received an overhaul to its Manual Command to Line of Sight (MCLOS) guidance system. Previously, the MCLOS flight model was a hybrid, more of a disguised SACLOS system. The missile would do unrealistic things like counter-steer itself to keep flying directly away from the gunsight when control was released. This has been corrected - the MCLOS flight model now provides direct control of the missile's steering with no assists, just like in reality.

What this means for players is that it will be necessary to re-train on the BMP-1's Malyutka ATGM. The Showcase mission and the BMP-1 Training mission are good opportunities for this.

Tips for handling MCLOS guidance:

  • Unlike a SACLOS system, the missile does not know where it is at all times. You will need to provide ALL steering instructions to the missile, and it will not assist you.
  • Be sure to counter-steer once you've made the missile slide over your target, to stop it from drifting further.
  • Avoid over-correcting. The safest technique for MCLOS is a series of short input spikes as you watch the missile flare dance around. Give it a "push" in the right direction, let go of the aim (or tap the release button if you've inverted your palm switch setting), and get ready to nudge it again when you see how it's reacted.
  • If there is turbulence that affects the flight path, you will need to manually correct for it. A quick and measured response is needed, or the missile may strike the ground before you can get it back on track.

With all of that out of the way, here's the full change log.


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NEW CONTENT
  • Added new GSFG vehicle: T-64B
  • Added new GSFG vehicle: BTR-70
  • Added 9M112M and 9M112 "Kobra" GLATGMs, with 2x 9M112M standard in T-80B and T-64B
  • Added 2 new instant action missions in Eastern Hills: Destroy In Place, Ruined Regiment
  • Added the new vehicles and missiles to the campaign logistics system
  • Added T-64B to existing missions: Obscene Odyssey, Jolly Joust, Main Effort

FEATURES AND ADJUSTMENTS
  • Added camo netting as random attachment on M1, M1IP, and T-80B
  • Added reload callouts to manually loaded Soviet and East German vehicles
  • Changed Malyutka ATGM to true MCLOS guidance, with direct steering and no counter-correction
  • Improved visibility of tracking flare on Malyutka
  • Reduced number of zoom steps in 1G42 gunsight (T-80B and T-64B)
  • Made M833 deplete far sooner in campaign logistics system
  • Reduced skill of enemies in Abrams intro mission "Abrams Alley"
  • Improved pacing of M60A1 intro mission "Patton Pass"
  • Reticle illumination now defaults to activated in night missions
  • Improved 3BK14M performance to similar level as 3BK18M
  • Map markings can now update during missions

FIXES
  • Fixed crew voice lines for fire evacuation never playing
  • Fixed a game stability issue with M60A1/A3 turret throwing
  • Fixed game allowing inputs during mission load
  • Fixed decal not disappearing with searchlight cover on T-64A
  • Fixed clipping issue on T-62 searchlight
  • Fixed smoke coming from wrong location for M901 ITV
  • Fixed truck canvas cover generating spall
  • Fixed tracks falling off wheels when tanks flipped over
  • Fixed some pre-destroyed vehicles having illuminated lamps
  • Fixed heat distortion being visible through some hulls
  • Fixed sizes of water can decorations

Thanks for playing!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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GHPC Update 20240806
Regular Update: Content Pack
GHPC Early Access has been updated to version
20240806
.

This is a regular update, introducing new features, adjustments, and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

NEW VEHICLES
KPz T-72

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This is the base model T-72 (sometimes called "T-72 Ural") in East German service. Unlike its immediate descendants, it lacks a laser rangefinder and instead uses the same TPD-2-49 coincidence rangefinder sight found on the T-64A. This tank is available in the customizer and the campaign mode.

To avoid confusion, the existing KPz T-72 with laser rangefinder has been renamed to "KPz T-72 LEM", using the German abbreviation for laser rangefinder systems.

KPz T-72 LEM mod

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Some T-72 tanks in East German service were modified to bring them up to the T-72M standard, with the familiar equipment set and laser rangefinder sight of that model. However, since they were built with the old T-72 turret layout, they had visible remnants of their old life: a blanked-off coincidence rangefinder aperture on the right side of the turret roof and a double-cut gunner's sight trough with a visible "step" where the wider clearance for the TPD-K1 sight was carved in. This tank is available in the customizer and the campaign mode.

With these new T-72 variants, an updated chart of East German KPz T-72 equipment is needed (you may need to open the image in a new tab to see it at full size):

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M60A1

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Long before the M60A1/A3 series had advanced fire control systems, the original M60A1 was a rather primitive beast, with an unstabilized gun, active IR night sight, and little extra equipment. Though it would be deep in reserve storage in GHPC's timeline, we have made this variant available in the customizer for players looking for an extra challenge. Our rendition sports the classic MASSTER camouflage pattern.

M60A1 AOS
The introduction of the Add-On Stabilizer system (AOS) to the M60A1 produced a new variant designation. This single change makes the vehicle significantly faster at acquiring and engaging targets. In GHPC, this tank is relegated to deep reserve status, available in the customizer and at extremely low logistics state in the campaign.

M60A1 RISE (Passive) '77

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The RISE and RISE (Passive) upgrade packages inched the M60A1 platform ahead in capabilities, with notable changes including a new passive IR night sight (hence the name) and thickened armor on the lower front flanks of the turret casting. The original RISE (Passive) variant lacked some of the equipment that was later added under the same name, so we have designated it with the 1977 service date to distinguish it from the upgraded examples. This specific configuration would have been extinct in 1985, having been converted to a newer standard, but we've added it to the customizer for fun. Our version sports the blocky DUALTEX camouflage pattern, which saw limited adoption by some armored units in this era.

M60A3
This variant introduced a new fire control system designed to modernize the M60 platform, with a laser rangefinder, new optics, and a wind sensor. It standardized the M240 coaxial machine gun, which was also being retrofitted to M60A1 RISE (Passive) tanks around the same time. The imminent rollout of the M1 Abrams would make this tank obsolete almost immediately, and on top of that, very few examples were left in this configuration. The majority of M60A3 tanks were given the Tank Thermal Sight (TTS) and designated M60A3 TTS. Nevertheless, we've included this transitional variant as a rare spawn in the campaign mode, as well as an available option in the customizer.

With so many variants of the M60 series now in play, a chart seems useful:


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T-64R

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Before the T-64A took its final form, the missing link from the T-62 appeared in the form of the "Object 432" design. This tank, with its never-before-seen "MZ" carousel autoloader and unique two-piece 115mm ammunition, formed the proof of concept for all 125mm autoloaded Soviet tanks to follow. Hundreds were produced, and once upgraded to the equipment set of the T-64A, they were designated "T-64R". These tanks then sat ready in Soviet reserve fleets. We represent that status by placing the tank in the campaign mode as a rare spawn for low logistics and late campaign progress. It is of course available in the customizer as well.

An interesting feature of the T-64R is its early turret armor design inherited from the Object 432: massive "cheek" pockets with cast aluminum filler. This was the design selected after the experimental corundum (aluminum oxide) cylinder arrays proved unsuitable. The corundum concept was revisited and improved later, debuting as the "ultraporcelain ball" armor lattice used in the turrets of virtually all T-64 tanks produced.


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In GHPC, the T-64R features a set of ammunition not shared by any other tank in the game: two-piece 115mm cartridges which serve as the clear inspiration for the 125mm ammunition that came afterward. The main anti-armor tool for this tank is the rare 3BM5 APFSDS-T round. In 1985, this is not a high-performing dart by any stretch, but it will do the job against homogeneous armor like that of the M60A1/A3.

T-64A obr.1974
This is an early model T-64A, with basic equipment that was supplanted in later models. In GHPC, it's available in the customizer.

T-64A obr.1979
This tank advances the T-64 timeline with an updated gun, smoke grenade launchers, and revised equipment, while still holding onto the old "gill armor" anti-HEAT panels. It's available in the customizer.

T-64A obr.1981
With the introduction of rubber side skirts, the T-64A finally approached a more modern standard. This variant is available in the customizer and the campaign mode.

The addition of this tank is paired with an additional change:
the "T-64A" already in the game is now designated "T-64A obr.1983"
. It's been updated with a high-hardness steel plate welded onto the upper glacis, for added protection against emerging Western kinetic dart threats.

T-64A obr.1984
A limited number of T-64A tanks were retrofitted with the TPD-K1 laser rangefinder sight system. Much like the KPz T-72 LEM modification, this produced a telltale visual signature, with a blanked-off rangefinder aperture and a double-cut trough in front of the now wider gunner's sight housing. This variant is available in both the customizer and the campaign mode.

Naturally, a variant list this long comes with a chart:


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NEW MISSIONS
Our mission designers have been cooking up some new scenarios, and four of them are ready to debut in this update.

Eastern Hills:

  • Late to the Party
  • Rolling the Flank
  • Cheap Tricks

North Fields:

  • Pronged Pursuit

ENTRENCHED POSITIONS

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New to this update, our mission designers now have the ability to place dug-in positions for entrenched defending vehicles. These trenches serve to conceal the hull of the vehicle, minimizing the exposed area and maximizing the average armor rating of the visible surfaces. Our trenches automatically scale to suit the vehicles using them, so if you customize a mission with an especially tall or short tank, you can still be assured that everything will operate as expected.


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Missions updated with entrenchments:

  • Pragmatic Payment Part 3
  • Bolder Limit
  • Hillside Havoc Part 2
  • Crossroads Screen
  • Marketable Mayhem
  • Meditative Malediction
  • Momentous Maniac
  • Obscene Odyssey
  • Pushing Tin Part 2

NEW AMMO OPTIONS

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Not content to simply add a bunch of older vehicle variants, we've also included some new (old) ammunition options in this update. The 105mm armed tanks can now carry M392A2 or M728 APDS using the customizer. We've also updated the visual model for the M735 APFSDS dart so it doesn't look exactly like the M774.

The APDS rounds will not be effective against the first-line Pact forces of 1985. They were designed in an era when homogeneous cast or rolled steel was the mainstay of tank armor, and their utility against any other kind of defense is marginal. Still, we know many of you like a challenge, and this is a new chance to prove your mettle.

With all of that out of the way, we can finally get to the list of changes for this version!

CHANGE LOG
NEW CONTENT
  • Added KPz T-72 to customizer and campaign
  • Added KPz T-72 LEM mod to customizer and campaign
  • Added M60A1 to customizer
  • Added M60A1 AOS to customizer and campaign
  • Added M60A1 RISE (Passive) '77 to customizer
  • Updated M60A1 RISE (Passive) model, including new active IR searchlight
  • Added M60A3 to customizer and campaign
  • Updated M60A3 TTS model
  • Added T-64R to customizer and campaign
  • Added T-64A obr.1974 to customizer
  • Added T-64A obr.1979 to customizer
  • Added T-64A obr.1981 to customizer and campaign
  • Updated previous default T-64A to T-64A obr.1983
  • Added T-64A obr.1984 to customizer and campaign
  • Added mission "Late to the Party" in Eastern Hills
  • Added mission "Rolling the Flank" in Eastern Hills
  • Added mission "Cheap Tricks" in Eastern Hills
  • Added mission "Pronged Pursuit" in North Fields
  • Added dug-in vehicle positions (entrenchments) to several missions
  • Added 105mm APDS M728 to customizer
  • Added 105mm APDS M392A2 to customizer
  • Updated model for 105mm APFSDS M735

FEATURES AND ADJUSTMENTS
  • Renamed existing KPz T-72 to "KPz T-72 LEM" to distinguish it from the new KPz T-72 with no laser rangefinder
  • Improved optimization of visual effects
  • Improved optimization of some terrain textures
  • Reduced nutation penalty for close range hits from kinetic penetrators
  • Made vehicle scorching more linear in progression
  • Revised scorching times and amounts to be more consistent across vehicles
  • Added hollow pocket in M60 gun mantlet, reducing its overall protection level
  • Updated camo textures for M60A1/A3
  • Reduced protection level of fuel tanks against CE threats (HEAT warheads)
  • Revised and normalized all vehicles' day and night vision ranges for AI crews, based on onboard optics
  • Added several of the new tank variants to the Showcase mission
  • Slightly adjusted T-64 and T-80 glacis armor arrays for more consistent performance

FIXES
  • Fixed BMP-2 having too much gun depression
  • Fixed M901 optic components being too resilient to shock damage
  • Fixed some M901 optic/control components not being destroyable
  • Fixed layout and event issues in several missions
  • Fixed T-64 glacis composite armor shape
  • Fixed visual issues on M60A1/A3 models
  • Fixed issues with M60A3 armor model (possible crash fix)
  • Fixed MZ type ammo carousels being able to rotate in both directions
  • Fixed "warhead detonated" message appearing in damage log when a warhead did not detonate due to impacting within minimum arming distance
  • Fixed convoy number issues in spooky T-64 main menu scene
  • Fixed T-34-85M having no turret traverse audio
  • Fixed T-34-85M not using commander view as default

Thanks for playing!
 

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