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GHPC May Day Flash Sale!

International Workers' Day is May 1st. To celebrate, Gunner, HEAT, PC! is 35% off on Steam!

Thank you for your continued support so we can keep making our dream tank game a reality!

GHPC Update 20250401.2

GHPC Early Access has been updated to version 20250401.2.

This is a minor update, introducing new 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.

[h2]APRIL FOOLS EVENT CONCLUDED[/h2]

The April Fools event has come to an end. Making the Real-Time Strategy (RTS) mode was a fun challenge, and we hope you enjoyed playing it too!

As in the past, this April event had a dual purpose, allowing us to test upcoming features in an interesting way. In this case, we were able to use the RTS game mode as a testbed for upcoming game mechanics that will allow more direct control of friendly forces outside of your immediate platoon. We're continuing to develop these features and will reveal more about them when the time is right.

[h2]ELEVATION LOCKING DURING RELOADS[/h2]



As a small enhancement to authenticity, we've introduced an elevation locking feature for reload cycles. Certain tanks will now automatically elevate and lock their gun barrels during the reload, just as they do in real life.

Depending on the vehicle, this can either disrupt the main gunsight's alignment or leave it alone - if you're using a T-54/55 or T-62, you will likely need to use the low power zoom in order to keep sight of your target while reloading.

For now, this feature has been rolled out for Soviet-designed tanks. Some Western vehicles also had this behavior in real life and will receive it in GHPC in the future.

[h2]CHANGE LOG[/h2]

[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Added gun elevation lock during reload cycles on Soviet tanks
  • Improved optimization of some particle effects
  • Removed April Fools RTS mode


[h3]FIXES[/h3]

  • Fixed non-TTS M60A3 having overly dark tint in night vision sight
  • Fixed an issue that led to incorrect armor performance for non-composite T-72 turrets
  • Fixed some UI elements not disappearing during free cam mode
  • Fixed infantry gore being able to create nearly unlimited gibs
  • Fixed some unused files being included in the build


Thanks for playing!

GHPC Update 20250401.1

GHPC Early Access has been updated to version 20250401.1.

This is a minor update, introducing new 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.

[h3]Note: This is a quick update to deliver some fixes to the game, and the April Fools content has NOT been removed. It will still be removed in a near future update, as previously planned and announced.[/h3]

[h2]CHANGE LOG[/h2]

[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Reduced the willingness of the AI to engage a target behind obstructions
  • Improved the optimization of some particle effects
  • Increased the effectiveness of HE frag across the board


[h3]FIXES[/h3]

  • Fixed an issue that contributed to frame rate drops and micro freezes, especially when creating particle effects
  • Fixed an issue that led to AI gunners frequently missing partially obstructed BMPs by shooting over them
  • Fixed rocket launches being too loud at distance
  • Fixed smoke grenade sound effects being too loud at distance
  • Fixed exterior vehicle sounds not being muffled from interior view
  • Fixed helicopters making noise while deactivated
  • Fixed some raindrop effects appearing in clear weather
  • Fixed cinematic camera position being broken in the secret main menu scene


Thanks for playing!

GHPC Update 20250401

GHPC Early Access has been updated to version 20250401.

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.

[h2]RTS MODE[/h2]



This year's April Fools event features seven new missions across two new map options. These missions use a Real-Time Strategy (RTS) style interface. Rather than driving vehicles directly, you take a bird's-eye view of the battlefield and issue orders to your units.

Be sure to check the quick reference pop-up (F1 key) during a mission to learn the controls for the new mode! Additionally, you can instantly teleport the camera view to locations of interest by clicking the pop-up alerts on the left edge of the screen or double-clicking the unit count shield icons.

There is a full set of new voice lines for RTS units, and several of the missions feature custom voiced briefings and battlefield events.

Much like past April Fools content, the RTS missions are temporary and will be removed in a future update.

[h2]ENVIRONMENT OVERHAUL[/h2]



This update features multiple changes to the visuals and environment assets in GHPC. When combined, they significantly improve the baseline look and feel of the game.

[h3]PBR TERRAIN[/h3]

Our environment artists have reworked the terrain shaders to use the Physically-Based Rendering (PBR) lighting model, including specular highlights.

Previously, we avoided plastic-looking lighting artifacts by simply removing lighting effects from the terrain. This accomplished the goal, but it resulted in the scene looking oddly flat and dull in many conditions, in contrast with the visually responsive surfaces of the tank models. With the new shaders, everything in the scene should be more visually cohesive and interesting.

To accompany this new rendering mode, we've updated most of the environment models, with new trees, grass, crops, and dirt clods. We've also added a new wetness response, so the ground becomes shinier when it's raining.

[h3]RAIN IMPROVEMENTS[/h3]



Speaking of rain, the effects for precipitation have been totally overhauled as well. The visual rain effects are denser and more compelling, and there is new audio for both the overall rainy environment and the raindrops hitting the tank's surface.

If you're turned out in your commander view, you will also notice brand-new weather effects on your vehicle: the surfaces are shiny and wet, with animated raindrop impacts on the roof. Very immersive.

[h3]LIGHTING AND COLOR BALANCE ADJUSTMENTS[/h3]

As an enhancement to the other visual improvements, we've updated the lighting and color balance in the game. Major changes include a bluer sky and more vibrant overall tones.

We've also made a reduction in the harsh shadowing that was used on low-angled vehicle surfaces. The bounce lighting from the ground should be more apparent now, and the vehicles should look more suited to the scene around them. It will also be more possible to see things like number markings and camouflage on certain parts of the vehicles that were previously wiped out by shadows.

[h3]TANK TRACK MARKS[/h3]



A small but welcome change is the addition of tank track marks behind your vehicle as it crosses the ground. The effect should help underscore the fact that a 40+ ton vehicle is tearing its way through a random field that is very much not designed to stand up to it.

[h3]AUDIO AMBIENCE[/h3]

At long last, the terrain overhaul has brought back a missing feature: the sounds of wind and wildlife in the surrounding environment. These should be especially noticeable when you're near or inside forested areas.

[h2]GAME ENGINE UPGRADE[/h2]

Under the hood, the entire game has been moved to a newer version of the Unity engine. This will make various development processes more efficient, allow us to use newer and better custom tools, and unblock several upcoming features that are in development. It may also translate to small performance gains in the game itself.

There's still more, of course. Read on to see the full list of improvements!

[h2]CHANGE LOG[/h2]

(Screenshot credit: H4PY)

[h3]NEW CONTENT[/h3]

  • Added temporary RTS mode missions
  • Added new vegetation models
  • Added new PBR terrain materials
  • Added track ruts behind moving vehicles
  • Rebalanced terrain and sky colors
  • Added improved rain visuals
  • Added new separate autoloader audio for AZ carousel (T-72) and MZ carousel (T-64/T-80)
  • Added rain audio
  • Added ambient wind and creature audio for forested areas
  • Added new huge explosion effect for large amounts of ammunition detonating at once
  • Added reload audio to some weapons
  • Added MiG-27


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Upgraded to new core game engine version
  • Smoke is no longer black in thermal vision
  • Added custom thermal signatures for particle effects
  • Updated multiple visual effects
  • Improved accuracy of AI gunners in tanks with advanced fire control systems
  • Added intentional variation to AI gunner aim with machine guns for better effect on targets
  • IFV gunners now use HE rounds against infantry
  • Drivers can now help spot targets in front of the vehicle at close range
  • Adjusted drag modeling on some ammunition to better match real-world firing tables
  • Updated MG3 audio
  • Improved the way some audio effects respond to camera perspective changes
  • Reduced volume on some autocannon audio
  • Reduced harshness of shadowing on low angled vehicle surfaces
  • Increased chance of rainy weather in missions
  • Gain in thermal optics is now adjusted for best contrast based on time of day
  • Optimized performance of several systems
  • Switched to an improved ambient occlusion method
  • Number decals on fixed wing aircraft now randomize properly
  • Increased turret throw force limit on some tanks
  • Updated game credits


[h3]FIXES[/h3]

  • Fixed excessive parallax offset in Leopard 1A1Ax primary gunsight
  • Fixed Leopard 1A1Ax drivetrain components being unresponsive to damage
  • Fixed an issue that prevented AI drivers from detecting vehicles and obstacles ahead of them
  • Fixed multiple issues in AI driving behavior
  • Fixed an issue where AI couldn't hit small targets due to optic parallax
  • Fixed an issue that could lead AI gunners to fixate on strange scanning directions
  • Fixed invisible tree trunk colliders existing in certain missions
  • Fixed decals on Mi-8
  • Fixed some artifacts in T-64 engine audio
  • Fixed unwanted roll correction behavior on some optics


Thanks for playing!

Note: The build was updated around 17:30 EDT to fix bugs with the campaign mode and the unit selection menu.

GHPC Update 20250212

GHPC Early Access has been updated to version 20250212.

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.



[h2]WEST GERMANY ARRIVES[/h2]

From very early on, it has been our intention to feature four military groups in GHPC: the forces of the United States, the Soviet Union, and both East and West Germany. With this update, at long last, the Bundeswehr of West Germany makes its debut!

Much like the initial debut of the Soviet forces in GHPC, the West German unit set included in this update is limited to only a small portion of what we intend to add to the game. Today we are introducing the Leopard 1A1 family, the German variant of the M113, and West German troops with basic kit. More additions, such as the Marder 1, Leopard 2, and additional West German infantry weapons, will arrive when they are ready.

[h2]NEW VEHICLE: LEOPARD 1A1 FAMILY[/h2]

Four variants of the classic Leopard 1 tank are now available in the game: the Leopard A1A1, A1A2, A1A3, and A1A4. Much like the M60 and M1 series, all of these are armed with a variant of the venerable 105mm L7 cannon and carry a familiar suite of rounds for different purposes.



There are several points on the features of the Leopard 1A1 that deserve explanation.

[h3]Stereoscopic rangefinder[/h3]



The Leopard 1 features a unique form of optical rangefinder using the "stereoscopic" method. At first glance, this sounds similar to an optical coincidence rangefinder: the crew's viewfinder is fed by two sight apertures on the sides of the turret, which they focus on the target in order to judge the range. But the operating principle is very different.

A coincidence rangefinder requires the user to overlap (coincide) two images to set the correct range. This is seen in GHPC's M60A1 (where the images are transparent and overlapping) as well as the Soviet TPD-2-49 sights (where the images are displayed as two half circles that must be aligned). By contrast, a stereoscopic rangefinder relies on the user's 3D depth perception. The reticle of the stereoscopic rangefinder is rendered separately in each eyepiece in a way that makes it appear to "hover" in space, far in front of the optic. Adjusting the range setting of the optic will send the image of the reticle "toward" or "away from" the user. When the reticle appears to be at the same distance as the target, "touching" it in space, the range is correct.

Unfortunately, we cannot show a floating reticle in 3D space on a flat monitor, so we've taken some artistic liberty with the Leopard 1 rangefinder. Our depiction of the rangefinder's distance setting relies on two visual cues:

3D reticle with camera sway: The reticle is indeed projected into space, but rather than using your brain's binocular vision skills to convey the depth, we induce some camera sway or "head bob" while the sight is in rangefinder mode. The subtle perspective shifts of various objects in view help reveal what distance they're at. When the range is correct, the reticle will appear to move with the target as one, rather than shifting around over it.

Forced depth of field effect: Since we can't make your eyes see the depth cues on a flat screen, we've added cranked up the focus blur on objects that are not at the current distance setting of the rangefinder. If the target comes into sharp focus, that's a good sign that the distance setting is roughly correct.

The combination of these two visual cues should allow the stereoscopic rangefinder to be useful, while being visually distinct from the coincidence rangefinders on other tanks.

[h3]Ammunition loadouts[/h3]



The standard Leopard 1 loadout for the early Cold War numbered 60 rounds total, consisting of APDS, HEAT-FS, and HESH. However, during the second half of the 1980s, the Bundeswehr switched over to a 55-round APFSDS and HEAT-FS loadout, much like what the US Army was using at the time. Due to this change, there is some variation in official standard Leopard tank loadouts from the Cold War.

We have chosen to depict this shift by giving the Leopard A1A4 the updated ammo loadout by default, featuring DM23 APFSDS as its standard dart. The three other variants receive the earlier loadout with DM13 APDS. The customizer will allow you to swap the sabot ammo type in any Leopard A1 variant, though the vehicle will retain the same number of ammo type slots it originally had.

[h3]HESH ammunition[/h3]

High-Explosive Squash Head (HESH), sometimes called High-Explosive Plastic (HEP), is a brand-new type of ammunition for GHPC. In addition to standard HE blast damage, this round has a rather unique way of damaging armored targets. The head of the round is made of plastic explosive compound, and upon impact with a flat surface, it quickly deforms into a broad pancake before detonating. For homogenous plates of the correct thickness, the shock of the detonation on the outside surface blows off a chunk of armor on the inside, sometimes called a "scab". The armor scab then rips into the interior of the target, damaging it the same way penetration spall would.

Much like real-life HESH rounds, the 105mm HESH featured in the Leopard A1 loadout is most effective against lightly armored targets and when impacting a perpendicular or mildly angled surface. Some amount of angle will make the round more effective, but too much angle will cause it to rapidly become useless, possibly failing to detonate at all. In addition, the armor scab tends to blast off in the normal direction (directly away from the plane of the armor face), so the target's shape will have a large influence on whether you damage anything important inside of it.

[h3]Night sights[/h3]


The Leopard A1A1 and A1A3 featured a fairly limited night sight system: an active IR sight installed in the commander's position. This sight could only be set for a range of 800, 1000, or 1200 meters. In the daytime, it was uninstalled and replaced with a day sight. In GHPC, the range limitations of the sight are accurately depicted, and using it will clamp your FCS range setting to the acceptable range. The sight is fully unavailable in daylight missions.


With the Leopard A1A2 and A1A4 came an upgrade: the PZB-200 night sight. This passive sight, now using an add-on fixture on the gun mantlet, allows far better image quality and a wider range of distance settings. The PZB-200 in GHPC is represented with a screen border similar to its real display.

[h3]Auxiliary sight[/h3]


The backup telescope sight in the Leopard A1 is unusual in that its zero mark is quite high in the viewfinder. This is done to ensure that the sight will remain usable with the large ballistic drop of HESH ammunition at longer ranges.

Unlike the rangefinder sight, which is limited to a setting of 400 meters and above, the auxiliary sight can be set as low as 0 meters. However, returning to the rangefinder sight with a range setting below 400 selected will reset it to 400.

[h3]Variant differences[/h3]

Continuing tradition, we have a chart showing the differences between the different Leopard A1 variants in GHPC.

An asterisk (*) indicates that the item is not strictly attached to the variant in real life but was chosen to reflect contemporary changes to the West German Leopard fleet at roughly the same time.

You can use any variant of the Leopard A1 in any mission after successfully completing it at least once, using the mission customizer menu.

[h2]NEW VEHICLE: M113A1G[/h2]


Like several other NATO member states, West Germany used a local variant of the M113 APC during the Cold War. Their version of the M113A1 was fitted with German lamps and a German smoke grenade launcher rack. Its main armament was an MG3 medium machine gun on a special mount that allowed high elevation angles when necessary. The M113A1G is featured in the two new Eastern Road missions and can also be used in any mission with an APC slot in the customizer menu.

[h2]"NEW" VEHICLE: M2 BRADLEY WITH ALTERNATIVE LOADOUT[/h2]

There are some situations where the standard 70-round APDS belt for the Bradley's 25mm gun feels like it's not enough to deal with the amount of enemy light armor. In real life, crews had the ability to load their armor piercing belts in the large bin if they needed to. To reflect this flexibility, we've added a special "alt" variant of the M2, with the ammo load swapped so it carries 230 ready rounds of APDS and 70 of HE. The mission Crossroads Screen now features this variant by default, but you can use it in any mission that allows IFVs to be swapped in the customizer menu.

[h2]NEW MAP: EASTERN ROAD[/h2]

Our map designers are working on a smaller, more dense map to use for new missions. Though some assets in the map are still a work in progress, we've decided to release it in this update. Two new Leopard-focused missions entitled "Table Salt" are available in the Eastern Road section of the Instant Action list.

[h2]INFANTRY IN MORE MISSIONS[/h2]

As part of this update, we have modified several existing missions to add troops:

  • Casual Cleanup
  • Keen Kestrel
  • Lethargic Liberty
  • Slow Raid
  • Fog of War
  • Steel Wedge


[h2]SOVIET TROOPS[/h2]


Soviet infantry, armed with AK-74 and RPG-7VL, are now available in GHPC. They will appear in any missions that include infantry and use Soviet forces by default. You can also select them in the customizer menu for the infantry slot in any other mission where that is available.

Note that with the addition of Soviet troops the East German anti-tank rifleman loadout has also been altered to use an earlier variant of the PG-7 warhead.

[h2]WEST GERMAN TROOPS[/h2]


West German Bundeswehr infantry are now available, armed with G3A3 rifles. They feature in the Table Salt missions, but (just like the Soviet troops) they can be used in many other missions with the customizer feature.

As of this initial release, the West German troops use the LAW as their light anti-tank weapon.

[h2]INFANTRY WEAPON ANIMATIONS[/h2]


Most infantry weapons now have animated reload sequences. This has no gameplay impact, but it looks cool, which is very important in its own right.

[h2]CHANGE LOG[/h2]

[h3]NEW CONTENT[/h3]

  • Added West German Leopard 1A1 tank in a total of four sub-variants
  • Added West German M113A1G APC
  • Added West German troops armed with G3A3
  • Added Soviet troops armed with AK-74
  • Added a new map, "Eastern Road"
  • Added two new missions, Table Salt parts 1 and 2, set in Eastern Road
  • Added new tank defense template mission in North Fields map
  • Added Leopard 1A1 training mission
  • Added reload animations to most infantry weapons
  • Added stereoscopic rangefinder system for Leopard 1A1
  • Added HESH ammunition with armor scab mechanics
  • Added improved models for 9P135M launcher and 9M111 missile
  • Added improved models TOW and I-TOW missiles
  • Added improved tracer visuals
  • Reworked several older missions to add infantry: Casual Cleanup, Keen Kestrel, Lethargic Liberty, Slow Raid, Fog of War, Steel Wedge
  • Added new M2 Bradley "alt" variant with AP-focused loadout


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Reduced CPU load of several systems, leading to improved optimization for some players
  • Alert messages will no longer conflict with restocking or other weapon messages
  • Fullscreen windowed mode no longer minimizes the game when it is out of focus
  • AI gunners will resist engaging past the effective range of a weapon (this especially affects the cannon on the BMP-1)
  • AI gunners will resist engaging targets they have no way to damage (e.g. the M113A1G will not fight tanks)
  • Improved some fire, smoke, and dust effects
  • Visible RPG warheads will now resemble the specific ammo type loaded
  • PG-7VL rounds are now only used by the Soviet troops, with East German anti-tank troops carrying less effective rounds
  • RPG troops now carry the launcher unloaded at first
  • Troops will now attempt to account for vehicle speed when throwing anti-tank grenades
  • Most CAS planes can now engage afterburners during egress
  • Memory usage of some subsystems has been reduced
  • American M113 has been renamed to M113A2
  • Any existing camera blur is now canceled when entering free cam mode


[h3]FIXES[/h3]

  • Fixed an issue that would cause campaign file saving to fail (note: any campaign file last saved before September 2024 will fail to load)
  • Fixed audio continuing to play during game paused state
  • Fixed a UI bug that would de-highlight the current mission in the list if something else was clicked
  • Fixed M113 gunners in Eastern Scramble refusing to visibly die or bail out when the vehicle was lost
  • Fixed an issue that could lead to fragments flying backward at incredible speeds and nailing the shooter
  • Fixed an issue where fragments could ignore the shooter's armor and damage internal components
  • Fixed an issue that could lead to fragments having incorrect penetration ratings
  • Fixed West German F-104 in Prying Eyes firing Soviet rockets (added FFAR)
  • Reduced tendency of US troops to become fully red when wounded
  • Fixed M1 sponson not having enough turret ring armor behind it
  • Fixed portion of M113 armor model being slightly shifted in position
  • Fixed seat positions in M113 being misplaced
  • Fixed some issues with infantry models


Thanks for playing!

Note: The build was updated twice on Feb. 13 to fix some issues. Details here:
https://steamcommunity.com/app/1705180/discussions/0/521957336989888793/