1. Gunner, HEAT, PC!
  2. News

Gunner, HEAT, PC! News

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/

GHPC Update 20241223

GHPC Early Access has been updated to version 20241223.

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]NEW MISSIONS[/h2]

This month, we added four new missions, all in the "Eastern Hills" map. These missions feature a wide range of situations, ranging from combat recon to fighting retreat to mechanized assault. As usual, each scenario can be customized to swap unit and ammunition types once you've completed it at least once.

[h3]New missions in this build:[/h3]

  • Bounding Overwatch
  • Eastern Scramble
  • Gunnery Duel
  • Prying Eyes


[h2]ANTI-TANK GRENADES[/h2]

A relatively unique tool in the Warsaw Pact soldier's kit is the RKG-3 anti-tank grenade. This grenade contains a HEAT warhead capable of penetrating a respectable amount of armor, and it relies on the user's throwing arm to get on target. An onboard parachute helps orient the nose in the right direction.



In GHPC, driving close to Soviet or East German infantry (entrenched or otherwise) now carries a significant risk of getting these chucked at your vehicle. Their range and number is extremely limited, owing to the weight of the grenade, but complacency is not advised!

[h2]INFANTRY BEHAVIOR CHANGES[/h2]

With the initial debut of the infantry feature taken care of, we had time this past month to make some improvements to the way troops look and act in the game.

Most of the AI changes are designed to make the troops less "robotic" and better at self-preservation. In particular, they now take cover if they see a threat they can't deal with, and when they are forced to change stance, they have more individuality in their actions.

[h2]INFANTRY INJURY VISUALS[/h2]

Though we didn't comment publicly on it much, we've been preparing enhanced injury modeling for infantry for some time. This feature is now ready and has been included in the update. Limbs and heads that take a certain amount of blast damage or a direct impact from a certain caliber of projectile can now be blown off. This visible damage is also tracked in AAR mode, and blood effects are now synced there as well.

It's likely that there will be continuing small changes to the visuals for infantry injury, such as adjusting the amount and coverage of blood soak, as well as allowing vehicle crews to use the blood and dismemberment systems. Like always, we will release changes when they are ready.

[h2]DON'T BE A HERO[/h2]

GHPC features several "panic" systems, such as the extra urgency in crew voices during dangerous situations or the fact that solo ATGM operators can flinch and dump the missile if fired upon. One of those systems is based on fighting compartment incursions: if the enemy is poking holes through the crew's workspace in a non-player vehicle, they have an escalating chance to decide the best move is to bail out. Up until this update, that system was only active for light vehicles such as APCs.

Now, tanks that have lost at least one crew member will have the compartment pen panic system activated. This will help prevent a situation where the gunner stubbornly sits in a tank and keeps it "alive", surrounded by dead and wounded compatriots, while the enemy shoots holes through the compartment. The Abrams, due to its ammunition isolation and unusually large internal spacing, will likely be most affected by this change.

For information on the multiple other improvements found in this update, check out the full change log below.

[h2]CHANGE LOG[/h2]

[h3]NEW CONTENT[/h3]

  • Added four new Instant Action missions to Eastern Hills section: Bounding Overwatch, Eastern Scramble, Gunnery Duel, and Prying Eyes
  • Added infantry to the mission customizer
  • Added anti-tank grenades to Pact infantry loadouts
  • Added close air support and smoke shell fire missions to campaign mode
  • Added more detailed visible injuries to infantry
  • Added armor to infantry helmets


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Troops in cover will now try to stay hidden if they see a target they can't engage
  • Troops using anti-tank weapons will now resist suppression while preparing to fire
  • Reduced synchronization of infantry behaviors such as changing posture
  • Tank crews now have a chance of bailing out due to compartment penetrations, like APC crews already did, once they start losing members
  • Made small optimizations to visual effects
  • Infantry injuries are now recorded and restored properly in AAR mode
  • Wounded crew members left in burning vehicles will now die after a short time


[h3]FIXES[/h3]

  • Fixed an issue that caused some troops in foxholes to shoot their buddies in the face
  • Fixed an issue that led to vehicles shooting through objects blocking their line of sight
  • Fixed an issue that caused tanks to see through walls and terrain if their gun barrels were clipping through
  • Fixed a ghosting issue seen when looking at skylined objects with an optical coincidence rangefinder active


Thanks for playing!

GHPC Update 20241124

GHPC Early Access has been updated to version 20241124.

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]INFANTRY PART ONE[/h2]



As a major feature on our early access roadmap, infantry has been planned for GHPC since the beginning. Today, the first phase of that feature arrives. This update introduces mechanized infantry for the US Army and the Nationale Volksarmee (NVA) in a specific set of missions. These troops perform mechanized assaults and entrenched defenses depending on the mission scenario.

[h3]Missions with infantry in this build:[/h3]

  • (NEW) Valley of Infantry (Eastern Hills)
  • (NEW) Dancing Devils (Fulda Outskirts)
  • Obscene Odyssey (Eastern Hills)
  • Native Narrative (Eastern Hills)


Adding infantry to the game was a coordinated long-term effort by a team of multiple specialized developers, including new team members we hired specifically for their skillsets in relevant areas. All of those involved have displayed incredible persistence and energy to bring the feature to life, and we are grateful for their hard work.

As implied by the "part one" label, today's update is a first iteration, a way to get the feature in the hands of players and get a more complete picture of how it integrates with the experience. There are more infantry-related features and missions on the horizon, and we will release these when they are ready.



In this iteration, troops are equipped with basic rifles and light anti-tank weapons. Specifically, we have the M16A1 and LAW for the US Army, while the NVA are equipped with the MPi-KM and the RPG-7. In close-quarters confrontations with other infantry, soldiers will also pull out and use hand grenades.



Troops only fire at targets they have a reasonable chance of damaging, so the riflemen tend to ignore any vehicle with armor and only shoot at enemy troops. However, if a soldier with an anti-tank launcher gets in range of an armored vehicle, they will take the shot.



Infantry have a variety of behaviors, including changing stances, ducking down when they take incoming fire, and varying their fire rates based on the proximity of the enemy. Nevertheless, they are unarmored and highly vulnerable on a mechanized battlefield. In missions featuring friendly troops, you will need to take special care to protect them from enemy armor.



You are probably wondering whether there will be Soviet and West German troops, additional infantry missions, and a wider variety of infantry weapons. We plan to do all of these things and are actively working toward it. As always, these features will arrive when they are ready. Until then, we hope you enjoy what's available so far.



[h2]NEW VEHICLE: M151 Utility Truck[/h2]



Often called the "MUTT", this vehicle was a workhorse for the US Army in the era before the HMMWV arrived. In GHPC, it debuts with two variants: an unarmed version and a version with a mounted TOW ATGM launcher. The TOW variant carries three missiles (one loaded and two on an ammunition rack) and must take advantage of its small size and high speed to survive.



As of this update, there are no missions that include the M151 by default, but the customizer can be used to place them in missions under the "Scout" or "Transport" categories.

[h2]QUALITY-OF-LIFE CHANGES[/h2]

As always, we are constantly evaluating and improving the gameplay experience as we have spare time while working on new features. We have a nice list of adjustments this time around:

[h3]Tutorials shortcut[/h3]
The Grafenwoehr Tank Range section of the Instant Action mode is now accessible directly from the front page of the main menu by clicking the new "Tutorials" button.

[h3]AI ammo switching[/h3]
Non-player vehicles can now switch what ammo they reload based on what kind of target they're engaging, instead of using up each ammo type in order.

[h3]APC crew bailout changes[/h3]
Previously, it was necessary to both immobilize an APC and take out its offensive capability to make the game consider it neutralized. Now, simply taking out the gunner will be enough to make the crew abandon the vehicle, unless it's actively carrying troops inside. This makes APCs much less stubborn targets, especially when they're dug in.

[h3]Friendly fire isn't[/h3]
AI vehicle crews that get their line of sight blocked by concealment have a small window of time in which they'll be willing to try a blind shot, in case they can still hit the target. Unfortunately, sometimes the source of that concealment has been a friendly vehicle driving in front of the muzzle. Now, the AI will react to an obstructing friendly unit by switching targets or holding fire until it's clear again.

[h3]Skill issues[/h3]
There were multiple longstanding AI issues that we corrected this time around. One was the tendency of helicopter pilots to eventually give up on remaining in the air, performing controlled flight into terrain. They now perceive and respond to ground proximity properly. Another issue was a complete inability for KPV gunners (as seen in the BTRs and BRDM-2) to aim directly at a target. They will no longer spray all their ammunition over the enemy.

[h3]Performance[/h3]
While optimization is an ongoing task and tends to come in small bursts for now, this update sees several improvements in this area. One was a persistent stutter or micro-freeze every time the player switched between a gunsight and external view. This no longer causes any delay. Another improvement is a massive reduction in the amount of calculation required to determine what AI units can see each other. Units hiding behind smoke clouds and forests should be much less of a problem for CPU load now, and some players will likely experience smoother frame rates overall.

[h2]NAVIGATION CODE OVERHAULS[/h2]

Many times, we have to make sweeping changes that have very little immediate payoff but are required to help make other features viable in the future. This update includes one such overhaul. As part of our work toward improved AI driving behaviors, we reworked the game's pathfinding system. This is the core code behind units finding their way around the map and threading through obstacles.

In its current state, it's roughly at parity with the previous version - in other words, you will not see any major difference, except that the quirks in this version may be slightly different than before. We continue to work on developing this system, and it will improve in future updates. For now, if you see anything odd with vehicle navigation, just know it's growing pains for better results later on.

With that said, it's time to list the full change log.



[h2]CHANGE LOG[/h2]

[h3]NEW CONTENT[/h3]

  • Added first version of infantry, featuring US Army and NVA troops armed with rifles, light anti-tank weapons, and grenades
  • Added infantry-based mission "Valley of Infantry" in Eastern Hills
  • Added infantry-based mission "Dancing Devils" in Fulda Outskirts
  • Added mission "BMP Barricade" in Fulda Outskirts
  • Added infantry to existing mission "Native Narrative"
  • Added infantry to existing mission "Obscene Odyssey"
  • Added M151 "MUTT" to customizer in Transport category
  • Added M151 "MUTT" TOW variant to customizer in Scout category
  • Added 125mm APFSDS 3BM26 to customizer and campaign logistics system


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Added "Tutorials" button in main menu to provide easy access to firing range missions
  • Completely overhauled pathfinding system to pave the way for future feature needs
  • AI vehicle crews can now choose which ammo to queue up based on what kind of target they're engaging
  • Added visible wires to all wire-guided ATGMs
  • APC crews are now far less resistant to bailout and will abandon a combat ineffective vehicle unless carrying troops
  • Reduced fuzziness of all vehicle commander night vision goggles
  • Improved gain on Pact night vision goggles
  • Adjusted sky light colors and moon brightness
  • Slightly reduced KE resistance of glass textolite material to better match real-world live fire tests
  • Pact Partnership mission now features horror/night battle track "Broken Arrow" from Longer Road mission
  • Instant Action mission lists have been rearranged to place some more difficult scenarios later in the lists
  • Clicking campaign mode for the first time now causes a disclaimer to appear
  • Added a graphics toggle option for grass reaction to vehicles driving through it
  • Reduced RAM usage of certain terrains
  • Overhauled AI vision routine for reduced CPU load
  • Improved some visual effects
  • Updated in-flight visual model for Malyutka ATGM to show more accurate details and propulsion jets
  • Moved coaxial machine gun to weapon slot 2 in M60 tanks
  • Missiles that somehow punch through a surface without fuzing now get their guidance destroyed and fall to the ground
  • AI gunners are more resistant to firing when a friendly is in the way
  • Updated credits to include newer team members


[h3]FIXES[/h3]

  • Fixed a micro-freeze when changing camera views
  • Fixed an issue that allowed vehicles to shoot their own gun barrels or launch rockets into their own fuselages
  • Fixed a bug that caused every KPV-armed vehicle (BRDM-2, BTRs) to shoot above the target
  • Fixed a bug preventing vehicle crews from using the correct low-light perception distances for their equipment sets
  • Fixed an issue that caused CAS pilots to dive into the ground if they couldn't find a target
  • Fixed HEAT warheads causing blast damage and forming a jet even if they impacted before arming
  • Fixed BMPs having non-functional smoke screens
  • Fixed T-72 LEM mod missing smoke grenade feature
  • Fixed helicopter pilots not taking action to avoid controlled flight into terrain
  • Fixed helicopter pilots continuing to fire at neutralized targets
  • Fixed elevation limits of 9P135M missile launcher, both standalone version and mounted on BMP-1P
  • Fixed 3BM8 ammunition not burning correctly when ignited in storage racks
  • Fixed an issue that could cause some sub-objects such as missile tubes to rotate the wrong way in AAR posing
  • Fixed some armor setup issues on T-64 variants
  • Fixed people not glowing in thermal optics
  • Fixed M113 getting bottomed out on terrain too easily when reversing
  • Fixed some vehicles not switching to coaxial machine gun to engage soft targets
  • Fixed an issue that could lead to platoon member vehicles flipping at mission start due to terrain clipping
  • Fixed mission "Gregarious Gorge" being nearly un-winnable due to an enemy vehicle hiding far from the battle
  • T-72 variants with early hull (80-20 array) no longer use the improved armor values of the later hull (60-50 array)
  • M1 ammo rack door can no longer lag out of the vehicle at low FPS
  • Fixed name of M60A3 main gun
  • Fixed issues with M901 ITV flammable items
  • Fixed mesh gratings on vehicles not scorching in fire
  • Fixed a collider issue on the SPG-9 emplacement
  • Fixed a model clipping issue on T-72 Ural rangefinder
  • Fixed rare bugs that could produce error log spam
  • Multiple small fixes for mission layouts


Thanks for playing!

GHPC Update 20240806

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.

[h2]NEW VEHICLES[/h2]

[h3]KPz T-72[/h3]



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.

[h3]KPz T-72 LEM mod[/h3]



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):



[h3]M60A1[/h3]



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.

[h3]M60A1 AOS[/h3]

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.

[h3]M60A1 RISE (Passive) '77[/h3]



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.

[h3]M60A3[/h3]

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:



[h3]T-64R[/h3]



Before the T-64A made its debut, 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.



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.

[h3]T-64A obr.1974[/h3]

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

[h3]T-64A obr.1979[/h3]

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.

[h3]T-64A obr.1981[/h3]

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.

[h3]T-64A obr.1984[/h3]

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:



[h2]NEW MISSIONS[/h2]

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


[h2]ENTRENCHED POSITIONS[/h2]



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.



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


[h2]NEW AMMO OPTIONS[/h2]



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!

[h2]CHANGE LOG[/h2]

[h3]NEW CONTENT[/h3]

  • 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


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • 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


[h3]FIXES[/h3]

  • 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!

GHPC Update 20240710.1

GHPC Early Access has been updated to version 20240710.1.

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.

[h2]FEATURES AND ADJUSTMENTS[/h2]

  • Increased turn rate of Kobra GLATGM
  • Removed muzzle blast when firing Kobra GLATGM


[h2]FIXES[/h2]

  • Fixed training range target vehicles appearing at mission start
  • Fixed floating anti-tank emplacements appearing in some missions
  • Fixed Blind Buffalo not launching or having no vehicles present
  • Fixed errors when using customized player vehicle in Longer Road
  • Fixed issues with scripted damage in Longer Road
  • Fixed issues in Silver Dart
  • Fixed issues in Pragmatic Payment Part 1
  • Fixed issues in Fog Of War
  • Fixed 9M112 (early model) not being removed from ammo racks when loaded
  • Fixed Rally mission being customizable


Thanks for playing!