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GHPC Update 20240124.1

GHPC Early Access has been updated to version 20240124.1.

This is a minor update to fix issues in the game.

NOTE: The build was updated a second time on January 31 at 2pm EST to disable the spotting reports system until we can fix some deeper issues that are causing instability for some players.

[h2]Changelog[/h2]

  • Fixed an issue with automatic weapon audio switching between interior and exterior versions unnecessarily
  • Fixed a performance issue related to spotting reports
  • Fixed a performance issue related to weapon impact effects
  • Fixed subtitles not appearing by default
  • Fixed 30mm HE rounds having excessively high explosive mass


(Additional changes on 31 January)

  • Temporarily removed spotting reports until we can resolve a related memory leak and crash issue
  • Fixed T-64A rangefinder having 500m minimum range instead of 1000m


Thanks for playing!

GHPC Update 20240124

GHPC Early Access has been updated to version 20240124.

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 VEHICLE[/h2]

Release of T-64A obr. 1981 tank for Soviet forces



Notable characteristics:

  • 125mm smoothbore cannon firing the latest in Soviet ammunition (3BM32 "Vant" APFSDS)
  • TPD-2-49 gunner's sight with split image coincidence rangefinder
  • Late model composite turret with "ultraporcelain" ball array in cast steel
  • Composite hull with steel-textolite sandwich
  • "MZ" carousel autoloader with vertical charges and bi-directional seeking
  • Opposed piston diesel engine
  • 3BM32 will frontally defeat the M1IP turret within around 800 meters, and it will defeat the M1 turret at up to double that distance


Above: The T-64A's optical coincidence rangefinder in action, showing a target while using an improper range setting (left) and proper range setting (right)

[h2]MAJOR FEATURES AND ADDITIONS[/h2]

  • Preliminary launch of Soviet Army GSFG with Soviet marked vehicle variants (there are more Soviet vehicles still in production and they will be added in the future!)
  • Russian crew voices added for Soviet Army vehicles
  • Russian crews give target alerts using "hull compass" system, a 60-unit circle with "30" at hull front
  • 3 new instant action missions featuring Soviet T-64A and BMP-2
  • T-64A training mission
  • Soviet Army now appears as red team in 50% of campaign missions
  • On-call artillery smoke shells are now available in many missions
  • Crew AI now attempts to relay spotting reports to HQ, and HQ relays them to platoons in turn (dependent on transmission delays, the crew remaining alive, and the radio being operational)
  • In-game tactical map now displays recent spotting reports and self-reports from friendly units
  • Exhaust effects on all vehicles have been overhauled to look more realistic
  • The restocking system now allows you to choose a specific ammo type or pull all types like before
  • While restocking, you can no longer instantly return to fighting positions - your crew must finish handling the current round




[h2]MISC. CHANGES[/h2]

  • Modified field of view on most vehicle gunsights to match their real-world equivalents
  • Added ammunition data for 125mm APFSDS 3BM22 "Zakolka"
  • Added models for 3BM32 and 3BM22, which can both exclusively be carried in Soviet Army tanks (not East German)
  • Soviet forces' ammo selection can now degrade with logistics losses: from 3BM32 to 3BM22 to 3BM15
  • Additional aircraft types are now available for CAS calls
  • Added Soviet variant of Mi-24 armed with 9M114 "Kokon" ATGMs
  • Tactical marker symbols added for Soviet Army vehicles (these are synced for vehicles per mission)
  • M2 Bradley now has unit markings
  • Power loss from fire is now delayed until the fire has burned for some time or an explosion occurs
  • Fire in the compartment now triggers an explicit alert on the damage HUD to avoid confusion
  • Large fires from aircraft crashes now block AI sight lines
  • Various visual effects have been improved and optimized
  • Parked vehicle props in the main menu scene are now updated to match the full vehicle models
  • Mission designer can now detect and/or force a vehicle change
  • Overhauled the crew voice system for optimization and better audio control
  • Slightly increased T-64A's maximum AI aim time due to optical rangefinder
  • Refreshed some textures on T-64A
  • Added names to credits


[h2]FIXES[/h2]

  • Updated pathing in several missions to fix issues that prevented completion
  • Fixed AI drivers of wheeled vehicles getting confused and turning in circles
  • Fixed AI drivers reversing into battle in some situations
  • Fixed AI drivers driving in a sweeping zigzag pattern while trying to follow a formation
  • Fixed CAS button not working in certain situations
  • Optics with animated range adjustment no longer wait until the player enters optic view to begin adjusting
  • T-72 laser aiming mark will no longer stay hidden if the player exits optic view while it's in cooldown
  • Fixed vehicles jittering around at low speeds on certain ground types
  • AI crews on vehicles equipped with thermal optics are no longer blinded by regular smoke obscuration (they will continue to be blinded by special compositions such as white phosphorous smoke shells)
  • T-55A now has its engine smoke system
  • AI crews will no longer elevate their weapons at odd angles while idly scanning for targets
  • Gunner will no longer say "cease fire" after every shot when calling his own shots while the commander is incapacitated
  • Fixed GST marker lamps and convoy number lamp on T-64A
  • Fixed a bug that could reset volume sliders
  • Fixed BMP-1P and BMP-2 not scorching properly when burned
  • Fixed issues with pre-destroyed vehicle wrecks
  • Fixed some mission triggers not working properly
  • Firing smoke grenades while in free cam will no longer launch all grenades at once
  • Fixed an issue where AI teammates using their rangefinders could cause glitches in the player's rangefinder
  • Fixed a bug that could cause rangefinder elements to be visible from outside the optic
  • Fixed a large number of script stability issues


Thanks for playing!

GHPC Weekend Flash Sale

For two days, the base price of GHPC has been reduced by 20 percent for a weekend flash sale! If you've been thinking about picking it up, now is a great time.

GHPC Steam store page

For more information about the game or to find our social media links, visit the official website.

GHPC Update 20231208.1

GHPC Early Access has been updated to version 20231208.1.

This is a hotfix update primarily intended to fix AI being able to see through large swaths of forest. Several other improvements are also included.

[h2]Changelog[/h2]

  • Removed "Alt Smoke" control and replaced it with engine smokescreen (note: this may reset your smoke keybinds)
  • Added muzzle blast VFX to smoke grenade tubes
  • Adjusted orientation and velocity angle of smoke grenades on launch
  • Adjusted visual effects for Soviet 3D6 smoke grenades
  • T-72M1 smoke caps now disappear when smoke grenades are fired
  • Reduced possibility of 3D6 grenades bursting prematurely in the air
  • Fixed a bug that led to AI seeing through large amounts of forest
  • Fixed an issue that switched some artillery batteries to use a "smoke" label in the map screen

Thanks for playing!

GHPC Update 20231208

GHPC Early Access has been updated to version 20231208.

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

[h2]New feature: smoke systems[/h2]

The most notable change included here is a brand-new feature: smoke systems. Vehicles equipped with smoke grenade launchers or engine smokescreen generation now have those systems available in-game. The smoke will blind non-thermal optics (including AI units without thermals) and create an obstruction for laser rangefinders.

A new control has been added to the Vehicle category for quick smoke grenade launch (default key: G), and the rest of the controls can be found in the Q menu. AI vehicles under severe threat are able to launch smoke salvos as well, provided that the relevant crew members are still able to operate the controls.

It's worth mentioning briefly that the smoke systems on Soviet designed vehicles are quite different from their NATO counterparts: unlike the short-range curtain of white smoke grenades used in US vehicles, the standard 3D6 smoke grenades are fired hundreds of meters forward. They are intended as a versatile tactical tool, able to block sight lines and clear space to maneuver in. The East German tanks and BMPs in GHPC have a set of these grenades loaded.

Meanwhile, the Abrams and other US vehicles have a fairly straightforward smoke setup: firing a salvo will blanket the frontal arc of the vehicle in a thick airburst of smoke. In the 1980s, this smoke was not multispectral, meaning thermal optics could see through it fairly well. As a result, some US vehicles are in the unique position of being able to pop smoke and continue to spot and engage targets from behind the cloud. But when using this strategy, be careful - your laser rangefinder will bounce off the smoke and prevent you from getting a firing solution the easy way. Set your range manually or lase ahead of time if you want to fight effectively through smoke.

[h2]A note on HEAT rounds[/h2]

For a very long time, the M456 HEAT-FS-T round fired by US tanks in GHPC has displayed a glaring flaw: due to its fuzing mechanism requiring a good strike on the nose probe, it is easily thwarted by highly angled surfaces. Unlucky shots on the most severe angles of a BMP or BTR hull would often produce unfavorable impacts, crushing the round before it could properly form a penetrative metal jet. This was a frequent source of frustration and even bug reports.

After additional research, we've concluded that in 1985 the US did have a quantity of the successor round in inventory: the M456A2 HEAT-FS-T. The main innovation was - you guessed it - the addition of a shoulder fuze to account for shallow angle impacts. Owing to this fact, we've outfitted all 105mm US tanks with the M456A2 as their standard second slot round, and the M456 is now relegated to reserve supply, which can come into play when logistics are suffering in campaign mode.

Engagements against Pact APCs and IFVs using this new round should involve a substantially higher proportion of first-hit kills, and we think NATO enjoyers will be pleased with the results.

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]Changelog[/h2]

  • Added smoke grenades to vehicles that equip smoke grenade launchers (activated from Q menu or using G key by default)
  • Added engine smokescreen generation to some vehicles (activated from Q menu)
  • Added ability for AI units to use smoke grenades in certain situations
  • Added "instant swap" feature: hold the unit swap key and look at a nearby friendly unit, then let go of the key to take control
  • Added M456A2 HEAT-FS-T shell (with shoulder fuze) as new default for all US tanks
  • Added logistics conditions to replace M456A2 with M456 in campaign
  • Added cloud shadows
  • Moved 9K111 missile emplacement in tank range to a position from which it can see targets
  • Reworked a large number of muzzle blast effects
  • Revised ammo loadout of T-55, including setting APFSDS to the first slot like in all other tanks
  • Changed BR-412D to a reserve round only used when Pact forces are suffering severe logistics issues in campaign
  • Adjusted armor properties for Kvartz composite (used in T-72M1 turret)
  • Reduced armor ratings on trucks
  • Slightly improved gain on night vision optics
  • Changed delta-D control to a toggle and made it start enabled by default
  • Fixed multiple issues in missions that led to stuck units
  • Fixed an audio issue that led to choppy or distorted sounds when AI fired machine guns
  • Fixed AI refusing to fire bursts and using entire belts of ammo in one go
  • Fixed composite armor being disabled in T-64A
  • Fixed a bug that could lead to the player's view being locked into an auxiliary sight optic
  • Fixed issues with map overlay sizing on certain screen resolutions
  • Fixed weapons being able to keep firing by themselves when a menu was opened while firing
  • Fixed a rare bug that led to infinite machine gun audio after the weapon stopped firing
  • Fixed commander voice calling for wrong ammo type
  • Fixed gunner voice spamming "on the way" when using machine guns
  • Fixed erroneous reporting of optics damage in HUD
  • Fixed flames not displaying correctly when T-64A was set on fire
  • Fixed T-64A continuing to fight while on fire


Thanks for playing!