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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!

GHPC Update 20240710

GHPC Early Access has been updated to version 20240710.

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]MISSION CUSTOMIZATION[/h2]

This update features a brand-new feature: any mission that has previously been won can now be customized. All vehicle types used in the mission can be swapped for others, and any vehicles that have multiple ammo options available can also have those swapped. This feature extends across national boundaries, too: you can fully swap the teams or mix and match at will.

There are only a few exceptions for the customization:

  • Training range missions cannot have vehicles swapped, only ammunition if applicable.
  • Neutral missions have customization unlocked by default.
  • The Rally mission cannot be customized.
  • Some incomplete or incompatible vehicles are not included in the options.


Supporting this feature required a deep overhaul of the way missions are constructed and loaded, but the improved architecture will be highly useful for several upcoming features in the game.

[h2]NEW VEHICLES[/h2]



Two new East German T-72 variants are available in the mission customizer and the campaign system.

[h3]KPz T-72 ÜV1[/h3]

This is a basic laser rangefinder-equipped T-72, but fitted with the newer rubber side skirts rather than the extended "gill armor" panels. It was a transitional step toward the T-72M, which is distinguished by the presence of "Tucha" smoke grenade launchers.

[h3]KPz T-72 ÜV2[/h3]

This is a T-72M, but fitted with a high-hardness steel armor plate on the upper glacis to improve the tank's frontal hull protection. It was a transitional step toward the T-72M1, which is distinguished by the presence of "Kvartz" (sintered quartz ceramic) composite filler in the turret cheeks.

Here is a full comparison of the equipment sets of the T-72 variants in GHPC:



[h2]AMMO CHANGES[/h2]

After thorough research, we have learned that the M833 APFSDS-T round was not in universal or even wide use among the US forces in Germany in 1985. Manufacturing and procurement issues plagued the round well into the next year, and unit commanders balked at the prospect of accepting shipments of it that were too small to guarantee a certain number of days' supply should war break out. Therefore, the M774 APFSDS-T is now the standard "sabot" round for all US tanks in GHPC.

This change will have some effects on the matchup between US and Pact armor in the game. At medium and long ranges, the glacis armor of the T-80B and the upgraded T-72 models will have a great chance of resisting US darts. In head-on encounters, Abrams and M60 gunners will need to slow down and aim at center mass, rather than one-tapping every target.

M833 is still available in small numbers in the campaign mode when NATO forces have fully intact logistics. It is also an option in the mission customization system wherever 105mm-armed US tanks are present.

While we were investigating ammunition, we also revised some parameters to improve the consistency of ammo performance with our expected results, and we added the older M735 APFSDS-T round as a low-logistics fallback for US tanks. Of course, this round is also available in the mission customization system, should you desire to impose a greater challenge on the American crews.



[h2]CHANGE LOG[/h2]

[h3]NEW CONTENT[/h3]

  • Added mission customization, allowing any completed mission to have its entire vehicle and ammunition set changed at will
  • Added KPz T-72 ÜV1
  • Added KPz T-72 ÜV2
  • Added Bradley backup sight
  • Added M735 APFSDS-T ammunition for US tanks


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • M833 has been replaced by M774 as the standard APFSDS ammunition for US tanks
  • M833 and M774 are now both possible to find at max campaign logistics state for US forces
  • Revised tuning of several APFSDS rounds to bring their performances more in line with expected results
  • T-72 models have been slightly revised and improved
  • T-72 tanks now have their East German names
  • Early model KPz T-72 no longer has "Tucha" smoke grenade launchers
  • Buffed T-64 glacis armor slightly to match expected results
  • Mission result message on screen now shows the name of the mission
  • All planes now have pilots
  • Improved jet trails
  • Reduced some unnecessary memory usage
  • Updated naming on Hind helicopters to be more precise


[h3]FIXES[/h3]

  • Fixed vegetation slider being unable to remove grass
  • Fixed an issue where tree hits would record vehicle positions for AAR, leading to some moving targets appearing to be in a different place than the main round impact and spall origin when viewing the shot in AAR mode
  • Fixed an issue where vehicles, especially trucks, could flip over at mission start
  • Fixed an issue with detecting when a percentage of enemies were eliminated, which led to some missions being difficult to complete
  • Fixed an issue with area triggers not detecting vehicles in specific situations
  • Fixed T-72 front road wheels clipping the ground
  • Fixed missing night sight cover on T-72M1
  • Fixed some visual issues on T-64 and T-80 models
  • Fixed some incorrectly named damage model components
  • Fixed an issue that could lead to T-80B crew treating a partial armor penetration as a full compartment incursion
  • Fixed glass textolite composite creating extra spall that could escape armor layers
  • Fixed 1G42 gunsight range scales moving when range setting was changed while Kobra was the selected ammunition
  • Fixed some issues with malformed vehicle number decal settings
  • Fixed an issue where T-64B flame torch effect could be detached from the vehicle
  • Fixed multiple mission layout issues
  • Fixed an issue that prevented restocking T-62 ammo racks when 3BM21 was carried
  • Fixed an issue that prevented any A-10 flyovers from appearing


Thanks for playing!