RAAS v07. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Expanded the road network northwest of Mogiliovo POI. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Updated the water material to better match the new lighting. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. This was a legacy issue that has been tough to isolate. Currently, this primarily affects the complexity of the Landscape. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. AAS v1. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Added new explosive splash damage against infantry upon vehicle destruction. Some layers will continue to receive tweaks and improvements in the future. This will be addressed in a future update. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. more than 100 rounds if they respawn with an empty kit. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Fixed issue with shiny roads on several maps. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. We are continuously working to improve server performance and optimization. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. With improved shadows and lighting also comes updates to the Graphics Settings Menu. RAAS v07. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Only the admin cam has special caster features. Note: autocannon are unchanged and still use a 50cm kill zone radius. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. SquadMaps: All maps and layers in Squad. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. This is an inherent problem, and the solution is currently in long-term development. . Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. RAAS v08. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Design Intention: Give GB team better odds to and take and hold the first objective. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Added various mini POIs across the map to fill in areas that were a bit barren. . Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Hopefully, this issue should be resolved now. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. AAS . This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Fixed a minor issue with dirty toilet water seeping through the wall. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Updated Mestia Skirmish v1 to now use Overcast Lighting. Mention the demotion if you are no longer the FTL. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Fixed a z-fighting column at the warehouse. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Updated the landscape terrain shader to a new and improved version. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. This will be addressed in a future update. Ticket loss from losing the flag is still the same (-10 tickets). Fixed a minor error in text with CAF Grenadier C7 using C8s item description. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed an issue with a bad texture assignment on certain brick walls. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Those who know about it anticipate and destroy maps. This will be addressed in a future update. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an issue with terrain clipping into a building at grid D3-3-6. The root cause of this issue was addressed by a change to the way penetration is handled. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. A complete dictionary of Squad Maps and layers available in-game. Fixed a potentially exploitable issue with server fire projectile IDs. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. In 2 . Fixed an issue with dithered temporal AA glass shaders. Please note that the associated quality and performance tradeoffs have similarly changed. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Switched to more physically accurate parameters for outdoor lighting. Fixed smoothing groups, fixed dark baked in shadows in windows &. Updated landscape to be rockier across the entire landscape. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a common Server crash related to SQMapMarkerManager. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Server performance may periodically dip when a server has a high population and high load. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This is intended to make deployable fortifications more resilient. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. We now achieve the desired look using lighting alone, which preserves detail. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Local/Offline Bug with Commander CAS does not do damage in local. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Updated brick tower at grid O13-4-6, interior ladders have been removed. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. At higher quality, textures remain at full resolution further into the distance. We have updated the capture speed to scale with the number of players. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. We have completely reworked the games handling of dynamic shadows. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. These are the 200 round box mags. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed floating shovel and no water sfx sound on inlet. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. The recommended solution, for now, is to run Squad in the Borderless mode. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Squad's RAAS system was originally based only on depth. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. This is also intended to increase chances of Attacker success on first Capture Points. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Updated the HAB ghost placement mesh to include exit point indicators. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Adjusted the grass materials to better match the landscape. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. This patch adds the new Harju Map to the game. GB FV510 IFV was particularly susceptible to this issue. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Adjusted the Goose Bay map camera location. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. TC v2. Fixed some areas where foliage bushes was clipping into houses. This also helps reduce the perceived smudgyness of anti-aliasing. Optimization: Blur shader no longer costs performance when not in ADS. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Stamina cost for these actions has also been increased. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Capturing the center flag does not cause any ticket loss or ticket bleed. Updated flag capture rate scaling values. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Added a road connection between Niva Upper and Train Bridge. Harju. RAAS v11. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. SquadMaps is a website to display all the maps and layers in Squad. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated Yehorivka to use a new road material. Updated Shadows now render out to 1km at all graphics settings. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. RAAS v09. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Added a new landscape shader and new landscape textures. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. etc.) Fixed a floating concrete platform at Shipping Yard grid G3-7-5. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated Belaya to use a new landscape renderer. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. All armor piercing projectiles use another set of piercing more destructive sounds. Squad Lanes has destroyed RAAS layer. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Added a new deployable rickety wooden watchtower with camo nets for Militia. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. The effect now smoothly fades in and out. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. This, Player kit role icons are sometimes not being displayed on certain menu screens. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. All UGL / Frags now use a new light impact sound. Adjusted GB FV107s HAT damage modifier. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Added a new experimental Tire Fire deployable for Insurgents. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Admin Commands. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. RAAS v06. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an exploitable non-enterable room to prevent radio placement. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Rocks and grass should blend much better. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. RAAS v09. Updated Terrain shadows to now render out to 8km. Fixed an issue with z-fighting decals on hangars. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Potential Fix for a client crash related to audio and gun sounds. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. TC v1. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. RAAS v12. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue at the Old Hospital POI with wall alignment. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Create Infographic with the information below: Added a Depth of Field (DoF) effect. No ticket gain from capturing flags (normally +60). So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. RAAS v02. The quality and performance cost of this effect are controlled by Post Process Quality. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Easily installed this mod works to correct debilitating Raas layers. Fixed an issue with various foliage clipping through buildings. Goose Bay Fixed various floating grass. Hawks layer pack, the next generation of squad gameplay. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed an issue with foliage popup at close distance. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Improved and optimized texture quality scaling. !vote cancel - Cancels current round of voting. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. The new map is set on the southern coastline of Finland. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47.
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