Jump to content
KJakker

Gunner, HEAT, PC!

Recommended Posts


Interesting. Downloading the demo now. Nice to see the potential for a competitor to Steel Beasts. 

Share this post


Link to post
Share on other sites

thx. just asking for us vista users with nvidia 210 card.

Share this post


Link to post
Share on other sites

This is pretty fun and pretty close to the real M-1 experience.  

It is in development. The free demo is pretty fun! 

I did the Patreon thing and get to play with T-72's! 

As a Tanker, I approve! Well worth checking out for free.

  • Thanks 1

Share this post


Link to post
Share on other sites
46 minutes ago, CrazyhorseB34 said:

This is pretty fun and pretty close to the real M-1 experience.  

It is in development. The free demo is pretty fun! 

I did the Patreon thing and get to play with T-72's! 

As a Tanker, I approve! Well worth checking out for free.

Glad to see I could spread the awareness of the game around.

I need to update the thread. Things like the prototype random mission generator have come out since I last posted.

  • Like 1

Share this post


Link to post
Share on other sites

That new feature is fun! 

Another thing I like. This version is just focused on 1985, Fulda Gap. 

But the enemy is DDR.  Just baseline. 

Rumor is T-64B next Tank. 

Slowly letting it mature. Open too feed back from real Tankers. 

This Patreon version is actually realistic and fun! I

  • Like 1

Share this post


Link to post
Share on other sites

M-1 Gunners! 

Track, Lase, Track, Shoot! 

Dump your lead. Keep shooting! 

Dumping Lead. Not explained correctly in the tuturioal. 

To clear your FCS. Of "trash data, " you release the power control. That clears the system. 

Right mouse button is the " Power Control Handle. " Let it go. Gun goes back.  You don't drag the gunsight. It is fighting old data from last shot... 

 

Share this post


Link to post
Share on other sites

GHPC has been updated to version 20220401.1!  As always, you can find the public demo here.  Patrons can find the full demo using the usual link, which will be shared again in the Patreon post for the update.

Overview

Many people unlocked it via the special missions in the April 1 patch, but now it's official: the M2 Bradley is released!  Check it out in 2 new Point Alpha missions and 3 new missions in the new larger map, Fulda Outskirts.

(Note: the Bradley is only playable in missions for Patreon supporters.)

Changelog

  • Added M2 Bradley
  • Added 2 new missions in Point Alpha map
  • Added 3 new missions in new Outskirts map
  • Added Bradley to generated missions
  • Edited message in Special Delivery mission due to Bradley no longer being locked
  • Added support for dual-feed weapon systems
  • Added support for restocking ammunition belts with the quick menu
  • Added support for combining unevenly sized ammunition belt segments
  • Added support for changing gunsight reticle elements based on current weapon and ammo selection
  • Added support for automatically deploying and stowing weapons based on vehicle speed

The April 3 stream recording is now available with chapter annotations

 

Share this post


Link to post
Share on other sites

https://gunnerheatpc.com/news/articles/ghpc-20220613-patch-notes

GHPC has been updated to version 20220613!  As always, you can find the public demo here.  Patrons can find the full demo using the usual link, which will be shared again in the Patreon post for the update.

For the month of June ONLY, you can play a special demo version of the game on Steam!  Find it on the game's store page.

Overview

This update introduces an early prototype of campaign mode for patrons, as well as several bug fixes and other improvements for everyone.  A detailed listing of changes is at the end of this post.

The campaign system has many more elements planned: a shifting frontline, persistent vehicle and crew inventory, off-map support elements, equipment progression, persistent effects from mission results, and much more.  For now, we've added the basics: a dynamic mission selection screen, save files, and a simple win state when one side is too battered to continue the fight.  

We have much more planned for the future of GHPC as we work toward the planned Steam early access release.  Stay tuned for more news, and don't forget to support the game by wishlisting on Steam and joining the Patreon if you can!  We are still entirely community-funded, and your support directly influences our capacity to expand and improve the game.  

Changelog

  • Added campaign mode WIP (Patreon demo only)
  • Added several new mission archetypes to campaign mode
  • Added help page with links
  • Added pan and zoom features to in-game map screen
  • Added wishlist reminder
  • Added LOD setting in graphics options
  • Updated gunner skills to aim at center of seen mass when target is hull-down
  • Improved tree lighting significantly
  • Updated several tree models and LODs
  • Renamed aiming controls in remap menu to better indicate what they are
  • Removed Patreon and Paypal buttons from main menu of Steam demo to comply with Steam policy
  • Updated vehicle shaders to adjust lighting
  • Fixed a bug where "show input" was off by default (this will also re-enable it for everyone once)
  • Fixed a bug where Abrams tanks could fly to space after being ammo-racked
  • Fixed a bug where detached T-72 turrets could appear with no outer surface model
  • Fixed a bug that led to most vehicles not getting spotted until half the vehicle was above terrain
  • Fixed maximum distance self-destructs on all ATGMs
  • Fixed maximum range on 9M111 ATGM (from 3 km to 2 km)
  • Fixed an issue where several vehicles had misconfigured thermal temperatures
  • Fixed an issue that could lead to performance drops due to excessive graphics settings
  • Fixed some vehicle textures
  • Fixed T-72M1 convoy lamp showing wrong digits from tank number
  • Fixed an issue with road LOD fade
  • Fixed issues with spawn points in some missions

Share this post


Link to post
Share on other sites

https://gunnerheatpc.com/news/articles/ghpc-early-access-release-date-and-price-info

Quote

GHPC Early Access Release Date and Price Info
GunnerHEATPCDev · 28 minutes ago · Announcements

As we hinted in our last Patron Q&A at the beginning of July (which you can join at the start of every month on Discord as a Patreon supporter), we’re finally ready to give some more detail on the Gunner, HEAT, PC! Steam Early Access (EA) release.

When is the Steam Early Access Release Date?

The Early Access version of GHPC will be released on September 6, 2022 at 12 noon PDT (GMT-7) / 3pm EDT (GMT-4).

How much will the game cost at launch?

The base price of the game at EA launch will be $29.99 USD. We will be running a 10% off launch sale for the first week. Eventually, after an Early Access development period, the full 1.0 release of the game will have a larger price that has yet to be determined. We want to thank early access players on Steam for their support and consideration while also funding the game’s development costs, so we think this model fits best.

Here’s what you get for supporting us via Steam:

The full existing game content with all vehicles and features
All content updates and bug fixes for the base game as development progresses
Cheaper initial buy-in price
For new users looking to try out the game, the demo will make its way back to the Steam page sometime post-EA release.

I am a Patron, what about me?

TL;DR: Patrons who have donated $25 or more over the lifetime of their subscriptions will get a Steam Key.

We have been floored by the support of the GHPC community over the years, and we have tried to show our appreciation with relatively-consistent game updates, developer interaction (streams, Patron-only Discord areas), and exclusive content. With that said, we want to further reward Patrons for their patience. Those who have donated $25 or more over the lifetime of their subscriptions will receive a Steam EA key.

Prior to EA release, we will be emailing those Patrons, both active and inactive, to confirm they are able to access the keys once sent. On release day, emails with those keys will go out.

We’re also considering rewards of some kind for longer-term patrons, because your support is incredible and we want you to have more than what we've given you so far. Stay tuned for more details on that.

What is going to happen to Patreon?

This is going to be quite a shift for us, having developed with Patreon funding for so long, but we needed to get onto Steam proper. While we are going to put more focus on the EA build, Patreon will still be available to support us. We will be announcing some content changes to available tiers, and offering new content tiers for those looking to continue support. The content will include early build testing, different forms of access to the developers, and additional rewards.

As for definitive content changes post-EA release, the Public and Patreon versions of the game hosted on itch.io will be disabled and no further updates will be made to them. In their place, a new Release Candidate (RC) build will be made available to a new Patreon tier. The RC build will serve as an early preview and unstable build for upcoming Steam patches and will be restricted to supporters only.

What are updates going to be like?

The current Patron release cycle has been taxing for a very small team. So as not to force features out in a half-finished state or rush/crunch anything, we’ll be approaching EA and RC builds differently.

RC builds will be released as features get developed, ideally at least once a month. This gets the team valuable feedback from supporters so we can continue to make an awesome tank game.

The Steam EA build will be updated whenever features are complete and stable. Updates will incorporate feedback, non-critical bug fixes, and new content.

--------------------

Thanks for all the support thus far! It’s been amazing to see the game progress on the way to its first Steam release, and we look forward to making it even better.

For more information on the future of GHPC, don’t forget to check out the roadmap!

- GHPC Team

 

Share this post


Link to post
Share on other sites

https://gunnerheatpc.com/news/articles/ghpc-20220822-patch-notes

Quote

GHPC 20220822 patch notes

GunnerHEATPCDev · 34 minutes ago · Patch Notes
7op2660jxw_2022_08_23T002528.jpg

GHPC has been updated to version 20220822! As always, you can find the public demo here. Patrons can find the full demo using the usual link, which will be shared again in the Patreon post for the update.

Overview

This update comes with a wide variety of new content:

  • A new vehicle, the M60A1 RISE (Passive) with ghost image coincidence rangefinder
  • A new map (Grafenwoehr tank range)
  • Several new missions
  • Artillery support
  • Auxiliary sights
  • Bradley crew voices
  • New effects
  • (And much more!)

Highlights

The coincidence rangefinder in the M60A1 RISE (Passive) is used via the same keybind as the laser rangefinder (default: E).  When the rangefinder is active, you will see a "ghost image" where anything not at the indicated range appears doubled.  Adjust the gunsight's range (default: LCtrl + Mouse Wheel or PgUp/PgDown) until the target appears to be a single sharp image, then place the center of the non-ballistic reticle on the target and fire.  If you judged the image correctly, you should hit the target.  

coincidence%20ghost%20image.jpg

The auxiliary sights on the M60 and M1 tanks can be accessed via the view change button (default: C).  They are equipped with ballistic reticles that are automatically changed by the gunner to suit the loaded ammunition type.  Like most simple scope reticles, you can also illuminate them (default: I).  

US tank auxiliary sights

Artillery support is a work in progress feature.  For now, you can call in fire missions in many instant action missions using the map (default: M).  But be warned, the enemy may do the same.  

artillery%20impacts%20152mm.jpg

AI vehicles using IR intensifier type night vision are now affected by infrared illumination when spotting targets at night.  They will see better when their own searchlights are active and will occasionally use them when observing.  There's a catch, though: IR illuminators are also easily detected by hostile AI!  Use caution when night fighting, as your IR illuminator will make you a blazing beacon in enemy night vision.  

searchlights.jpg

Changelog

  • Added two new instant action missions to North Fields map
  • Added several new campaign missions
  • Added Grafenwoehr tank range (WIP) (Includes bonus preview content!)
  • Added M60A1 RISE (Passive), with optical rangefinder and passive night vision sight (Press lase key to toggle coincidence mode, use manual range adjust to calibrate. Ctrl + Mouse Wheel recommended for convenience.)
  • Added M60A1 RISE (Passive) to mission Kingly Kayak
  • Added indirect fire support system, usable from map view (WIP)
  • Added barrages to some missions
  • Added ability for AI vehicles to use IR illuminators at night
  • Added auxiliary sights to M60 and M1 type tanks, with automatic reticle switching for ammo selection (reminder: press C to switch camera views within a mode)
  • Added hit boxes for destroying main sights on M60 and M1 type tanks
  • Added crew voices to M2 Bradley
  • Added new reticles for wide field of view (WFOV) mode in thermal sights of M60A3 TTS, Abrams, and Bradley (Note: the Bradley uses the TOW crosshair for WFOV mode regardless of what weapon is selected. This is not a bug!)
  • Added new explosion fireball effects for ammo detonations (WIP)
  • Added new audio effects for reload, engine, and equipment in Abrams tanks (some WIP)
  • Added distance effects to explosion audio (WIP)
  • Added more IFV+ patron names to credits (This is not automatic. If you want to be on the list, send us a request via Patreon DM before September.)
  • Turret control ("palm switch") is now inverted by default (There is a new toggle in settings in case you prefer the old way.)
  • AI vehicles with intensifier-type night vision now see better when using IR illuminators, as well as more easily detecting targets that are shining an illuminator toward them
  • AI vehicles now turn off their marker lights in combat
  • Projectile impacts on things other than combat units no longer count as "hits" in AAR mode (Note that these can still appear in the hits list if a fragment or overpressure also struck a valid target.)
  • Abrams tanks now have more plausible default unit markings
  • Fixed an issue where AI could see through all forests in North Fields map
  • Fixed cant correction not compensating correctly
  • Fixed cant correction rotating the whole gunner's sight picture when active
  • Fixed randomized elements getting stuck on the same roll, producing results like every tank in a platoon having the same luggage layout
  • Fixed an issue that could cause FLIR and night vision modes to be active at the same time in free cam
  • Fixed X-ray ammo view drawing on top of map
  • Fixed a floating road in Outskirts map
  • Fixed naming inconsistency for settings
  • Fixed IR illuminator beams passing through terrain
  • Fixed an issue where fragment projectiles could use tracers by mistake

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..