We updated the Steam Experimental application of the game.
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Added: Inter-axle differential (IAD) simulation
Added: Ackermann steering
Added: Wheel hub orientation support (camber and toe), as well as adjustments for all vanilla vehicles
Added: Steering axis (kingpin) support (caster and SAI), as well as adjustments for all vanilla vehicles
Added: Custom Pacejka tire model for all vehicles
Added: Vehicle self-steering (e.g., into a slope) when they have no driver or the driver is unconscious or dead
Added: Engine compression braking when the vehicle is turned off (slows down the vehicle in gear, even without brakes)
Added: Strong gear grinding force feedback when reversing gear direction at high speeds
Changed: Powertrain simulation overhaul and complete rewrite of all component simulations (Engine, Clutch, Diff, Wheels)
Changed: Engine can stall due to improper clutch release (manual transmission only), including getting out without putting the car in neutral
Changed: Improved VoN direct-voice performance
Changed: Several memory optimizations
Fixed: Crash on marker entity without visual object
Fixed: Crashes while processing commands
Fixed: Compound shape-related crash when updating merged geometry
Fixed: Possible crash in item animation system and vehicle light portals during unregistration
Fixed: Possible crash on adding tiles over navmesh's capacity
Fixed: Crash in UI text widget when it is not in workspace
Fixed: Update of geometries can crash when trying to re-merge child to root
Fixed: Crash when destroying a full BRDM-2 with GM lightning strike
Fixed: Crash when client was on HQC logistics screen during server crash
Fixed: Possible crash in buoyancy system, connected with ragdoll
Fixed: Possible crash in simulation of projectiles
Fixed: Possible issues caused by running unsafe code from parallel simulation
Fixed: PS5 player should not be kicked from server when he goes to home screen
Added: Added a third optic to the LAV-25 turret which has night vision capability
Added: Added three missing color lenses to the MX991 flashlight (blue, green, and orange)
Added: FIA variants of the Šárka 1203 and Šárka 105 as spawnable vehicles for FIA
Added: Canteen for replenishing hydration
Added: LAV-25 can fire smoke grenades from its L8A1 launchers mounted on the turret
Added: LAV-25 rate-of-fire user action
Added: Vehicle trails
Added: Vehicles now show mud particle effect instead of dust when surfaces are wet
Added: Vehicles can get dusty or muddy depending on the environmental conditions, and get cleaned by rain or wading through water
Added: Rally Posters on Message Boards
Changed: 3rd person camera helicopter zoom back to previous version
Fixed: Flashlight light was below the flashlight itself in some cases
Fixed: Helicopter friction balancing wasn't working correctly, causing the helicopters to slip
Fixed: Lamps on some light towers (e.g. ones in Arland harbor) would require more than a full magazine of 5.56 to destroy them
Fixed: No item could be placed in Alice Vest due to volume exceeding
Fixed: NSV shell ejection was in the incorrect place
Added: Bushes and small foliage can be removed using a shovel
Added: Magazine Repacking
Added: Skid marks for all vehicles when wheels are slipping
Added: Wheel smoke/burnout effect support (not enabled on all vehicles)
Added: Bushes and characters will no longer obstruct the placement of buildings in build mode
Added: Compositions (outside of machine guns and smaller objects) will clear away nearby bushes and low foliage upon being built
Changed: Player can now carry larger ammo boxes (PKM/M2/M240/etc.) in the hand slot if there isn't enough space for it in the inventory
Changed: Impact sounds broadcast at relative positions so they are not played all over the place and reflect where they actually happened on the entity
Changed: Reduced the horizontal part of the recoil for turrets
Tweaked: Better placement of dropped Machine Guns on terrain
Fixed: Destructibles that destroy destructibles on destruction did not queue damage properly
Fixed: Character magazine desync issue if a character was killed during reload
Fixed: Refunding a vehicle would destroy stored supplies instead of distributing them into nearby storages
Fixed: Cloud shadows were flickering and disappearing sometimes
Fixed: Particle effects were not deleted when a vehicle got deleted
Fixed: Edge case when AI could spawn while there are observers nearby
Fixed: AI Logistic drivers are now forced to have simulation LOD and not get dormant
Added: When placing an 'Establish base request' task, the game will now show circles which will indicate the approximated build area of that base (white), minimal distance to another base (green), base radio range (teal), and radio range when the base will have a radio relay built (yellow)
Changed: FIA players will now use randomized loadouts when they spawn
Changed: Increased the cost and rank required to purchase the LAV-25 from 1800 supplies and a Lieutenant rank to 2100 supplies and Captain rank
Changed: Decreased the cost of BTR-70 (975->850), BRDM-2 (900->725), and M1025 with M2HB (475→380)
Changed: Reduced the price of the armed variants (variants without rockets) of UH-1H (-175) and Mi-8 (-175)
Changed: Significantly reduced the price of the unarmed transport variants of the UH-1H (-350) and Mi-8 (-325)
Changed: Removed supplies that were inside freshly spawned ambulances and repair trucks, and to compensate for that, their cost was lowered by the amount of supplies that they previously had
Changed: Increased the amount of supplies refunded when selling a vehicle. Previously 25% of its original price, and now it will give up to 70%
Changed: Increased the range in which vehicle supplies' unload action will search for storage from 12m to 40m
Changed: Increased the range from which supplies can be loaded to a vehicle from 12m to 25m
Changed: Vehicle crewmembers (not passengers) will now receive a fraction of the amount of rank progression gained by the player who killed an enemy while in that vehicle (does not stack with squad kill assist)
Changed: Squad members who are within 200m of a member who kills an enemy will receive 7 rank progression points for squad kill assist
Changed: HQC Everon: Increased minimal (3.5km -> 5km) and preferred (5km -> 10km) distances between randomly selected starting bases
Changed: HQC Kolguyev: Increased minimal (3km -> 4.6km) and preferred (4km -> 5km) distances between randomly selected starting bases
Changed: Disabled usage of most southeast base (near St. Pierre) as a starting location in HQC. Base can be re-enabled by overriding the mission header in the server config, and setting "m_bCanBeHQ": true for "m_sBaseName": "StartingPos05". More info on how to do it on Biki.
Fixed: Radio relays could be disassembled when there was only a blueprint of another relay in the base and not a fully built one
Fixed: Player was blamed for suicide if they drove over or stepped on a mine from a minefield spawned by GM or one that was preplaced in such a scenario
Added: Full steering wheel support (including gas, brake, clutch, and shifting stick)
Added: Force feedback for steering wheel
Changed: Engine vibration gamepad effect has been reduced to give more importance to the suspension vibration
Changed: Imposed max steering speed on analog input and added smooth centering for a fair steering experience across all input devices
Added: Mouse steering is now available for all wheeled vehicles - Disabled by default
Added: Shifting to gears 1-6 and neutral to keybinding menu
Added: Suspension vibration gamepad effect
Added: ABS braking in Wheel class
Added: Kingpin and suspension axis in Axle class
Added: "Mirror wheel position" in Axle class for faster vehicle setup
Added: "Show diag in editor" in Vehicle Simulation for showing the diagnostic shapes in editor
Added: Inter-axle differentials (IADs) are now functional
Added: Powertrain component parenting (not enabled for all components for backward compatibility reasons)
Added: Steering class for advanced steering parameters (Ackermann steering, steering torque, etc.)
Added: Clutch torque limit is now functional.
Added: Tire tread parameter is now used to interpolate between tread and non-tread friction coefficients of surfaces for better off-road vs on-road simulation
Added: Tire Model class, with two possible options, Pacejka2002 (MF5.2) and Pacejka94
Added: Pacejka Plot Tool for verifying the Tire Model correctness
Added: Script API methods for updating most of the vehicle simulation parameters at runtime (not MP synced)
Added: GamepadEffectCollection for running multiple gamepad effects at once.
Added: Configs/Weapons/Ammo/AmmoList.conf which houses all projectiles that are meant to be usable for the magazine repacking feature
Added: SCR_MagazineGadgetComponent, which is meant to be used for magazines that can be carried in the hand slot by the players
Changed: SCR_WheelSlotInfo implementation moved from script to gamecode (it now inherits from the gamecode class WheelSlotInfo)
Changed: Renamed VehicleDustComponent to VehicleWheelEffectComponent
Changed: SCR_VehicleDustPerWheel implementation moved from script to gamecode (it now inherits from the gamecode class VehicleWheelEffectComponent)
Changed: Renamed SCR_ChangeBallisticPageAction to SCR_ChangeDataPageAction to better reflect that it can be used with SCR_DataDisplayGadgetComponent
Removed: WorkshopItem from BackendAsync
Removed: "Torque share" parameter in Axle class. Instead, wheel differentials can now be parented to the Gearbox or an IAD
Removed: Pacejka class removed from Wheeled simulation (it wasn't functional). Replaced with Tire Model
Removed: Engine coupled inertia removed (now detected automatically)
Removed: Shifting factors and shifting RPM from CarControllerComponent (they are now detected automatically from the simulation)
Removed: Steering curve removed from CarControllerComponent
Fixed: OnWeaponRaisingStarted, OnWeaponRaisingFinished, OnWeaponLoweringStarted, OnWeaponLoweringFinished script callbacks could trigger incorrectly or not at all
The following issues have been fixed internally and will be released in the next update:
Clutch is missing from the keybinding menu
The keybinding menu cannot bind the new vehicle actions (gears and clutch) properly
Some vehicles drift to one side
When shifting gears automatically, some vehicles may get stuck in a loop of shifting up and down.
Some racing wheels may stop working when switching between Game Mode and Edit Mode in Workbench (driver issue)