The latter. I just omitted the punctuation for brevity.
BTW all transmissions end with Over (you want a reply/acknowledgement) OR Out (end of transmission) not both.
‘Over and Out’ is pure Hollywood.
The latter. I just omitted the punctuation for brevity.
BTW all transmissions end with Over (you want a reply/acknowledgement) OR Out (end of transmission) not both.
‘Over and Out’ is pure Hollywood.
I always assumed it would be. But some films and games always say it so fast that it sounds like zero punctuation
Battlefield 2 commander mode is a prime example “shotover”
Ain’t that the truth, I have seen it make big rufty tufty soldiers squeal with delight like a schoolgirl at a 1-D concert.
And, sometimes you get lucky. We were ‘practicing’ with the mortar Pl from one our infantry Bn’s, and first round:
“MC this is AC, shot, over”
“MC shot, out”
Observe fall of shot. It is smack bang in the middle of the target.
“MC Ummm… Fire for effect, over”
“AC Fire for effect, out”
Hehe, and let’s not even get to the one that will give the CommO an aneurism:
“Roger, WilCo, Over and Out”
It was fun just watching the blood spurt out his eyes!
Generally a slight pause at the start between callsign and the rest of the message but that is pretty much as it is IRL.
Your comms need to be clear and concise, but you don’t want to be holding down that PTT for any longer than necessary.
One of the guys in my company earned the nickname “Delta Fox” for that.
For those that don’t know, it stood for, “Direction Finder” .
Reminds me of an old Father Guido Sarducci routine where he said “Some priests say ‘forever and ever.’ I don’t know about the ‘and ever,’ I think ‘forever’ kinda covers it, no?”
German Army arrives in GHPC! 8GB Update ready to be downloaded!
More info later!
Arrgh… I promised the wife some time tonight.
Oh well there’s always tomorrow
Videogames have infinite patience.
Patch notes
From very early on, it has been our intention to feature four military groups in GHPC: the forces of the United States, the Soviet Union, and both East and West Germany. With this update, at long last, the Bundeswehr of West Germany makes its debut!
Four variants of the classic Leopard 1 tank are now available in the game: the Leopard A1A1, A1A2, A1A3, and A1A4. Much like the M60 and M1 series, all of these are armed with a variant of the venerable 105mm L7 cannon and carry a familiar suite of rounds for different purposes.
There are several points on the features of the Leopard 1A1 that deserve explanation.
The Leopard 1 features a unique form of optical rangefinder using the “stereoscopic” method. At first glance, this sounds similar to an optical coincidence rangefinder: the crew’s viewfinder is fed by two sight apertures on the sides of the turret, which they focus on the target in order to judge the range. But the operating principle is very different.
A coincidence rangefinder requires the user to overlap (coincide) two images to set the correct range. This is seen in GHPC’s M60A1 (where the images are transparent and overlapping) as well as the Soviet TPD-2-49 sights (where the images are displayed as two half circles that must be aligned). By contrast, a stereoscopic rangefinder relies on the user’s 3D depth perception. The reticle of the stereoscopic rangefinder is rendered separately in each eyepiece in a way that makes it appear to “hover” in space, far in front of the optic. Adjusting the range setting of the optic will send the image of the reticle “toward” or “away from” the user. When the reticle appears to be at the same distance as the target, “touching” it in space, the range is correct.
Unfortunately, we cannot show a floating reticle in 3D space on a flat monitor, so we’ve taken some artistic liberty with the Leopard 1 rangefinder. Our depiction of the rangefinder’s distance setting relies on two visual cues:
3D reticle with camera sway: The reticle is indeed projected into space, but rather than using your brain’s binocular vision skills to convey the depth, we induce some camera sway or “head bob” while the sight is in rangefinder mode. The subtle perspective shifts of various objects in view help reveal what distance they’re at. When the range is correct, the reticle will appear to move with the target as one, rather than shifting around over it.
Forced depth of field effect: Since we can’t make your eyes see the depth cues on a flat screen, we’ve added cranked up the focus blur on objects that are not at the current distance setting of the rangefinder. If the target comes into sharp focus, that’s a good sign that the distance setting is roughly correct.
The combination of these two visual cues should allow the stereoscopic rangefinder to be useful, while being visually distinct from the coincidence rangefinders on other tanks.
The standard Leopard 1 loadout for the early Cold War numbered 60 rounds total, consisting of APDS, HEAT-FS, and HESH. However, during the second half of the 1980s, the Bundeswehr switched over to a 55-round APFSDS and HEAT-FS loadout, much like what the US Army was using at the time. Due to this change, there is some variation in official standard Leopard tank loadouts from the Cold War.
We have chosen to depict this shift by giving the Leopard A1A4 the updated ammo loadout by default, featuring DM23 APFSDS as its standard dart. The three other variants receive the earlier loadout with DM13 APDS. The customizer will allow you to swap the sabot ammo type in any Leopard A1 variant, though the vehicle will retain the same number of ammo type slots it originally had.
High-Explosive Squash Head (HESH), sometimes called High-Explosive Plastic (HEP), is a brand-new type of ammunition for GHPC. In addition to standard HE blast damage, this round has a rather unique way of damaging armored targets. The head of the round is made of plastic explosive compound, and upon impact with a flat surface, it quickly deforms into a broad pancake before detonating. For homogenous plates of the correct thickness, the shock of the detonation on the outside surface blows off a chunk of armor on the inside, sometimes called a “scab”. The armor scab then rips into the interior of the target, damaging it the same way penetration spall would.
Much like real-life HESH rounds, the 105mm HESH featured in the Leopard A1 loadout is most effective against lightly armored targets and when impacting a perpendicular or mildly angled surface. Some amount of angle will make the round more effective, but too much angle will cause it to rapidly become useless, possibly failing to detonate at all. In addition, the armor scab tends to blast off in the normal direction (directly away from the plane of the armor face), so the target’s shape will have a large influence on whether you damage anything important inside of it.
Unlike the rangefinder sight, which is limited to a setting of 400 meters and above, the auxiliary sight can be set as low as 0 meters. However, returning to the rangefinder sight with a range setting below 400 selected will reset it to 400.
Continuing tradition, we have a chart showing the differences between the different Leopard A1 variants in GHPC.
You can use any variant of the Leopard A1 in any mission after successfully completing it at least once, using the mission customizer menu.
There are some situations where the standard 70-round APDS belt for the Bradley’s 25mm gun feels like it’s not enough to deal with the amount of enemy light armor. In real life, crews had the ability to load their armor piercing belts in the large bin if they needed to. To reflect this flexibility, we’ve added a special “alt” variant of the M2, with the ammo load swapped so it carries 230 ready rounds of APDS and 70 of HE. The mission Crossroads Screen now features this variant by default, but you can use it in any mission that allows IFVs to be swapped in the customizer menu.
Our map designers are working on a smaller, more dense map to use for new missions. Though some assets in the map are still a work in progress, we’ve decided to release it in this update. Two new Leopard-focused missions entitled “Table Salt” are available in the Eastern Road section of the Instant Action list.
As part of this update, we have modified several existing missions to add troops:
Casual Cleanup
Keen Kestrel
Lethargic Liberty
Slow Raid
Fog of War
Steel Wedge
Note that with the addition of Soviet troops the East German anti-tank rifleman loadout has also been altered to use an earlier variant of the PG-7 warhead.
As of this initial release, the West German troops use the LAW as their light anti-tank weapon.
Added West German Leopard 1A1 tank in a total of four sub-variants
Added West German M113A1G APC
Added West German troops armed with G3A3
Added Soviet troops armed with AK-74
Added a new map, “Eastern Road”
Added two new missions, Table Salt parts 1 and 2, set in Eastern Road
Added new tank defense template mission in North Fields map
Added Leopard 1A1 training mission
Added reload animations to most infantry weapons
Added stereoscopic rangefinder system for Leopard 1A1
Added HESH ammunition with armor scab mechanics
Added improved models for 9P135M launcher and 9M111 missile
Added improved models TOW and I-TOW missiles
Added improved tracer visuals
Reworked several older missions to add infantry: Casual Cleanup, Keen Kestrel, Lethargic Liberty, Slow Raid, Fog of War, Steel Wedge
Added new M2 Bradley “alt” variant with AP-focused loadout
Reduced CPU load of several systems, leading to improved optimization for some players
Alert messages will no longer conflict with restocking or other weapon messages
Fullscreen windowed mode no longer minimizes the game when it is out of focus
AI gunners will resist engaging past the effective range of a weapon (this especially affects the cannon on the BMP-1)
AI gunners will resist engaging targets they have no way to damage (e.g. the M113A1G will not fight tanks)
Improved some fire, smoke, and dust effects
Visible RPG warheads will now resemble the specific ammo type loaded
PG-7VL rounds are now only used by the Soviet troops, with East German anti-tank troops carrying less effective rounds
RPG troops now carry the launcher unloaded at first
Troops will now attempt to account for vehicle speed when throwing anti-tank grenades
Most CAS planes can now engage afterburners during egress
Memory usage of some subsystems has been reduced
American M113 has been renamed to M113A2
Any existing camera blur is now canceled when entering free cam mode
Fixed an issue that would cause campaign file saving to fail (note: any campaign file last saved before September 2024 will fail to load)
Fixed audio continuing to play during game paused state
Fixed a UI bug that would de-highlight the current mission in the list if something else was clicked
Fixed M113 gunners in Eastern Scramble refusing to visibly die or bail out when the vehicle was lost
Fixed an issue that could lead to fragments flying backward at incredible speeds and nailing the shooter
Fixed an issue where fragments could ignore the shooter’s armor and damage internal components
Fixed an issue that could lead to fragments having incorrect penetration ratings
Fixed West German F-104 in Prying Eyes firing Soviet rockets (added FFAR)
Reduced tendency of US troops to become fully red when wounded
Fixed M1 sponson not having enough turret ring armor behind it
Fixed portion of M113 armor model being slightly shifted in position
Fixed seat positions in M113 being misplaced
Fixed some issues with infantry models
Thanks for playing!
Well heck, another thing I need to reinstall.
Leopard
I’ve used it.
The stereoscopic sight is OP. Its a but fiddly at first but my god its intuitive once you get used to it.
BADASS tank. My new favourite. Absolutely fricking badass.
I am slightly concerned about night ops.
Going to try it out in a few. Just the time to wash the dishes