Hello, my name is PhanPhantasy (Phan) and I cover tactical and immersive games such as tactical shooters, tanks and armoured simulations, and tactical games that require much teamwork.
Well i made a slight bug with the repair it was only suppose to work in the CSS area, but this was a first test as i had made it that same day and all the bridges exploded but that meant that all opfors engineer vehicles reach those bridges before we tried to cross them because the explosives was set to only go of if there was a Engineer vehicle close to the bridge , if i ever decide to publish it i need to give a few more reinforcement otherwise this would have been a loss Talltankie great leading , when i designed it i got a little out of hand / scope so it was a blessing that the repair failed when i had too few blue forces compared to opfore opposition. It was meant to give the Co a dilemma of either try to force his way to the nearest northern bridge or take the 2 western most bridges and fight his way along or through the town, and i had on purpose not mined the last bridge to the east as that was opfors supply route
I thought it was the mystical land that we were in that fixed some of our stuff. Nah, but it's all good! 😆 Overall, it is a fun mission with a bit of a challenge. Thanks for sharing this with us!
The only time I saw the "digiflage" was in an article I read in 1980. It was supposed to be a better camouflage because edges of light and shadow are straight, not curved so would be better at concealing a vehicle in the woods to someone who was outside of them looking in. I don't think it was adopted. I did meet one guy who served in 11th, or 2nd, ACR and said his squadron commander liked it so had the vehicles in his command painted a variation of it. He referred to it as "so-and-so's aiming points" because it didn't work as well as expected.
First time I even used the Bradley in this game the doghouse gunsight got shot out haha The auxilary sight isn't too hard to use though, just make sure to "i" to make it hi-contrast red. The TOW tracks along the left side of its reticle
@Darknight_84930 you're going to be waiting a while, it's the last thing on the roadmap which at the rate the devs are working on it it will probably be 2 or 3 years, maybe 4
Love this game but it is severely hampered by its next to non-existent optimisation. They have unfortunately fallen into the trap that so many other vehicle combat games have fallen into; This being "WE MUST ADD MORE VEHICLES EVERY UPDATE" rather than actually make their game playable above 60 FPS on computers that can handle far more demanding games with ease. That and the abysmal AI that either cannot hit a single shot or has millimeter perfect accuracy from 2km engagements...
GHPC is being developed by a very small team so in my opinion, we should be grateful that we get monthly updates at all. They mostly just add new versions of vehicles in the updates which I wouldn't consider a problem. There are definitely Problems that still need to he fixed but that's to be expected when it's still in the early access phase
@@ActionScripterjust the simple fact that you appear under almost every video about your game and interact with the community is the reason I looked into your project since the early days (I remember the bob semple and modern tanks like t90) and continue to follow its path. Keep it up guys, we're all counting on you.