Squad 44

Squad 44

PSRM
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Update: Apr 4 @ 6:57pm

Hotfox Update v6.15

7AD Assets
Added Pz III L, M, N as "Pz III [Letter] (New)" in the Vehicle Spawner
Added Desert variants of M4A2
Added Desert variant of M2A4
The M2A4 never served outside of the Pacific, but it can work as a poor stand-in for the UK M3 Stuart for North Africa
Fixed the towing animation on the QF 17 Pdr

Factions
Fixed Commissar missing head

Vehicles
Fixed Maxim having a broken first person mesh
Recreated the CCKW Logi from scratch to fix a crash when it moves or when attempting to turn on or off the engine
Removed smoke launchers and the decay death timer for the Humber AC
Fixed Sherman V CMD having no anim blueprint which prevented its turret from moving
Adjusted the Sherman V CMD main cannon ammo to be 15 rounds fewer than the Sherman V (was previously 15 rounds fewer than the US M4A3 which has more rounds)
Attempted a more robust fix for the 2" Mortar turret on the Universal Carrier so it should always be in the appropriate spot
Fixed usability info on the 2" Mortar Universal Carrier to correct the # of seats
Fixed context menu for UK Jeep, Morris CS8, LVT-2, and LVT-4 logi variants

Weapons
Fixed TT-33 using wrong static info

Update: Mar 28 @ 3:57pm

Hotfox Update v6.14

Chapter Red
Refreshed files to fix startup crashes

Vehicles
Fixed materials on Desert Tiger H1
Attempted fix for missing particles on armor smoke launchers that was causing large gray blobs to appear
Attempted fix for the 2" Mortar universal carrier that doesn't require more extensive work
Fixed Bren Mk I weapon materials on the Desert and Mediterranean skins of universal carriers
Fixed Stummel attempting to discorporate from reality

Weapons
Fixed M1919A6 having only 2 belts, increased to 5

Factions
Removed unreleased vanilla 4th Marines that was causing crashes

Update: Mar 14 @ 9:19am

Hotfox Update v6.13

Pacific Update (Part 1)
Added M2A4 Light Tank
Added Pacific variant of M5 Stuart
Added Sherman M4A2 & version with rear turret .50
Added Sherman M4A3 Pacific variant, including a Wade variant and variant with a rear .50
Added M3 Halftrack Pacific variants for all types
Added Pacific variant of M1 and M3 ATGs
Added LVT-2, including Base and Pacific camo variants and Transport, Ammo, Logistics, and MSP versions
Added LVT-4, including Base and Pacific camo variants and Transport, Armed, Less Armed, Ammo, Logistics, and MSP versions
Added LVT(A)-4 base and Pacific variants
Added 4th and 5th Marines
Added USMC weapons, not including flamethrower or Springfield VB grenade launcher

Vehicles
PSRM Health Rebalance
Gave all soft-skinned transport vehicles 200 HP (Vanilla can be anywhere from 300 for motorcycles to 1200 or 1800)
Gave all hard-skinned transport vehicles and guns 400 HP (Vanilla can be anywhere from 800 to 1800)
This was previously done years ago for then-existing transports and halftracks but was not maintained, resulting in, for example, one variant of the Opel having 200 hp and another having 800
Added usability metadata for all vehicles and guns
Enemy vehicles will have a brief description of their role, allied vehicles will have more information including number of seats, amount of supplies/resupplies, weapons on board, etc.
Remade all Bren Carriers from scratch, hopefully fixing missing tracks and issues causing crashes for some members of the community
Added additional variants: Double Bren & .50 Cal w/ Bren
Added Bren turret to 2" Mortar variant
Remade the SdKfz 7 from scratch as it was improperly implemented years ago; it correctly inherits Vanilla changes now
Remade the SdKfz 251 Ausf. C from scratch as it was improperly implemented years ago; it correctly inherits Vanilla changes now
Added MSP Variant
Added additional Foliage variants where possible
Increased Wurfrahmen switch ammo type time to match reload time so the rockets cannot be spammed
It's not possible to set it to double the time when an ammo type is already loaded, i.e. time it takes to unload existing rockets and load the new ones
Added MSP variant for SdKfz 251 Ausf. A from Shifting Sands
Added MSP variant for M3 Halftrack
Gave new, dedicated MG turrets to SdKfz 250 with proper arcs of fire that differ from the SdKfz 251
Added additional foliage variants of the SdKfz 250 where possible
Updated QF17 and added the Humber AC and Daimler Dingo SC, Bren, and Boys ATR versions (7AD_Assets)
Added Tiger H1 Desert variant (Internoto/Eldar)
Added Pz III J Desert (7AD_Assets, Chapter Red model)
Added Pz IV F2 Desert (7AD_Assets)
Added a Fake stand-in for the M4A3 76 (M4A3E8 with HEAT-blocking bits removed and health set to match M4A3)
Removed smoke launcher from Pz III M Driver

Maps
PSRM now supports the Ramelle mod itself and PSRM's copy in PSRM_Custom_Maps will be removed in the future
Added support for ArmoredExtended as PSRM_Kursk
Houlgate default date change to June 6th as it is most frequently used as a D-Day stand-in
Updated minimaps for Houlgate, Saint-Lo, Villers-Bocage
Added an Extended version for Villers-Bocage
Updated landing ship system for Utah and Houlgate to use the vanilla waves system and account for Utah Beach geo changes
Added additional boats on Houlgate
Added decoy landing ships on Utah Beach and Houlgate (Vanilla boats that explode randomly during transit)
Added Extended and NoLanding versions of Houlgate

Factions
Added 7th ANZAC (Pacific)
Attempted fix for 256th and 73rd Guards death crashes
Fixed 5.Gebirgs '40 having double faces

Misc
Fixed broken references to the Springfield M1903 A3
Updated Usability metadata pop-up text for FOBs
Updated roles so that all factions should be able to properly pick up deployed crew MGs and mortars
Updated ammo sharing

Update: Feb 21 @ 5:43am

Emergency hotfix with the Pacific major update, no intentional content changes

Update: Feb 14 @ 8:51am

**__Hotfox Update v6.12__**

__Dynamic Weather__
- Changed Dynamic Weather options to "Off", "Semi", and "Full"
- "Full" is the same as "On" previously
- "Semi" will periodically randomize the weather to the same subtype, i.e. one type of Cloudy to another type of Cloudy only to allow for some variation
- Increased cloud speed for all weather types so cloud motion should be more noticeable
- Slightly increased lighting to make cloudy weather less dark
- Added many new weather sub-types for current types for better variation
- Potentially fixed players not receiving the correct weather if they join during a weather change

__Factions__
- Added 41st Armored Infantry Regiment which uses Frogskin Camo
- Changed Spawn Screen to reference what uniforms and camouflage are used, as well as (D)esert and (W)inter identifiers, rather than Vanilla vs Community
- Fixed Commando Kieffer spelling
- Fixed BEF, UK 3rd ID SLs using a broken soldier BP
- Fixed missing beret for No 4 Commando Combat Engineer
- Fixed 15.PzD not having a proper mesh assigned
- Fixed 2.Pz sleeves obstructing view when ADS
- Fixed vanilla Oak Leaf B camo
- Fixed 15-20 references to head meshes that are no longer packaged in vanilla
- Added Enfield and Webley revolvers to BEF Tank Commander and Crewman

__Vehicles__
- Fixed viewports for Tiger I H, Pz IV J CMD
- Changed listing of shell types on the LeIG18 so it goes HE Charge 1-4, then HEAT
- Removed sphere collision on Ammo Carriers that would disable nearby wheels of other vehicles and leaning nearby
- Added Nebelwerfer 41 to Admin Tools (Project Variety)
- Was previously only in the buildables menu
- Added Wurfrahmen 40 under Support>SdKfz 251 (Project Variety)
- Partial fix for the Interior Collision Mesh of the Marder III to include the Gunshield until vanilla fixes (Internoto)
- Added Interior Collision Mesh for the M10's turret so hits to the turret will do hull damage until vanilla fixes (Internoto)
- Fixed Thrown Grenades and Nahverteidigungswaffe smoke launchers having their direction offset by turret rotation doubled (believe to be due to vanilla changes)
- Fixed Rolls Royce Armoured Car map icon visible for whole team
- Fixed Crusader II 4" Smoke Launcher having 999 ammo (holdover from initial setup testing, forgot to reduce ammo to 1)
- Attempted fix for SdKfz 251 and Nashorn foliage

__Weapons__
- Fixed GRAS rifle playing hit audio cues at too far a range

__Maps__
- Fixed Rethymno missing its geo
- Fixed Arnhem Range minimap and initial camera

__Misc__
- Fixed mines in inventory consuming the "deploy" hotkey for everyone, regardless of who had them in inventory or where they were on the map
- Attempted fix to remove a race condition with loading custom minimaps causing the previous team's map to finish loading after your current team's map, giving you view of the enemy's custom minimap
- Attempted fix to remove any kind of kill feed from being sent to admins outside of the visual killfeed in Admin Cam

Update: Jan 10 @ 6:40am

Hotfox Update v6.11.1

Vehicles
SdKfz 250
Fixed 2cm version's map icon broken
Fixed foliage on CMD versions
Fixed Logi version having the wrong radial menu
Fixed CMD versions having the wrong radial menu
SdKfz 251
Fixed foliage on all Foliage variants
Fixed collision on foliage on all Foliage variants
Fixed not being able to enter PaK40 Foliage version
Fixed certain versions of PaK36 version not being setup correctly
Made new Camo and Foliage version of the PaK36 version (SdKfz 251 Ausf. C, not A)
M4A3 105
Reverted Gunner Periscope fix due to Project Variety fix release

Factions
Attempted fix for missing head meshes with 363VD, 709 Static Infantry, Blue Division, Wehrmacht '44, and 10.SS
Only Axis head meshes were reported missing; a larger audit of the head & body meshes for each faction will be done at a later time

Maps
Added NoLanding versions of PSRM_Utah and PSRM_Utah_Extended that removes landing boats and ships to hopefully improve performance; also removed Utah-specific ambient noises which were excessive due to the setting

Update: Jan 8 @ 4:41pm

Hotfox Update v6.11

Project Variety
Added SdKfz 250
Unarmed Transport
MG34
MG42
2.8cm sPz41
2cm KwK38
Logi (750 supplies)
Ammo Carrier
Command (w/ MG34 or MG42, Foliage skin available)
Other fixes

Factions
Fixed Partisans, 709th Static Infantry, and Vichy French Medic primary Morphine and secondary Bandages only giving 1
Changed all Morphine to Medic Morphine
Vanilla game was updated so Morphine revives to 10% HP and created new Medic Morphine that revives to 30%
Changed all Soviet factions and Polish 1st Infantry to have Soviet Morphine from Chapter Red
Changed Vichy French Morphine to use German Morphine

Vehicles
Reduced Universal Carrier Logi supplies from 1000 to 500
This was an unintentional change from reworking logistics several patches ago
Increased SdKfz 3 Maultier Logi supplies from 1000 to 1250
Although the Maultier carries the exact same visual supplies as an Opel, there is an argument that the supplies on board could be "denser" - the same logic applied to why the SdKfz 7 has 1750 rather than 1000
Fixed collision of supplies on M3 Halftrack Logi
Fixed collision of foliage on SdKfz 251 CMD

Paradrop Planes
Increased priority for movement replication of paradrop planes as experimental fix for movement desync
NOTE: This was done due to bug reports that para plane movement was desync, making it difficult to shoot them down; please test this to ensure it will not cause extreme lag

Maps
Made Extended versions of Utah Beach and Colmar

Admin System
Fixed soldier losing collision during Admin Cam
Fixed vanilla Admin menu not closing and locking up the screen
Changed the Match Timer to display the Game Time (rather than Server Time, which is still visible via Compass key)
(Potentially) fixed all other issues and the system should now be fully usable

Admin Tools
Fixed not being able to set custom minimaps during Standalone/Singleplayer

Misc
Re-added Eureka Beacon to New Build Menus
Potential fix for Bipod/Deploy key no longer working by removing custom text renaming "Passenger Seat 10" in Settings to "Admin Tools"
Added an additional delay as a failsafe when checking if Radioman is alive and to create a squad after being revived
Changed Admins while in Admin Cam to always be within Radio Range to allow them to maintain comms

Update: Dec 30, 2024 @ 1:30pm

Hotfox Update v6.10

Chapter Red
Updated
Added PTRD
SdKfz 222 Base variant now uses Chapter Red's base metal skin
Captured Command Panhard 178 now uses Chapter Red's skin
Added PzJg I
Added PzJg 731(f)
Added SdKfz 9 w/ FlaK 18
Added KV-2
Added M72 w/ PTRD

Chapter Richelieu
Updated
Captured Panhard 178 now uses Chapter Richelieu's skin

Lighting
Slightly increased night-time lighting
Slightly increased night-time lighting further when the moon is low in the sky (and thus is providing less direct lighting)
Adjusted hue of moonlight to be bluer to compensate for increased lighting

Flares
Slightly increased flare brightness, hang time, and duration
Still WIP
Increased flare rounds in mortars to match HE/SMK
Increased flare gun ammo to 4

Factions
Fixed No 4 Commando not having a head mesh assigned

Weapons
Fixed all Mannlicher rifles not working
Remade HEAT rifle grenades to fix issues
Swapped PzB39 with PTRD for factions that use Soviet equipment
Added PTRD to Static Infantry and Partisans
Increased base bandage count for non-Medic kits from 3 to 4

Vehicles
Added Kettenkrad Camo variants
Changed Sprenggranatpatrone ZZ visual model to use vanilla's Schiessbecher HEAT grenade
Removed collision on projectiles from Thrown Grenades commander smoke launcher type (open-top vehicles) to fix issues with turret-mounted MGs
Fixed Lend-Lease Logi Bren Carrier
Fixed Camo skin for Laffly S20TL (vanilla issue)
Added Ridealong and Commander Smoke to PzJg I and PzJg 731(f)
Swapped Sprenggranatpatrone ZZ for M39 thrown grenade for Sturmpanzer II, PzJg I, and PzJg 731(f)
Fixed Churchill AVRE missing all persicopes (temporary fix, awaiting Project Variety)
Fixed Churchill Mk VII gunner periscope and gunsight zoom missing (temporary fix, awaiting Project Variety)

Map
Standardized map icons for Rifleman, Grenadier, Marksman, Medic, Mortarman, AT (ATR)/AT (Launcher), Tank Crew, Tank Commander, and Commander kits

Admin
Added 'Enforce Night Settings' option, which will auto-kick players with low effects or high gamma
Changed AdminCam to use new SQ44 AdminCam
Be sure to bind the keys to use it; it says "Q" and "E", but these are not bound by default
Removed chat-based Killfeed

Misc
Removed hundreds of unused assets (WIP, more to do)
Fixed dozens of reference issues

Update: Dec 13, 2024 @ 11:03am

Attempted fixes for PSRM crashing with the new vanilla update.
Note: Experienced crashes when testing in live, this version should be used to help us determine if the crashes also exist on servers and if anyone can generate a useful crash log.

Update: Dec 4, 2024 @ 9:14am

Hotfix Update v6.09

Factions
- Reduced AT and AP mine counts for Soviet factions to match other factions

Vehicles
- Fixed .50 on US Willys Jeep CMD
- Added new radial menu for US Willys Jeep CMD variants to allow the use of the radio
- Added new radial menu for US Willys Jeep variants that have pedestal-mounted guns to prevent them from raising the canvas
- Fixed Driver/Commander Hatch not in the correct position for the StuG III G
- Added command variant of the StuG III G
- Per research, StuG III G was designed for sections for radio mounts by default; could not find much info on the command variant of the StuG III G, but what is there does not indicate it would have reduced ammo
- Fixed various issues with the Panzer III J1/L/M
- Gave Panzer III J1/L/M same rounds as the vanilla SdKfz 234 'Puma', as they use the same gun
- Previously, PSRM-made rounds were used as the vanilla ones did not match the gun
- Fixed map icon for Opel Blitz Ambulance
- Temporary PSRM fix for Churchill Mk VII gunsight being wrong
- Temporary PSRM fix for Churchill AVRE gun collision
- Real fix should be in Project Variety in a future update
- Fixed viewport issues for the Churchill AVRE
- Added 4x additional seats to the CCKW Transport variants
- Temporary until the change is likewise added to Project Variety in a future update
- Temprory PSRM fix for Sherman 105 periscope issue (Project Variety)
- Fixed M4A3 Sherman gunner periscope being in the wrong location
- Fixed Kettenkrad CMD not having a radio
- Fixed Camo variant of the US Halftrack having collision on its decals causing poltergeist activity

Custom Objectives
- Hid all options that were not actually available
- Admin Widget now properly highlights what team controls the objective
- Added option to display owner's flag to all when captured
- Added option to AdminBroadcast when a flag is captured
- Added option to choose whether or not an objective can be recaptured
- Added "Time to Cap" functionality
- Added additional UI in Admin Tools for custom objectives, with the option to show/hide objectives while in admin cam or to remotely delete the objective

Emplacements
- Fixed Panzerturm icons always being visible
- Fixed Emplacements not destroying an Emplaced Vehicle when the emplacement is knocked down or destroyed (i.e. Panzerturm turret or FlaK if the concrete base is destroyed)

Mines Revamp
- Revamped all AT & AP mines
- Allowed all mines of any type to take damage from AP and HE sources, including bombs and artillery, though not including hand grenades and rifles
- Some mines (particularly French mines) are more resilient (though not impervious) to damage than others; this will be investigated and fixed in the future
- If destroyed by a powerful-enough HE-source, the mine will self-detonate rather than simply disappear
- Allow admins to press 'Deploy/Bipod' hotkey (default 'C') to get 999 mines; toggling it again reduces inventory count to 1
- Increased mine cap to 999
- Keep in mind that mines are expected to have a negative effect on server health, so don't go too crazy - but stress tests would be useful
- Added Minefield Warning signs to the Obstacles radial build menu
- Costs 25 supplies so they aren't free without AdminAlwaysValid enabled
- Axis can build a German language and a French language sign
- Allies can build English, French, and Russian language signs
- Added a PSRM icon for explosives that properly disappears at 33m like other map icons

Paradrop Planes
- Randomized spawning of spawnable planes in paradrops
- Removed old dummy planes
- Added new dummy planes that mimic spawnable plane formation and can be shot down like spawnable planes
- Note: As a result of this randomization, spawnable planes may be further spread out than before
- Additional Note: We may continue to tweak Paradrop Planes in future updates

Misc
- Deleted old, unused/broken assets
- Fixed Wheel collision on Repair and Ammo cranes that were disabling nearby vehicle wheels
- Fixed Axis AT and Mortar ammo crates not having infinite lifetime
- Added End Round Result screens to all maps to address missing scoreboard issues