squad raas layers

Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed a material LOD issue on the large garage at USA Main and the village houses. Increased the turret health to match the INS T62. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed hundreds of foliage visual issues. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. The root cause of this issue was addressed by a change to the way penetration is handled. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. This patch adds the new Harju Map to the game. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed an issue with terrain clipping into a building at grid D3-3-6. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Clarified the requirement for Combat Engineer explosives. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Added a new road connection between the Bunker and Train Bridge OP. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). RAAS works for the first 5 to 20 mins into the game. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Updated and optimised deployable sandbag destruction FX. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. You may want to raise or lower your graphics settings from what you used before this update. RAAS v02. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Predict Squad RAAS lanes and learn map layouts with Squadlanes! This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. And it accomplishes this. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Added a Material Quality graphics setting. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Updated brick tower at grid O13-4-6, interior ladders have been removed. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. before taking any other troubleshooting steps. All armor piercing projectiles use another set of piercing more destructive sounds. SFX bug while Firing in full auto. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. #5. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. The effect now smoothly fades in and out. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Capture speed will be shortened if one team has significantly more players in the point than the other team. Updated the water material to better match the new lighting. Stamina cost for these actions has also been increased. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. GB FV510 IFV was particularly susceptible to this issue. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed an issue with a static shovel floating at grid D7-8-5. Fixed issue with shiny roads on several maps. turret was disabled and therefore stabilisation was disabled. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. . This is intended to make deployable fortifications more resilient. This is intended to give low-end hardware more performance options. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. deployables to be placed intention is to disallow all deployables in the sewers. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Updated a few maps to use new grass. Fixed the issues with the backdrop mountains texture. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Fixed an exploitable non-enterable room to prevent radio placement. RAAS v10. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. SquadMaps is a website to display all the maps and layers in Squad. optimized the LODs on the Coal Tipple Building. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Most night layers are now brighter in general. Adjusted the CAF C9A2 LMG front sight to a more accurate model. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Improved and optimized texture quality scaling. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Also adjusted the volume of 50cal hit sounds against a Minsk. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Deployment Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Adjusted the grass materials to better match the landscape. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). This is an inherent problem, and the solution is currently in long-term development. Textures do not become excessively blobby at lower settings. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Updated Belaya to use a new landscape renderer. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). In 2 . Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Added new landscape shader & landscape textures. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Design Intention: Give GB team better odds to and take and hold the first objective. The new map is set on the southern coastline of Finland. Those who know about it anticipate and destroy maps. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Capture Speed Scaling was added in v2.14. AAS . Added a Tessellation graphics toggle. Occasional Player (Client) crashes in various circumstances. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Fixed an issue with untextured rubble walls at multiple locations. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed some road intersections that were not blending correctly. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Easily installed this mod works to correct debilitating Raas layers. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Soldier stamina regeneration will be paused until these actions complete. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Now they should block traces with the visibility channel. Fallujah Fixed a detached wall segment at grid G5-3-2. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. No ticket gain from capturing flags (normally +60). Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). This allows a 120s AAS flag to be captured in as little as 80s. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. RAAS v04. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Updated Shadows now render out to 1km at all graphics settings. Goose Bay Fixed various floating grass. RAAS v07. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Fallujah Fixed a few locations in sewers that still allowed. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Occasionally a player does not spawn at a Rally Point. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Reply This crash is currently not reproducible. Mention the demotion if you are no longer the FTL. Hawks layer pack, the next generation of squad gameplay. . Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated the HAB ghost placement mesh to include exit point indicators. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with vehicles sometimes floating when they first spawn. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. AAS v1. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Adjusted and replaced some ambient sounds. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed a minor issue with dirty toilet water seeping through the wall. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Server performance may periodically dip when a server has a high population and high load. RAAS v05. proportions on the CAF and MEA static flags. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. A complete dictionary of Squad Maps and layers available in-game. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Updated the MEA G3 Rifle series firing sounds. We have not been able to reproduce this issue since the fix was implemented. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed a minor issue with floating grass in the Tunnel. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated map to use new grass & adjusted the scale of the grass. Upgrade package for defensive deployables. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated flag capture rate scaling values. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). RAAS v11. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Updated Terrain shadows to now render out to 8km. Adjusted the faction vehicle layout on Tallil RAAS v1. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed some areas where foliage bushes was clipping into houses. Increased intensity of peripheral vision blur when using zoom optics. WoodenQuality5099 25 days ago However it's not truly random. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. RAAS v11. Skirmish v1. Updated minimap with intent to make height more readable, also now features trees. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. garding exported NetGUIDs and Seamless Travel. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ).