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Campaign co-op multiplayer - the host can pick a campaign mission in the lobby and play it with friends against the AI. Everyone shares the same battlefield: ground and sea units, mission objectives, tickets, time of day, and the pilot pool stay in sync for all players.
Campaign briefings and dogfight death screens now use the game's own map menu - review the map, change your aircraft and loadout, and take off again from one screen.
Joining a session while a match is running now shows a "game in progress" notice in the lobby, so you can wait for the host to return instead of being dropped into the middle of a match.
Changed
Smoother movement for other players' aircraft and campaign vehicles, with noticeably lower network bandwidth during busy fights.
Better performance in large battles - fewer stutters and less frame-time cost from bullets, explosions, and the scoreboard.
More reliable respawning and spawn placement at airfields.
Fairer scorekeeping: friendly fire no longer grants kill credit, and kill/death tracking is more reliable across respawns.
Verbose logging and the deep performance profiler are now off by default; both can be re-enabled in the mod's config file.
Fixed
Fixed the rearm/refuel screen going blank when a loadout contains missing or modded weapon data.
Fixed campaign bases endlessly producing vehicles when their unit data is missing on your machine.
Fixed a flood of errors and a stalling HUD when your radar or target selection still pointed at a unit that had already been destroyed in multiplayer.
Many smaller multiplayer stability fixes across radar locks, kill confirmation, and returning to the lobby.