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T-90A 0.4.4
The ESSA thermal sight's picture was wrong, so this one's mostly about fixing that.
Thanks to RGFSoldat on Steam for pointing out I wasn't using the right thermal sight for this tank.
ESSA thermal sight
- The narrow fields have the thin cross from the sight's manual now, with four black boxes under the picture: ready, round, range and mode. It used to show the 1G46's chevron and strip, which never belonged there.
- The wide field isn't for firing, so it's got no cross, just corner marks and a status box. I couldn't get hold of the manual's picture of that field, so the layout's a best guess from the T-90M's Sosna-U.
- The camera scans with a row of detectors, so the picture has faint streaks that drift about. How strong they are and how fast they drift is set by eye.
Fixes
- The T-90A could fail to show up in the Showcase, Instant Action or the campaign. Fixed.
If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder.
Download is 140 MB, same as 0.4.3.
T-90A 0.4.3
Mostly fixes this time, plus the gun now waits for the computer to lay it before it fires.
Settings
- New setting
Fire only when the gun is laid(default true). After a lase the trigger does nothing until the gun has actually climbed to the elevation the computer set, like the real firing-permission circuit, and the ready lamp comes on when it's there. Set it to false and it fires whenever you pull the trigger like the game's own tanks, so a shot while the gun's still climbing to a far target falls short.
Ammo
- With Pact Increased Lethality installed as well, the T-90A's APFSDS could land off by up to about a third of a metre at 4 km. Fixed. The two rounds have names of their own for it now, "3BM42 Mango APFSDS-T" and "3BM60 Svinets-2 APFSDS-T". The
APFSDSsetting still takes "3BM42" / "3BM60", nothing to change there.
Fixes
- With no range set (range 0), the gun could stop following the sight in elevation after the first shot and not fire again. Fixed.
Shtora-1
- In the ESSA thermal sight the Shtora-1 panel sits in the black bar on the right of the picture now, and it's a fair bit bigger. The day sight and the outside views are the same as before.
MelonLoader console
- When the smoke key fires nothing, the console says why (menu open, the crew not in their seats, no grenades left and so on).
- A missile from another mod that the Shtora-1 jammer doesn't know gets one line, so you know the jammer won't do anything about it.
- The load line says which game version and Steam build you're on, handy if you send me a log.
If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder.
Download is 140 MB, same as 0.4.2.
T-90A 0.4.2
New: there's also a T-90M now, as its own mod. You don't need the T-90A for it, and the two work fine installed together.
Kontakt-5 stops going off every time someone points a machine gun at it, and the boot freeze with Ammo Upgrade Pack and VanillaAssetUtil is fixed (#5).
Kontakt-5
- Rounds up to 30 mm (PKT, DShK, Kord, M2, the 30 mm autocannons) and fragments and spall don't set a brick off any more. That's what the Russian sources say about the real 4S22 brick. The one exception is the fragments of a bigger HE shell going off within 10 m of it. Before, GHPC's own rule applied, where anything that touches ERA sets it off, so a PKT burst could strip bricks off the front before a tank ever fired at you.
- New setting
ERA destruction effects(default false). Turn it on and a brick that goes off actually looks like it: it blows open with a blast, charred and buckled inside, the lid gets thrown off, the plate round it is sooted, the nets hanging over it are cut and the stowage boxes on the cheeks go with their bricks. Off, a brick that's gone off just looks like it did before, it still only works once either way. Honestly I'm not too happy with how it looks yet, it still needs work, so that's why it's off by default. Have a look if you're curious. The open look is my best guess anyway, the War Thunder model has no set-off brick.
Ammo
- 3BM60 is the default APFSDS now instead of 3BM42. If your settings still have 3BM42 from an older version, it gets moved to 3BM60 once and the MelonLoader console says so. Want 3BM42 back, set
APFSDSto "3BM42" and it stays that way. The mission ammo menu and the campaign's ammo supply still pick their own as before.
Fixes
- The game could freeze on the loading screen at boot with Ammo Upgrade Pack and VanillaAssetUtil both installed, VanillaAssetUtil on its default settings (#5). Turns out Ammo Upgrade Pack loads and releases a few vanilla tanks at the main menu, and the T-90A's copy of the vanilla parts it needs, done right after, waited on one of those being unloaded and never got it back. That copy loads in the background now and never holds the game up. Thanks to irPhoque for the log and the mod list, couldn't have found it without them.
- With the gunner's day sight knocked out you can still switch to the thermal sight now. Before, the switch went through the day sight, so with that dead you were stuck without one.
- The autoloader callout could repeat over and over on one reload. GHPC's carousel sometimes stops short of the round and starts again, and the crew called it out every time. Once per reload now.
If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder.
Download is 140 MB, a MB and a half more than 0.4.1.
T-90A 0.4.1
Quick fix release. Going back over 0.4.0 once it was out turned up a few things that were properly broken. Sorry about that, I should've caught them before it went out. Here are the fixes.
Fixes for 0.4.0
- After an after-action review the Shtora-1 screens stopped working for the rest of the session. Turns out the game empties its effects pool while the AAR is up, and the screen grenade had only been put in it once. It's put back before every launch now.
- Rounds coming in from the side at the height of the turret ring could cross the whole tank without the game ever counting them as inside the fighting compartment, a 3BM42 went in one side and out the other. The turret's and the hull's insides didn't meet at the ring, there was a band of 3.5 to 8 cm between them. They overlap now, the same way they do on the vanilla T-72M1.
- The IR jammer only goes after missiles actually fired at you by the other side now. Before it'd also grab one aimed at the tank next to you, or one of your own side's.
- The spare round racks that came in with 0.4.0 had the fuel tanks' armour against HEAT, 100 mm, which is a bit much for a steel frame. They're 15 mm now. The fuel tank racks keep theirs.
- The TKN-4S reticle had the same bug the 1G46's had before 0.4.0, with two T-90As on different APFSDS in one session the second drew the first one's scale. Fixed the same way.
Other fixes
- The Kord's cupola drive box stuck out about 20 cm into the turret's right wall. It's inside the turret now.
- An AI tank lasing you only sets off the laser warning when it can actually see you.
- If an AI tank blinded by a screen stopped lasing in an odd moment, it could stay stuck on judging range by eye. It always gets its laser back now.
- Less work every frame on every T-90A, the Kord belt and cases, the HUD lines and the Shtora checks mostly. You'd only notice with a few of them around.
- The mod's game hooks are tougher against game updates and other mods now. If one of them fails it says so in
MelonLoader\Latest.logand the game carries on as if it wasn't there. Before, an error in one could break the game's own code around it. Unity errors from the mod's own code land in that log too, under the mod's name.
Settings
- New setting
Check for updates(default true). Once per game start it asks GitHub whether there's a newer release and if there is, it puts one line in the MelonLoader console with the link. Nothing in game, nothing gets downloaded or installed. So next time something like this needs fixing, you'll actually hear about it. - If your Windows uses a decimal comma and something saved a number setting as text (
"Campaign prevalence" = "0,3"), the mod reads it anyway now. MelonLoader on its own quietly used the default instead. - There's a hidden
ConfigVersionline in the section now. Leave it alone, it's how the mod tells which settings are still on an old default.
If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder.
Download is 139 MB, same as 0.4.0.
T-90A 0.4.0
Shtora-1 is in, the Kord actually feeds and spits out cases now, the ammo inside got sorted out properly, and the thermal sight is the proper size. Fair few fixes on top, one of them for HEAT rounds landing short.
Shtora-1
- The IR jammer (the two red lamps either side of the gun) messes with missiles steered from the launcher, TOW, HOT, MILAN and the Soviet ones, when they come in within about 20 degrees either side of the gun. It breaks the guidance about 6 times in 10, which is the published figure for MILAN and HOT, so a fair few still get through.
- Get lased and the commander's Shtora control panel pops up bottom right, with a lamp showing which way it's coming from and a warning tone. Looking through a sight it shrinks into the black strip under the picture, so it doesn't cover anything you're aiming with.
- In automatic mode a laser from the front fires a white 3D17 aerosol screen towards it by itself. An AI tank whose laser is blocked by the screen loses its rangefinder and has to judge range by eye like the older tanks do, give or take 10 %. Honestly against a modern APFSDS at 1600 m that barely matters, the round's flat enough to hit anyway.
- A laser from the side or rear only gives you the warning, like the real system. The vehicle menu then has Turn to Laser, which swings the turret round until the front heads see it.
- From the vehicle menu you can also toggle the IR jammer, fire a screen by hand and switch the screens between AUTO and SEMI.
- The weapon info bottom left has a Shtora-1 line with the jammer and screen mode. If you got lased and no screen went up, the line under it tells you why: hatch open, your own shot (screens are held for 15 s after you fire the main gun, like the real system), laser from the side, a cloud already there, or out of grenades.
- The two lamps and the 12 smoke tubes are all damageable modules. Lose a lamp and the jammer works on the other side only, lose a tube and its grenade's gone until it's repaired.
- Six new settings under
[T-90A]:Shtora-1(false = a T-90A without it),Shtora-1 automatic screens(false = semi-automatic, you fire the screens yourself),Shtora-1 alarm tone,Shtora-1 jammer on at spawn,Shtora-1 panel on screen, all default true, andShtora-1 panel always on screen(default false, true keeps the panel up the whole time). - The README has a whole section on how it works now.
Ammo inside
- The 20 spare rounds are in the places the T-72B manual gives them, on their own racks: charges lying across the rear bulkhead, shells standing in the rear corners, a rack at the front right beside the driver, charges along the left wall and spares on the turret floor. Nothing clips through anything at any turret angle. The places are the manual's, the racks' shapes are my best guess.
- The 3BM60 and the 9M119M Invar have their own models now instead of borrowing the 3BM42's and the game's Kobra, so the 3BM60 has its longer rod, and the stencils on every round are the right ones. Press O in game to have a look.
- The crew compartment reaches round the carousel properly now. There was a notch beside it with some of the carousel's rounds up to 10 cm outside it, now it's 2 cm at worst.
- In the hit x-ray the crew no longer sit inside grey blocks. Their seats now move with them, and the module boxes that were sticking into their legs got trimmed or moved. The smoke tubes and Shtora lamps show as tubes and lamps instead of grey cubes.
Kord
- The belt actually feeds into the gun when you fire, round by round, and runs out of the box at the end of a belt.
- Spent cases come out of the chute on the right, forward like the real 6P49, land on the tank and stay there. They slide off when the tank tilts or brakes hard. Up to 300 stay around before the oldest get reused. If you'd rather not have them, new setting
Kord spent cases(default true). - Selecting the Kord now opens the TKN-4S straight away instead of the PZU-7, Cycle View still swaps between them.
- The Kord only takes your aim and trigger from its own sights now. Before, it'd also fire from the commander's free-look head view, which the real one obviously can't.
Gunner's sights
- The ESSA picture is now the 4:3 monitor at 754 x 576, the real Catherine-FC camera's resolution, with black bars at the sides. Before it was 288 lines, which turns out to be only half the picture. The CRT look stays, the early T-90A's monitor is an actual CRT.
- The compass objectives point the right way in the ESSA's x2 zoom now. The game's compass goes wrong on any view under 2 degrees across, and the x2 field is 1.99998, so the tape was drawn 26 degrees wide for a 2 degree view.
- The 1G46 can run up to 8 degrees ahead of the turret sideways (the ESSA 7.5), which is how far the real heads swing. Before it had no limit.
- The 1G46 shakes and blurs a bit when moving, slightly less than the T-80B's 1G42. Before it had the T-72M1 sight's values, which are a lot rougher.
- The 1G46's and ESSA's hit zones were on each other's boxes on the roof. Now the 1G46 is the low hooded box in front of the gunner's hatch and the ESSA the tall one behind it.
Fixes
- HEAT rounds (and to a lesser degree everything else) could land short, up to 17 m at 1500 m for the 3BK18M. The T-72M1 the T-90A is built on lets the gun fire once it's within a set angle of the sight, but it doesn't care which side, and the T-72M1 never needed to care because it doesn't superelevate. The T-90A does, so a shot could go off while the gun was still climbing to the aim point. Now the gun only fires once it's actually there.
- Rounds hitting the turret cheek at an angle that lined up with the armour plates could slip down the gaps between the packages and skip most of the composite (thanks for the report). A round in the game is a line with no width, so roughly 29 % of shots square to the cheek wall met no package at all. The layer between the plates now runs on into the gaps, so those shots get about the same armour as any other.
- With two T-90As carrying different APFSDS in one session (a campaign mix, say), the second one's 1G46 drew the first one's ballistic scale. Each set of rounds gets its own reticle now.
- Opening Instant Action logged a red "already been loaded" error every time, because the T-90A shared the T-72M1's ammo list entry. Harmless, but it's gone.
- The three campaign settings take effect at the next mission load now. Turning
Add to campaign rosteroff used to need a restart. - The few parts the T-90A borrows from vanilla tanks (T-80B voices, the T-64B's Kord station, the M60A3 TTS thermal look) can now be copied at the main menu. Before, it could end up without them if those tanks had already been freed by the time the first T-90A spawned.
- When a game update renames something the mod uses, it now says so once in
MelonLoader\Latest.logunder the mod's name, instead of quietly doing nothing. - The spare charges at the back of the hull no longer cut through the autoloader carousel when it turns. The firewall was sitting in the wrong place, so the rack got pushed into the carousel's way. It's on the real bulkhead now.
Looks
- The antenna sways and bends when you drive, brake and fire, about as far as the R-123 whip on the game's T-72s and T-80s. Before it was stuck rigid like a pole.
Heads up, this one changes a lot under the hood, so there's a fair chance a few bugs got through that I didn't catch. If something breaks or looks off, open an issue on the repo (https://github.com/marsattackk/GHPC-T90A/issues) and attach your MelonLoader\Latest.log from the game folder, it makes it a lot easier to track down.
Download is 139 MB, 3 MB more than 0.3.2.
T-90A 0.3.2
Fixes (issue #4)
- The T-90A no longer changes the game's own T-72M1. Once a T-90A had been in a mission, every vanilla T-72M1 for the rest of the session was drawn wrong: the commander's cupola pushed off its ring, so you could see into the turret, the mantlet cover off the gun, and the smoke grenade tubes without their caps. The T-90A is built on the T-72M1 and moves the turret and gun pivots onto its own. In doing so it had changed the turret model that every T-72M1 shares. Now it changes only its own copy.
T-90A 0.3.1
Fixes (related to issue #3)
- The models the T-90A's own rounds (3BM42, 3BM60, 9M119M) are copied from were kept as live objects in every map, with their hit zones. Game events such as the after-action x-ray could change them, and every round loaded afterwards inherited the change for the rest of the session. They are now kept out of the game world, like the game's own round models.
Other
- Each T-90A now checks its own ammunition when it spawns. If something is off (a round without its model or hit zones, wrong counts, a missile without guidance), a warning goes to MelonLoader's log once per problem. Nothing is written when all is fine.
T-90A 0.3.0
Fixes (issue #2)
- The track no longer disappears into the hull at the sprockets: the hull's final-drive housings were covering the inside half of the track there.
- No more pixelated weathering: the blocky dust from War Thunder's texture is gone.
Looks
- New weathering made for the T-90A's own shape: dust and mud heavier toward the ground, grime in the crevices, streaks down the sides, rust running down from bolts and edges at the back, chipped edges.
- New setting
Weathered paint(default true): set it to false for a clean factory-paint T-90A.
Other
- Smaller download: 136 MB (0.2.0: 145 MB). Textures the mod never used are no longer in the package.
T-90A 0.2.0
Damage model
- Damageable modules where the real tank has them: turret and gun drives, stabiliser, 1G46 sight and computer, night sight, TKN-4S, radio, Shtora, autoloader carousel, engine and radiator, driver's controls.
- Crew, ammunition, carousel and engine moved to their real places inside the T-90A (from War Thunder's internal layout), ammo kept inside the armour.
- Hull and turret compartment volumes rebuilt from the T-90A's own armour; hull deck, side plates and a small slit by the turret ring fixed; leftover T-72M1 parts removed.
- Armour values re-checked against Russian sources: Kontakt-5 vs APFSDS 140 mm, mantlet 350 / 460, side screens and stowage boxes like the game's own tanks.
Ammunition
- 3BM42 578 mm and 3BM60 693 mm, realistic at 2 km; 3BM60 selectable in the mission ammo menu and the campaign's ammo supply.
- 9M119M Invar: 700 mm, 17.2 kg, 284 m/s, 100 m minimum range; now guided along the gunner's sight line, so it no longer misses when the autoloader moves the gun.
- Fixed "GUIDING MISSILE..." staying on screen after a missile.
- Fixed overlapping rounds in the hull rear rack (all 42 rounds now visible in the x-ray).
Mobility and gun
- V-92S2 at 2000 rpm with the real gearing: top speed 60 km/h, reverse 4.18 km/h.
- Gun limits -6°13' / +13°47', elevation drive 28 deg/s; the gun can't dip into the rear deck (lower limit follows the hull by turret angle).
Sights and Kord
- Buran-M night sight has its own stabilised head (-10 / +20 deg).
- TKN-4S range keys to 1600 m, its scales drawn to the manual's 3200 / 2800 m.
- Kord: belt 3:1 B-32 / BZT-44, elevation 24 deg/s, cupola 35 deg/s.
Looks
- The game's own glass on sights, periscopes and lamps, with real depth behind the windows.
- Paint and machine guns shaded like the game's tanks; correct thermal look.
- Black smoke-launcher caps that drop off as each tube fires.
- Rear number lamp shows the tactical number like the vanilla tanks; front lamps darker.
- Hatches open on their real hinges.
- Lower-detail model at distance: about the same performance cost as a vanilla tank.
T-90A 0.1.0
First release of the T-90A for Gunner, HEAT, PC!
Install: copy the "Mods" folder from T90A_0.1.0.zip into the game folder (the one with GHPC.exe). Needs MelonLoader. No other mod needed.