Advanced Vehicle Combat System + US Military Pack PREORDER
FEATURES, IN FULL
Mobility & drivetrain
• Two complete drive stacks, tracked and wheeled, run off one shared contract
• Tracked: independent left/right track motors for true skid steer, including neutral-steer pivot on the spot
• 8-slot gearbox with two reverse gears and a jolt on each shift
• Per-bogie prismatic-damper suspension, real spring travel over each road wheel
• Wheeled: multi-axle 8x8 with each wheel individually assigned drive / steer / axle
• Ball-collider running gear, generated spring suspension, validated ride height
• Real engine start sequence: APU, cold vs warm crank, warm-up window
• Fuel model: idle burn plus throttle burn, refuel, low-fuel warning, engine dies when dry
• Electrical master gates the whole electronics suite
• Individual-link track belts that flex over the wheels (links plus connectors), rebuilt at authentic scale
• Sprockets, idlers and return rollers spin in tooth-locked sync with belt scroll
• Animated swing-arms and shock absorbers follow suspension travel every frameMain armament & fire control
• Single-shot cannon (manual and autoloader reload/deload) or belt-fed autocannon (rate of fire, belt size, belt reload), depending on the vehicle
• Live per-weapon ammo counts and reload timers on the HUD
• Physical recoil on autocannons, FX recoil on single-shot guns
• Real round types: APFSDS, HEAT, HE, plus vehicle-specific rounds
• Per-shell ballistics: penetration, penetration decay over range, muzzle velocity, drop, damage, splash, fragmentation
• Selectable fuse mode for airburst HE
• Laser rangefinder feeding a ballistic solution
• Two-plane stabilizer holds the gun on target while moving
• Ballistic reticle with lead / drop compensation and aim assist
• Turret traverse and gun elevation/depression clamped to each vehicle's real limits
• Real projectile flight (gravity, drop, travel time), not hitscan
• Server resolves penetration on impact and reports the result to the shooter
Secondary weapons & countermeasures
• Coaxial MG slaved to the main gun for soft targets and ranging
• Remote weapon station (RWS / CROWS), independently aimed top MG with its own mode
• TOW wire-guided missile on the Bradley: deploy the launcher, then fire, guided flight to target
• Functional smoke launchers with salvo count and cooldown, throwing a real concealing screen
• Fire-suppression system to knock down internal fires
• Bolt-on ERA and applique armor as consumable protectionArmor & damage model
• Two-stage penetration solver: shell strikes a coarse collision shell, then the server re-raycasts through the fine per-zone armor plates
• Layered / spaced armor: effective thickness summed along the shot line, each plate at its own impact angle
• Real documented armor thickness values, not estimated
• Composite armor (extra vs kinetic and chemical rounds)
• ERA (one-shot reactive) and spall liners that cut post-penetration damage and crew casualties
• Interior damage zones: crew, fuel, engine, hull ammo, bustle ammo
• Hull-ammo hit rolls a catastrophic cook-off (instant kill)
• Bustle-ammo hit blows a survivable panel and ignites a fire
• Fuel hits start fires with a reignite window, engine hits can burn
• Destroyable modules: barrel, breech, turret drive, optics, RWS, each track, each with its own health
• Damaged / destroyed mesh swaps, track breaks that immobilize, full turret blow-off on ammo detonationSurvivability & crew
• Individual crew (driver, gunner, commander, loader), each woundable
• Crew-count modes change casualty behavior
• Hull health with bleed, per-zone damage growth, cook-off chance
• Field-repair damaged modules with a repair kit and a per-module prompt
• Wrecks stay damageable, so a mobility kill can be recovered
• Deliberate scuttle to deny a crippled or captured vehicleOptics, thermal & vision
• Gunner sight with variable magnification and a reticle boresighted to true impact
• Optic cover to stow the sight, free-look to check surroundings
• White-hot thermal with a component heat model (exhaust decks hot, running gear heats from motion, barrels flare after firing)
• Line-of-sight highlighting of vehicles and infantry, range-based image degradation
• Night vision (NVD), green image intensification for low light
• Per-vehicle optics loadout: thermal, NVD, both, or none, switchable in the sight
• Commander's CITV, an independent panoramic world-stabilized thermal viewer
• Hunter-killer: designate a target from the CITV and the gun auto-lays onto itSituational awareness
• Self X-ray view: ghost your hull and reveal every internal component (crew, ammo, engine, optics, fuel), color-coded by group
• Organs recolor live as modules and crew take damage
• Movable-part internals rotate with the turret and gun
• Cinematic hit camera: a penetrating hit renders the target's internals from your shell's angle
• Marks the impact point and flashes the components you damaged
• Reports penetration vs effective armor, damage dealt, and the result, updating per round on autocannon bursts
• Globally toggleable in configHUD & interface
• Combat HUD showing speed, gear, RPM, fuel, ammo count, selected shell, reload timer
• Live module and crew status, turn indicators, contextual warnings (systems offline, low fuel, module out)
• Quick shell-select menu and a gunner zoom ladder
• Thermal / NVD screen treatment (vignette, scanlines, flicker)
• Crew-access panel for repair and module state
• Passenger menu for transports
• Laser-warning receiver panel with a threat-direction arrowLights & recovery
• Role-mapped lighting: headlights, brake, reverse, turn signals, tow lights
• Fixed priority chain (blinker over brake over reverse over tow over headlight), all gated on battery power
• Recovery winch: attach a tow cable, reel it in, weld a rigid tow link, or release and detach
• Front and rear recovery stations with a dedicated interface
Crew access, depot & mods
• Board through hatch prompts, bail out with safe-exit placement that never traps you in the hull
• Transports carry passengers with their own seats, boarding hatch, and menu
• While seated, your own vehicle's prompts will not steal your keybinds
• Vehicle Depot: a garage with live 3D previews
• Team, group-rank, and bay locks, spawn cooldowns, per-player vehicle limit
• Animated bay doors and an auto drive-out, the vehicle starts up and rolls clear on its own
• Store command drives it back into the garage
• Toggle authentic field modifications at spawn: bolt-on armor, ERA, camo nets, extra smoke, appearing exactly as on the real vehiclesAudio, effects & mechanisms
• Multi-layer engine that ramps idle to low to mid to high with load
• Track noise scales with speed
• Authentic recorded cannon fire, coax, RWS, turret traverse, autoloader, ignition
• Procedural muzzle flash, smoke, shell ejection, and impacts spawned at the point of action
• Damage FX: engine-deck fire, ammo cook-off, smoke, destruction
• Functional hatches, sight doors, and optic covers driven by real animation data
• TOW-box deploy, smoke-launcher articulation, antenna whip, camo-net cloth
AND MANY MORE
