GRASS

by mebel

0.12.3

Game Version
1.8.0.10
Created
Fri, 21 Aug 2026 17:09:12 GMT
Last Modified
Fri, 21 Aug 2026 17:09:18 GMT

0.12.2

Game Version
1.8.0.10
Created
Wed, 19 Aug 2026 15:31:09 GMT
Last Modified
Wed, 19 Aug 2026 15:31:12 GMT

0.12.1

0.12.1

- The lamp that shows how strained your back is can now be switched off
  in the GRASS settings. Off leaves the gray housing without the colour.
  Servers can lock this row, as they can the other instrument rows.
Game Version
1.8.0.10
Created
Tue, 18 Aug 2026 21:14:17 GMT
Last Modified
Tue, 18 Aug 2026 21:14:20 GMT

0.12.0

0.12.0

- Every shot now rings the weapon sideways: a short, hard shiver that
  lands on a different side with a different strength each time. Bigger
  rounds ring it harder, and the bolt slamming back and forward adds its
  own knock.

- Every shot also rattles your view: a sharp tilt and nod of the whole
  picture that settles at once - from the hip and through every sight
  alike.

- Your back tires under fire. Each shot loads the spine, the load fades
  over a few seconds, and while it stands every further shot bends you
  further and leaves more climb in your sights for you to pull back
  down. Slow, aimed fire stays as it was, and a stronger shooter tires
  slower.

- A new lamp in the instrument row shows how strained your back is, from
  green to red.

- Your hold wanders while you walk. The point where your hands carry the
  weapon drifts slowly, so the gun leaves the target and comes back on
  its own. Standing still it does not move.

- Aiming answers differently to small and to large movements. Fine
  corrections hold the weapon closer to your sights; wide swings let it
  fall further behind.

- In the sights your eye follows the weapon again when you turn, and how
  hard now depends on what you carry: a machine gun pulls your cheek far
  more than a pistol, and a stronger shooter resists it. On target it
  stays quiet.

- The weapon throws out to the side about half as far when you turn.

- The front sight rises in the rear notch as the weapon climbs, the way
  it does when your eye arrives late, and settles back.

FIXES

- The weapon no longer appears on the wrong side after a very hard turn.

- The stock no longer walks sideways or down after a small movement of
  the mouse.

- Weapons this mod cannot move keep the game's own handling, as before,
  and the new shot effects stay off them.
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 23:50:40 GMT
Last Modified
Mon, 17 Aug 2026 23:50:47 GMT

0.11.0

0.11.0

- Some weapons from other mods are built in a way this mod cannot
  move, and they used to sit frozen in your hands. They are now
  recognised one by one and handled apart: the game's own recoil
  comes back, with a small sway, a lag behind your aim, and a sight
  picture that loses light as you swing. Found so far on the RHS M38
  and SR3M.

- The weapon can fall much further behind your view in a fast turn:
  up to 180 degrees, where the limit was 80 from the hip and 90 in
  the sights.

- Fixed: a shake that could take hold of the weapon and the sight
  picture during a long swing.
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 16:39:26 GMT
Last Modified
Mon, 17 Aug 2026 16:39:31 GMT

0.10.1

0.10.1

- A sudden jump of your view no longer tips the horizon or throws
  the weapon with it.

- The arms now stop turning at 80 degrees, the same limit the
  weapon has from the hip.
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 09:15:49 GMT
Last Modified
Mon, 17 Aug 2026 09:15:52 GMT

0.10.0

0.10.0

Aiming

- The weapon can lag up to 80 degrees behind your view from the hip,
  and 90 degrees in the sights.

- It steadies as it comes near that limit.

- Your aim moves up and down no faster than 240 degrees per second.
  Recoil climb is not slowed by this.

Body

- Trunk strength now comes from published measurements of real
  bodies. The torso bends a little more easily, and further.

- At the edge of what the body can do, movement eases off instead of
  stopping dead.
Game Version
1.8.0.10
Created
Sun, 16 Aug 2026 21:27:33 GMT
Last Modified
Sun, 16 Aug 2026 21:27:37 GMT

0.9.0

0.9.0 — The forces find their places

MOVEMENT
- The ground under your boots matters now: loose sand, forest floor, gravel and soft soil each cost some speed, and wading costs more the deeper you go. Asphalt, roads and floors cost nothing.

BOLT AND RECOIL
- Every self-loading weapon now carries its moving bolt inside the recoil model: it flies back, slams the rear of the receiver, returns on its spring at the weapon's own rate of fire and strikes home into the chamber. The two thumps of the cycle land in your shoulder at the right times.
- Bolt weights are no longer flat class guesses: they follow a formula fitted to real, measured bolt groups (rifles, machine guns, pistol slides). Machine-gun bolts came out about half as heavy as the old guess, so MGs cycle smoother; the AK is a touch livelier.
- On piston guns the bolt's forces act on the piston's own line above or below the barrel — an AK and an M60 now pitch differently through the cycle, as the real ones do.

BODY
- Recoil now reaches the skeleton through the arms: the shoulder and wrist braking torques push back on the trunk, and the arms keep a share of the work even with the stock seated.
- Weapon wobble at the edge of a hard swing is largely gone: the hold can no longer wind up far past what you can see, and tissue damping keeps braking where muscle saturates.
- The view no longer jumps after a game stutter or a stance change taken mid-stride.

SIGHTS
- The aim ring stays hidden for at least half a second after every shot, and in the sights it fades out earlier as your picture settles (fading from 4 degrees, gone at 2).
- Aim no longer snaps to where you looked in freelook — that experiment is off until it works reliably.
Game Version
1.8.0.10
Created
Sat, 15 Aug 2026 16:54:01 GMT
Last Modified
Sat, 15 Aug 2026 16:54:06 GMT

0.8.0

0.8.0

- The weapon is carried by your arms now, not by a frame of its own.
  Sway and recoil travel through the shoulder, the elbow and both hands,
  so the gun moves like something a body is holding. A weapon held away
  from the shoulder pushes back into your body.

- Aiming down sights asks a little more of you. A slow swing walks the
  sights across your eye, and a hard one takes a moment to settle.
  Small corrections are unchanged.

- Your view keeps its own place while the weapon works. Sideways
  movement stays almost entirely on the gun, so a scope keeps its
  picture, and about half of a shot's climb reaches your view.

- Through a magnified scope the shadow around the picture breathes as
  the weapon moves toward and away from your eye.

- Under the padding of the stock there is bone. The first millimetres
  give like clothing and skin, then the stock stops against something
  solid. A hard shot no longer sinks into a soft pad, and muzzle rise is
  livelier.

- The weapon turns about the places that hold it - your hands, your
  cheek and its own balance. At the hip it turns about the stock against
  your body.

- Pistols swing from the shoulder now, and your body is hidden in first
  person as with a rifle.

- The aim ring is back in the middle of the screen on every weapon.

FIXES

- A shake that built up during long swings and threw the weapon on
  release is much smaller.

- Aiming a pistol pulled the muzzle the wrong way, down on a left swing
  and up on a right one.

- On weapons from other mods the shoulder plate is found on more rifles.
  A long optic is no longer taken for the stock, and a stock built into
  the body of the gun is measured. Found on the RHS M240B.

- One settings row that did nothing is gone, and three descriptions were
  corrected.

- The released build no longer writes a diagnostic line into your log.
  It was left on in 0.7.6.

- Your settings are kept.
Game Version
1.8.0.10
Created
Sat, 15 Aug 2026 02:00:40 GMT
Last Modified
Sat, 15 Aug 2026 02:00:44 GMT

0.7.6

0.7.6

- More work on weapons from other mods that are built out of separate
  parts. A stock, a bipod, a laser or a piece of the body now holds its
  place on the gun while it moves, instead of drifting behind it.

- The aim ring now sits where the bullet goes. On some modded weapons
  the ring and the shot parted company while you swung the gun: the ring
  stayed in the middle of the view and the bullets went somewhere else.
  Every weapon is measured while you carry it and the ring follows that
  answer. The game's own weapons keep the centre they always had.

- Rifles whose stock the game reports as nothing solid now take their
  shoulder plate from the part you can see. They used to be handled as
  if there were almost nothing to put against your shoulder.

- On a few modded weapons one piece of the body cannot be moved by the
  mod at all. It is hidden while the weapon moves quickly and comes back
  as it settles, instead of hanging behind the rest of the gun.

- Fixed a rare case where the parts carried with a weapon stopped
  following it for the rest of the session.

- The game's own weapons behave exactly as before.
Game Version
1.8.0.10
Created
Thu, 13 Aug 2026 20:59:45 GMT
Last Modified
Thu, 13 Aug 2026 20:59:49 GMT

0.7.5

0.7.5

- Weapons from other mods that are put together out of separate parts
  now work properly. On some of them an optic, a bipod, a stock or a
  piece of the body stayed hanging in the air while the gun moved.
  Everything rides with the weapon now.

- A buttstock the game does not report is found anyway. Without it the
  mod handled a rifle as if it had nothing to put against your
  shoulder, so both the recoil and the point your body turns about were
  wrong. Those weapons get the full simulation now.

- On weapons whose skeleton is built around an unusual root, the gun
  moved along the wrong axis - a shot could shove it sideways or slide
  it instead of lifting it. It moves correctly now.

- Small corrections to the way a weapon's shape is measured.

- The game's own weapons behave exactly as before.
Game Version
1.7.0.54
Created
Thu, 13 Aug 2026 10:39:04 GMT
Last Modified
Thu, 13 Aug 2026 10:39:07 GMT

0.7.4

Game Version
1.7.0.54
Created
Wed, 12 Aug 2026 20:27:50 GMT
Last Modified
Wed, 12 Aug 2026 20:27:53 GMT

0.7.3

0.7.3

- Your wrists now carry the weapon through the shot. The kick works
  against both of them, from where your hands really sit on the gun, so
  a heavy weapon fights you more than a light one and a handgun settles
  sooner.

- A shot is no longer a single push. It arrives as a short sequence: the
  gas leaving the muzzle, then the bolt slamming back about a hundredth
  of a second later, then closing again. The total kick is the same as
  before — its shape is not. A machine gun spreads the beats further
  apart than a fast rifle.

- Recoil is firmer and shorter. The stock is driven deeper into your
  shoulder and the muzzle blast is counted at full strength. The
  difference is small, but you should feel it.

- A handgun gives you your body back. Legs, torso and your own shadow
  return in first person while a short gun is in your hands. Long
  weapons stay as they were.

- Binoculars blur as you take them down, so they cannot be used as a
  free sight.

- The aim ring fades while you hold the trigger and comes back slowly
  once you let go.

- New hand marker to choose in the settings: the Republic mark, as an R
  or as R + REPUBLIKA.

FIXES

- The FIA UK-59 machine gun no longer costs you framerate. Taking
  control of it made the mod measure its shape over and over, every
  frame. It is measured once now. The same gun also gets the full
  recoil simulation instead of a stand-in, and its barrel line is
  corrected.

- The released build no longer writes its own diagnostics to your
  console. A clean session stays silent; only real faults still write a
  line, so a bug report still carries evidence. This shipped in 0.7.2,
  whose change notes went out carrying the previous version's text by
  mistake.
Game Version
1.7.0.54
Created
Wed, 12 Aug 2026 19:59:40 GMT
Last Modified
Wed, 12 Aug 2026 19:59:44 GMT

0.7.2

Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 20:57:09 GMT
Last Modified
Mon, 10 Aug 2026 20:57:13 GMT

0.7.1

0.7.1

- Server owners can lock the GRASS settings. Two states, nothing in
  between: either the server locks the tab, or every row stays yours.
  When it is locked, the only rows you can still move are the aim ring
  opacity, the dashboard opacity and the hand markers — brightness and
  markers change nothing anyone can be beaten by. Locked rows go grey in
  the menu.
  A server may also name its own numbers; anything it does not name
  falls back to the shipped value, so everyone in the room runs the same
  handling.
  Owners: put a file named GRASS_Server.conf in the server profile
  folder, with the line
      lock=1
  and, if you want your own numbers, any of
      hud=1  ringVisible=1  dashWords=0  dashRow=1
      scopeFollow=0.25  headRollCut=0.5  camHeadLag=0.33
      bodyMass=78  benchPress=80
  one per line. A file without lock=1 changes nothing.

- The hand markers are one row now: Faction, Random, or Off. It used to
  be two rows that had to agree with each other. If you had the markers
  switched off, pick Off once more.

- Rest the weapon on something, or put a bipod down, and the recoil is
  the game's own again. The mod had no idea a weapon could be put down,
  so it kept swinging a deployed machine gun as if you were holding it
  up. Now the ground carries the gun: the sway collapses, and the kick
  is vanilla until you pick the weapon back up.

- Handguns and rocket launchers now use the game's own recoil. The mod
  has been judged on rifles, machine guns, sniper rifles, grenade
  launchers and thrown grenades — those two never were, and a pistol in
  particular is a known weak spot. They come back to the simulation once
  the wrist work lands. Their sway is still the mod's; only the kick is
  vanilla. The same applies to any weapon whose shape the mod cannot
  measure at all — it takes the game's recoil rather than a guessed one.
Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 20:35:24 GMT
Last Modified
Mon, 10 Aug 2026 20:35:29 GMT

0.7.0

0.7.0

- Binoculars no longer aim your weapon for you. The view through the
  glass sits a little off your true aim the moment you raise it and
  drifts a bit further over the first second - up to about a degree,
  fresh every time. Lower them and the weapon still points where it was
  pointing. Spot with the glass, then walk your sights onto the target
  yourself.
- In sights the aim ring gets out of your way: it fades as your eye and
  the sights come together, and returns the moment recoil or a fast turn
  parts them. From the hip it stays put - and it is visible from the hip
  again.
- The dashboard icons now sit in a row along the bottom edge by default,
  above the stamina bars. A new slider sets how strong they are, and
  another row puts a text label next to each icon.
- Aim ring options are simpler: one ring, on or off, plus opacity. The
  extra ring styles are gone.
- New rows in the settings: restore defaults, how much the view lags
  behind your aim like a real head does, how the head trails a turn, and
  how far back the eye rests in sights.
- Standing still, your hold wanders about a quarter less.
- Thin supports like fence rails now push you off instead of holding you
  up.
- Fresh installs get a brighter aim ring, a stronger soldier and less
  head-follow in sights. Settings you have already changed are kept.

WHAT THE DASHBOARD ICONS MEAN

Gray means the sensor is quiet, colour means it has something to say.

- Warning lamp: your muzzle is pressed against something right in front
  of you.
- Thorns: you are standing in a bush.
- Fir: you are in the branches of a conifer.
- Leafy tree: you are in the crown of a broadleaf tree.
- Bare tree: you are in dead, dry wood.
- Ground: the shape shows what is under your feet - grass, sand, dirt,
  gravel, asphalt, concrete, stone, snow, wood or metal.
- Two footprints: that foot has no ground under it, for example when you
  stand over an edge.
- S / C / P: your stance - standing, crouched, prone.
- A / H / L / D: your weapon - in sights, at the hip, lowered, or put
  away.
- First bar: how low you are crouching. Lit only while crouched.
- Second bar: the walking speed you have set with the mouse wheel.
- Third bar: how fast you are actually moving. Full at 30 km/h, green at
  a walk and red at a sprint.

FIXES

- Turning the mod HUD off now hides every icon. The ground and foot
  lamps used to stay on screen.
- The mod HUD now follows the game's own interface switch.
- Restoring default settings no longer crashes the game.
- Fixed a stutter when firing: the weapon could jump for a moment as the
  spent case left the gun.
- Fixed a rare case where the weapon's sideways twist could grow
  unstable on very light weapons.
Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 18:18:18 GMT
Last Modified
Mon, 10 Aug 2026 18:18:21 GMT

0.6.11

0.6.11

- New status column on the left of the screen: small lamps in fixed
  slots, each with a text label. Gray means idle, colour means active -
  red for a blocked barrel, green for vegetation you are standing in
  (bush, conifer, broadleaf), amber for dead wood. Two foot lamps are
  drawn but not active yet.
- Stance indicator styled as a gear selector: S, C and P, with a small
  frame that slides to the current stance.
- Hand markers change colour with your health: green when whole, then
  yellow, red, and near-black.
- New setting: head roll reduction. Removes part or all of the view
  tilt; the default removes half.
- The aim ring opacity slider now reaches fully solid at maximum. The
  ADS ring is slightly stronger by default.
- Gloves slightly weaken your grip on the weapon.
- First pass of a body-model audit: the head turns with its true
  weight, the stock returns on a corrected spring, body turning is
  limited by foot grip, and weapon roll comes from the correct wrist
  muscles. Recoil feel changes slightly on most weapons.
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 14:12:27 GMT
Last Modified
Sun, 09 Aug 2026 14:12:31 GMT

0.6.10

0.6.10

- Hip: broń błądzi. Punkt trzymania krąży wokół wędrującej kotwicy; zdecydowany zamach albo marsz przenosi go w nowe miejsce co najmniej pół średnicy strefy dalej, a wyjście z celowania zawsze osadza broń gdzie indziej. Strefa niepewności 6 stopni.
- Hip: docisk kolby o połowę mniejszy (wartość testowa) - kolba jedzie głębiej i podrzut z biodra jest większy.
- Sway: chód bokiem i po skosie buja broń także na boki (brakująca oś poprzeczna), a wyuczone bujanie po ustaniu ruchu jest trochę większe.
- Celownik-kółko: w hip ukryty (wróci przeskalowany), w ADS subtelniejszy - cieńsze gradienty, większa przezroczystość, własny promień 0.5 stopnia; nocą prawie znika (adaptacja oka zmierzona w grze).
- Pod maską: stend testowy pocięty na małe metody (naprawa crashy Workbencha przy zimnym starcie) i adwersaryjna rewizja mechaniki błądzenia.
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 06:56:59 GMT
Last Modified
Sun, 09 Aug 2026 06:57:03 GMT

0.6.9

⚠ TECH DEMO build — the HUD grows a soul, and a sign error dies.

- SUPPRESSORS GET THEIR PHYSICS BACK. A sign error placed every
  attachment at the grip: a suppressor PULLED the weapon's balance
  backwards and added no inertia - the opposite of physics. Fixed: every
  attachment now sits where it truly is, so a canned rifle swings
  heavier, climbs less and balances forward, magazines balance where
  magazines are, and the old centre-of-mass band-aid retired together
  with the lie it was patching. Weapons may FEEL slightly different -
  that is the honest geometry arriving.
- THE AIM RING GROWS UP. Three styles, switchable in settings: a filled
  translucent disc (new default), a wide two-tone band, or the dashed
  two-ink ring. A new opacity slider is yours. And the mark now ADAPTS
  TO LIGHT like your eye does: it reads the scene's measured brightness
  and rides it with the eye's own adaptation lag, so it neither drowns
  at noon nor glares at midnight. The size stays the edge of your fovea.
- YOUR HANDS SIGN YOUR FACTION. The hand markers became identities:
  US hands read THUG LIFE, Soviet hands read СУКА БЛЯТЬ, FIA hands read
  BAJO JAJO - letters drawn stroke by stroke, rotating with your
  forearms, day/night adaptive, with a dark shadow under the light ink
  so they read on any background. Prefer variety? A settings row
  switches to a random pool of 16 markers - cat paws, a bear, a robot
  gripper, a skeleton, a pirate hook and more. All semi-transparent now
  (they used to glare at night).
- THE VZ58 SCANS TRUE. Its stock is a separate entity - the first
  weapon in the game built that way - and the scan window used to end
  at the receiver: the folding-stock VZ58 was being handled like a
  PISTOL (no shoulder contact at all), and its magazine weighed in on
  the wrong side of the grip. The window now covers the weapon as it
  is actually carried, stock and all, and attachment places come from
  their measured bodies. M16 and AK stay bit-for-bit where they were.
- Your settings are kept - no reset.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same
mod, same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 03:06:04 GMT
Last Modified
Sun, 09 Aug 2026 03:06:08 GMT

0.6.8

⚠ TECH DEMO build — a reticle drawn by your own eye.

- THE AIM RING NOW STAYS, BY DEFAULT — AND ITS SIZE IS YOUR FOVEA. The swelling, fading ring becomes the opt-in; out of the box you get a small, quiet, permanent reticle whose radius is the EDGE OF THE EYE'S FOVEA (0.5 deg) - everything inside the circle is what you see sharp, everything outside is periphery. It keeps a constant angular size, so through a magnified optic it grows with the world like a mil-dot, and it is gently transparent so it marks without shouting. A new settings row ("Aim ring disappears on target") brings the old fading ring back.
- HEAD-FOLLOW IN SIGHTS NOW DEFAULTS TO 50%. Fresh installs get half the head-to-weapon coupling; if you already moved the slider, your saved value wins and nothing changes.
- Attribution wording in LICENSE.md now uses the original author's public handle (Rayzi).
- Your settings are kept - no reset.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod, same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 23:28:28 GMT
Last Modified
Sat, 08 Aug 2026 23:28:31 GMT

0.6.7

⚠ TECH DEMO build — your body becomes yours to set.

- TWO NEW SLIDERS in the GRASS settings tab: BODY WEIGHT (50-150 kg) and STRENGTH, asked as a one-rep bench press (20-180 kg; 55 kg = an average untrained adult = exactly the old build). The whole simulated body hangs from these two numbers - segment masses and joint strengths scale with them - so a heavier body genuinely rocks less under recoil but turns and corrects slower (the extra kilograms carry real rotational inertia), and a stronger shooter holds the same gun at a lower fraction of their strength: less sway, slower fatigue, quicker handling of heavy guns, a deeper-seated stock. Changes apply LIVE, mid-session. Fair warning at the weak end: at a 20 kg bench press a belt-fed MG simply cannot be held steady - that is the arithmetic, not a bug.
- HONESTY FIX under the weight slider: the trunk's rotational inertia now scales with body mass in every stance (it was pinned to the reference body, so the slider would have moved the balance spring and left the inertia behind).
- THE LICENSE CHANGES: APL-SA -> APL-ND, WITH A STANDING PHYSICS-FIRST PERMISSION. A provenance audit confirmed the current code contains no surviving material from the project GRASS grew from, which frees the license choice. From 0.6.7 on: play it, share it unmodified, build dependent mods freely - but publishing MODIFIED versions needs permission, and LICENSE.md grants that permission IN ADVANCE to every build that keeps PHYSICS FIRST: every constant sourced, every change derived, the built-in test bench passing (self-certification, details inside). Translations, retextures, compatibility patches and dependent preset mods stay welcome without asking. The file also now carries, in writing, the attribution of the project GRASS grew from: ADSSway 2.0 / Procedural Weapon Handling System by Rayhan De Paredes (rayzzii). Versions up to 0.6.6 remain APL-SA.
- Your settings are kept this time - no reset.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod, same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 22:20:42 GMT
Last Modified
Sat, 08 Aug 2026 22:20:46 GMT

0.6.6

⚠ TECH DEMO build — your head on the stock, your hands, your helmet.

- YOUR HEAD RIDES THE STOCK FOR REAL NOW — AND YOU OWN THE DIAL. In sights the head follows the weapon, so the sight picture stays with you through movement. This build matures the whole chain: keeping the exit-pupil light while walking is dramatically better, motion starts carry a hint of gaze anticipation, and the effect works on PIP scopes again (M21 shooters — welcome back). NEW: a strength SLIDER in the GRASS settings tab, 0 % to 100 % (default 100 %).
- YOUR HANDS ANSWER ~3x FASTER. The arms' reaction delay drops from 250 ms to 80 ms: your mouse motion already carries YOUR reaction time, so the model stops counting it twice. The weapon tracks your intent much closer, everywhere — hip and sights alike.
- FAST TURNS NO LONGER STEP. The aiming input hid a ~31 Hz staircase — the gun received your turn as small stutters and answered each with a tiny kick. Smoothed out at the source.
- YOUR HELMET SITS WHERE IT REALLY SITS. Its centre is now measured off the actual item on your head (it rides high, ~10 cm above the skull's centre), so a helmeted head swings with honest extra inertia — and swapping headgear mid-round is handled.
- ⚠ ONE-TIME NOTE: this build finishes an internal rename (the GRASS rebranding under the hood). Your GRASS settings reset to defaults ONCE — everything on, full strength. Set your rows again after updating. Nothing else changes: same mod, same entry, same subscription.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod, same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 16:58:40 GMT
Last Modified
Sat, 08 Aug 2026 16:58:46 GMT

0.6.5

⚠ TECH DEMO build — this one is about AIMING.

- AIMING IS LIGHTER AND SMOOTHER, AND IT WAS MEASURED, NOT GUESSED. A probe
  recorded the first half-second of dozens of aiming movements and found two
  things standing between your mouse and the gun: a dead cone that swallowed
  fine corrections entirely, and a body that answered the very start of a
  movement with nothing. Both are gone - the cone is removed, so a hair of a
  correction now reaches the weapon at once, and the body's effort curve now
  grabs from the first fraction of movement (a law recovered from this mod's
  own ancestor). Fine aiming through optics should feel noticeably lighter.
- ONE SWAY - OURS. Until now TWO idle-sway systems ran on your weapon at the
  same time: the game's own, and this mod's simulated hold. The game's is now
  switched off and every wander you see comes from one place - the simulated
  body: your stance, your stamina, your weapon's weight.
  HONEST NOTE: the engine offers no per-player switch for its sway, so it is
  off for AI as well. Whether this measurably changes AI fire has not been
  established yet - reports welcome.
- WALKING TURNS YOUR VIEW EVEN LESS. The head-turn share of the walk cycle
  reaching your view is halved again (your eyes cancel head rotation in real
  life; a screen cannot, so the mod does it for them).
- FIXED: turning the whole GRASS HUD off and back on no longer loses the
  stance mark and the stamina bars until a restart.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod,
same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 14:09:02 GMT
Last Modified
Sat, 08 Aug 2026 14:09:05 GMT

0.6.4

⚠ TECH DEMO build — a hotfix for 0.6.3 and one switch you asked for.

- FIXED: THE MOD WAS WRITING TO YOUR LOG FILE. A diagnostic left switched on
  in 0.6.3 wrote a line every second you spent in sights. It is off, and so is
  every other diagnostic — they are now silenced together in a release rather
  than one at a time, which is how this one got out.
- YOU CAN TURN THE WHOLE HUD OFF NOW. The first row of the GRASS settings tab
  removes everything this mod draws — the aim ring, the hand markers, the
  stance mark and the stamina bars — and leaves you the game's own HUD. The
  stance mark and the bars had no switch of their own before this.

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 00:49:20 GMT
Last Modified
Sat, 08 Aug 2026 00:49:23 GMT

0.6.3

⚠ TECH DEMO build — this one is about your HEAD, and it gives you switches.

- THERE IS A GRASS TAB IN YOUR SETTINGS NOW. Three things are yours to turn
  off: the hand markers, the aim ring, and the new head behaviour below. All
  three start ON. The aim ring in particular used to be forced on everybody;
  it is your choice from this build.
- YOUR HEAD FOLLOWS THE WEAPON WHEN YOU AIM, AND THE WEAPON HAS WEIGHT. Your
  cheek is on the stock, so where the gun goes your head goes — late, because
  a head has mass and a neck needs a moment. What you feel is DRAG IN A SWING:
  the view leans on a weapon that is heavier than your mouse, and a machine gun
  leans harder than a pistol. It also works the other way round, holding the
  sight picture with you as the gun moves.
  KNOWN LIMIT: this does not reach picture-in-picture scopes yet. On those the
  game builds its camera down a different road that we do not understand well
  enough to touch, so the effect is deliberately switched off there rather than
  half-working. Iron sights and other optics have it.
- YOUR HEAD IS A REAL BODY NOW, NOT A WEIGHT ON A STICK. Where its mass sits is
  MEASURED off your own character's skull, and how that mass is spread comes
  from anthropometric tables instead of from nothing. The measurement moved the
  head's centre — and not the way we expected: it sits closer to the neck than
  the old numbers assumed, so the head swings slightly faster now.
- YOUR HELMET IS A BODY TOO. It is no longer a lump of mass poured into the
  middle of your skull. Its position is measured and its weight is placed where
  a SHELL really carries it, out at the rim, so a helmet resists a swing more
  than its kilograms alone would suggest — which is what wearing one feels
  like.
- SMALL AIM CORRECTIONS REACH THE WEAPON. Fine movements used to die inside a
  cone that let your head ignore them; that cone is a quarter of its old size,
  so a nudge now moves the gun instead of nothing.
- THE PAWS MARKING YOUR HIDDEN HANDS sit on the centre of the palm, averaged
  over every finger joint, and they are half again as large. They also leave
  the screen when your hand does, instead of sticking to the edge.

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Fri, 07 Aug 2026 23:58:02 GMT
Last Modified
Fri, 07 Aug 2026 23:58:07 GMT

0.6.2

⚠ TECH DEMO build — the mod steps off everyone except you.

- THE AI PLAYS THE GAME'S OWN RULES AGAIN. Until now this mod reached every
  soldier in the world — friend, foe and bot alike. It now simulates exactly
  ONE body: the character you control. Every other player running GRASS gets
  the full simulation on their own machine, and the AI gets none of it, which
  is how it was always meant to work.
  What you can notice: AI mortar and grenade crews have their kick back; a bot
  that takes a weapon from you no longer walks off holding a frozen pose; and
  the mod no longer does work for every soldier on the map, so a crowded fight
  costs less.
- THE AI WAS SHOOTING STRAIGHTER THAN THE GAME INTENDS, and it was invisible.
  One of our settings quietly removed the game's own weapon sway from EVERY
  weapon in the world, AI hands included — a steadier muzzle and tighter
  groups than vanilla, in a place no log would ever show it. That setting is
  deleted.
  ⚠ WHAT IT MEANS FOR YOU: the game's own sway is back on your weapon as well,
  underneath our model, so your hold can wander a little more than in 0.6.1.
  That is deliberate for this one build — the honest baseline first, then the
  decision on what to subtract. Reports on how it reads are welcome.
- WALKING NOW READS AS A BODY, NOT AS A SHAKING CAMERA. Your eyes cancel a
  head TURN by themselves, within a blink, so a view that turns with the skull
  one-for-one looks like a wobble instead of a stride — the rotation your walk
  puts into the view is quieter now. A head that TRAVELS through space is the
  opposite case: nothing in you cancels that, and a flat screen owes you the
  depth cues it cannot give, so the travel is stronger and has room to move.
- BOTH ENDS OF A MARCH GO QUIET. The first step from a standing start used to
  land at full force — a thump, where a real stride builds over the first half
  second, and now this one builds too. Stopping used to slam the motion back
  to full while the last step was still ringing out; it now eases back as the
  ringing dies.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod,
same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Fri, 07 Aug 2026 00:44:16 GMT
Last Modified
Fri, 07 Aug 2026 00:44:19 GMT

0.6.1

⚠ TECH DEMO build — one new motion, one refinement, one fix.

- YOUR WEAPON NOW ROLLS WHEN IT FIRES, AND THE ROLL IS YOUR HOLD TALKING. A
  shot cannot twist a gun about its own barrel by itself — that push runs
  straight down the bore and has no twist in it at all. It twists because
  your shoulder pocket and your leading hand are not on one straight line,
  so part of the kick leaks sideways into a roll. Hold the gun squared up and
  it barely rolls; hold it offset and it rolls to that side. Your two wrists
  are what stops it — a fat machine gun rolls slowly, a pistol snaps — and for
  the first instant after the shot nothing stops it at all.
  Expect a SMALL motion. The honest figure is a fraction of a degree per
  round, and this is meant to be felt rather than watched.
- GRENADE LAUNCHERS NOW PUSH BACK ALONG THEIR OWN TUBE. Firing the 40 mm
  already dipped the muzzle instead of climbing it; now the gun also travels
  straight back along the LAUNCHER's barrel rather than the rifle's, so the
  kick no longer turns about one line and slides along another.
- FIXED: putting your weapon away in the instant right after a shot left your
  head hanging loose on your neck, as though the recoil were still landing,
  until you drew a weapon again.

(GRASS was published as "PWHS Layered Weapon Handling" up to 0.5.2 — same mod,
same entry, renamed in 0.6.0.)

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Thu, 06 Aug 2026 22:59:42 GMT
Last Modified
Thu, 06 Aug 2026 22:59:46 GMT

0.6.0

NEW NAME, SAME MOD: what you have been running as "PWHS Layered Weapon
Handling" is now GRASS — Gun Rides A Simulated Skeleton. Nothing was
replaced and nothing needs reinstalling; the entry, the author and your
subscription are the same. The acronym is the design: the gun rides a
simulated skeleton.

⚠ TECH DEMO build — the simulation grows past the weapon and reaches you.

- THE SHOT REACHES YOUR HEAD. The kick throws your head back before the neck
  catches it, and the head bends over its own vertebrae on the way. A heavier
  round throws it further and holds it out longer.
- YOUR HELMET HAS WEIGHT. What sits on your head is read off your inventory,
  so a helmet with accessories makes the head swing wider and settle later
  than a bare one.
- UNDERBARREL GRENADE LAUNCHERS FIRE FROM THEIR OWN BARREL. A 40 mm round
  leaves below your hold, so the muzzle dips DOWN instead of climbing like a
  rifle — and its low-pressure round is in the numbers as well.
- YOUR HANDS STOP FIGHTING THE WEAPON. Your own body is now hidden in first
  person while you hold a gun, so the vanilla arms can no longer be seen
  desynchronizing from the recoil. Two small white paws mark where your hidden
  hands are. Other players see you normally.
  Known cost: with the body hidden, your first-person shadow goes with it.
- WALKING AND BREATHING REACH THE WEAPON. Your stride arrives at the gun late
  and by its mass, the hold wanders instead of running on rails, and standing
  still the aim settles as you find the hold.
- IN ADS THE WEAPON WORKS AGAINST YOUR EYE as it recoils, and the shoulder
  gives under the butt.
- PRONE SHOOTERS REST ON THE GROUND: the earth takes its share of the kick.
- Pistols read their butt from the geometry, and the HUD gains a stance mark
  and two hold/stamina bars beside the aim ring.

⚠ Reminder: this is a technology demo — expect rough edges and changes.
Game Version
1.7.0.54
Created
Thu, 06 Aug 2026 20:20:26 GMT
Last Modified
Thu, 06 Aug 2026 20:20:30 GMT

0.5.2

!! TECH DEMO build.

- Fixed the aim ring in the public build: it drew huge at the left edge of the screen (a projection bug that only showed with the debug overlays stripped). It now sits at your point of aim, scales with the weapon's true deviation, and fades out as the weapon settles where you look.
Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 14:21:32 GMT
Last Modified
Wed, 05 Aug 2026 14:21:35 GMT

0.5.1

!! TECH DEMO build.

- Added a KNOWN ISSUES note to the description: the character's hands stay in the vanilla pose and visibly desynchronize from the weapon - an engine limitation (no channel exists to drive the hands onto the weapon). No gameplay changes in this update.
Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 14:12:02 GMT
Last Modified
Wed, 05 Aug 2026 14:12:04 GMT

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