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