CPO Factions
by JDripstein
1.2.24
Groups - The machine gun team now matches the RHS machine gun team shape: gunner and assistant only, the ammo bearer leaves the team, and the budget cost and editor preview follow the two-man team - The special forces recon team gains a fourth man, a second rifleman, with the budget and editor preview updated for the larger team - The SOF machine gun team gains a fourth man, a rifleman, with the editor preview updated for the larger team Uniforms - A guard now re-dresses any soldier whose jacket or trousers are still bare a few seconds after spawn: if a spawn path skips or loses the loadout the soldier is dressed from the uniform pools and the server log names the soldier and position, so a silent path reports itself
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 23:28:32 GMT
- Last Modified
- Thu, 27 Aug 2026 23:28:38 GMT
1.2.23
Call-in support - RHS supply drop, second attempt: the crate was still deploying at drop altitude because RHS's EOnInit kick runs before the physics body exists, so the AlwaysActive body had nothing to work with and the zero-velocity landed check still fired on the first frame. A modded RHS_ReplaceDeployableEntityComponent now re-kicks the crate on the early fixed frames until it genuinely falls, then hands off to RHS's own landing logic; the re-kick logs once per stall, never on a healthy drop, and retires itself once RHS fixes their spawn
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 14:22:24 GMT
- Last Modified
- Thu, 27 Aug 2026 14:22:27 GMT
1.2.22
Call-in support - The CISS supply drop works again: called-in crates were never falling, so the supply box either hung in the air at drop altitude or arrived as an empty dud. The falling crate now drops under its parachute and delivers a real supply box where it lands
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 13:30:38 GMT
- Last Modified
- Thu, 27 Aug 2026 13:30:44 GMT
1.2.21
Arsenal - Medical supplies now stock the equipment and clothing arsenal box: vanilla reserves medical items for the dedicated medical crate and the unrestricted supply point arsenal, so a player-built two-box arsenal had no bandages at all; Task Force Dagger equipment boxes now include them automatically, while the weapons box and other factions' boxes stay vanilla Command truck - The command truck now locks like vanilla's Conflict mobile HQ while its spawn point is deployed: every door refuses entry with the vanilla mobile-assembly message until it is packed up, so nobody unknowingly drives the squad's spawn away; if the truck is moved anyway, the watchdog still packs the point - Deploying and packing the spawn point now play vanilla's mobile HQ deploy and dismantle sounds
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 14:54:39 GMT
- Last Modified
- Wed, 26 Aug 2026 14:54:46 GMT
1.2.20
Workshop description changes. Note 1.2.19 was a erroneous publish with a changelog meant for the CPO mod.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 17:58:46 GMT
- Last Modified
- Tue, 25 Aug 2026 17:58:49 GMT
1.2.19
Fixed - Game Master faction settings no longer ride the session save. The save recorded runtime faction state - which factions are playable and how they stand toward each other - and replayed it at every restore, even though the scenario and server settings already decide the factions at every start. A stale recording replayed into boot could race players who join early, which is the true root of vehicles restoring invisible; the fix in 1.5.15 remains in place as a backstop and now has nothing to do. Faction setup comes only from the scenario, the mission header and the server config every boot as intended.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 17:53:22 GMT
- Last Modified
- Tue, 25 Aug 2026 17:53:26 GMT
1.2.18
Command truck - The woodland TFD command truck is rebuilt as a direct variant of the vanilla woodland truck, the same one-step construction as the olive TFD truck, instead of a variant of a variant; its card should now read M934A1 Command Truck (TFD) at 1500 like the olive one - The vanilla woodland command truck no longer shows in depot build menus: building mode pools every faction's vehicle catalog, so the vanilla US faction kept delivering its 420 card no matter how clean this faction's catalog was; TFD worlds now drop foreign command trucks from the build-mode browser, and Game Master keeps them under their own faction tabs - The start-up log now prints every registered faction's command truck entries with resolved display name, supply cost and build-mode validity, so a server log names exactly which faction delivers any card a menu shows
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 16:40:59 GMT
- Last Modified
- Tue, 25 Aug 2026 16:41:03 GMT
1.2.17
- The woodland TFD command truck now carries its name, faction and 1500 price explicitly. In 1.2.16 it inherited them through two prefab levels and the game dropped them on the way, so the card showed the vanilla name and 420 and looked like a foreign truck that refused to go away.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 15:38:24 GMT
- Last Modified
- Tue, 25 Aug 2026 15:38:28 GMT
1.2.16
Changes: Command truck - The woodland command truck is now a Task Force Dagger vehicle too: a second depot card next to the olive one, same 1500 supply price, same deployable spawn point, same command box services, in MERDC woodland. Same recipe as the olive truck: the vanilla one stays hidden for this faction and the TFD variant replaces it
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 14:57:05 GMT
- Last Modified
- Tue, 25 Aug 2026 14:57:08 GMT
1.2.15
Changes: Command truck - The M934A1 Command Truck (TFD) now costs 1500 supplies at the depot, up from the 420 a vanilla command truck costs. It is a mobile FOB: it deploys a spawn point, it can build, it carries cargo and it hands out radio backpacks, and the price now reflects that - Belt and braces on the command truck dedup: whatever a server's modlist adds to the US vehicle catalogs, any command truck that is not the TFD one is automatically removed from Task Force Dagger's depot menus at start (it stays placeable in Game Master, and other factions are untouched)
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 14:37:51 GMT
- Last Modified
- Tue, 25 Aug 2026 14:37:53 GMT
1.2.14
Command truck - The woodland command truck is gone from Task Force Dagger depots for real this time: RHS re-lists the vanilla command truck in its own vehicle catalog with a random woodland livery roll, and 1.2.13 only hid the two vanilla entries. The RHS entry is now hidden for this faction too; RHS USAF keeps it
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 13:40:48 GMT
- Last Modified
- Tue, 25 Aug 2026 13:40:54 GMT
1.2.13
Command truck - New vehicle: the M934A1 Command Truck (TFD), at the medium depot. Park it, walk to the trunk and Deploy spawn point: the truck becomes a Task Force Dagger spawn point on the deploy map until you pack it up, drive off or lose the truck. Vanilla's command trucks only do this in Conflict; this one does it in any game mode, and under Frontline the spawn charges supplies like any forward spawn - The command box keeps its radio-backpack arsenal, so the truck also hands out the AN/PRC-77 (TFD) - The two vanilla command trucks (olive and MERDC) are hidden from this faction's depots and Game Master listing in favour of the new one; vanilla US keeps both Call-ins - The squad-size minimum is removed from both Task Force Dagger call-ins: the supply drop no longer needs 2 in the squad and the GBU strike no longer needs 4. Rank, the strike's squad-leader requirement (a solo player leading their own group counts) and supply costs are unchanged, and RHS's own factions keep their minimal
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 12:08:59 GMT
- Last Modified
- Tue, 25 Aug 2026 12:09:02 GMT
1.2.12
Added RHS call-in support - Task Force Dagger is registered with RHS's call-in support system and gets the BLUFOR pair: the F/A-18 GBU strike and the supply drop. Call the strike through a rangefinder (the new Vector 21 works, so do the leaders' lens-capped ones) and the resupply through a deployed AN/PRC-77 (TFD); both need a GPS and a powered radio backpack on the caller, and the usual RHS rank, squad-size and supply-cost gates apply where the server has them on - Every soldier carries a DAGR in the trouser pocket next to the map and compass, so the GPS requirement of the call-ins is met out of the box
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 10:45:54 GMT
- Last Modified
- Tue, 25 Aug 2026 10:45:57 GMT
1.2.11
Changes - Deploying as Rifleman now also gives you a Vector 21 rangefinder, the version without lens caps, in the binocular slot. Player kit only, like the M17; the AI riflemen carry none, and the leaders keep their lens-capped ones
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 10:18:18 GMT
- Last Modified
- Tue, 25 Aug 2026 10:18:21 GMT
1.2.10
Russian SOF groups for the other side - Nine new AI groups built from RHS's modern Russian SOF kits (the A-TACS set: AK-200 and AK-205 with holographic and thermal optics, PKM, GM-94, SVD, RPG-7): Fire Team, Assault Squad, Machine Gun Team, Anti-Tank Team, Sniper Team, Medical Team, Breacher Team, Recon Team and Weapons Squad. RHS ships the soldiers but no groups for them; these are appended to RHS AFRF, so a Game Master finds them under the RHS AFRF filter next to RHS's own groups - Because they sit in RHS AFRF's group list, COE2 Persistent Ops draws on them for its objectives too: on a server with RHS AFRF as the enemy, operators now turn up in the AOs alongside the regular troops - Each man is RHS's randomised variant, so soldiers placed one at a time roll between RHS's looks; groups spawn in the standard look
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 20:29:11 GMT
- Last Modified
- Sat, 22 Aug 2026 20:29:15 GMT
1.2.9
Vehicles - The M1151 Humvee is gone from the vehicle depots. RHS ships the prefab but lists it in none of their own catalogs, and in game it can neither be entered nor spawned; it had been picked up here as an unlisted US vehicle and is now excluded by name
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 15:45:40 GMT
- Last Modified
- Sat, 22 Aug 2026 15:45:46 GMT
1.2.8
Radio - The vanilla AN/PRC-77 no longer appears in the Task Force Dagger arsenal. It is keyed to the vanilla US faction, so a Task Force Dagger player who drew it could neither wear it as a spawn point nor deploy it; the AN/PRC-77 (TFD) is the one that works and is now the only one offered. This is done on Task Force Dagger's own copy of the catalog, so the vanilla US faction keeps its radio on servers that use it
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 14:46:31 GMT
- Last Modified
- Sat, 22 Aug 2026 14:46:34 GMT
1.2.7
Wrong mod changelog published. No changes.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 00:41:13 GMT
- Last Modified
- Thu, 20 Aug 2026 00:41:16 GMT
1.2.6
Changed - The commander map menu no longer offers insertion and exfil points. The mod has always promised no infil and no exfil, and the automatic cycle honours that by never creating either, but the two buttons were still on the map radial and an admin who clicked one got a working point, fast travel included. The entries are now hidden and the game mode refuses the request outright, so the promise holds no matter who is driving. Running with the automatic cycle switched off keeps stock behaviour, points included. - Every arsenal now saves any loadout, not just the two at main base. Boxes built at the build table, placed by a Game Master, or carried on a supply truck kept the vanilla rule until now: you had to belong to the box's own faction, and every item you carried had to be in that faction's catalog. On a CPO_US server that refused outright at every built box, because the box is vanilla US and the player is not, and on any server one picked-up weapon or one unregistered mod item was enough to be turned away. All boxes that offer saving now accept anything, exactly like main base. Boxes that never offered saving (HQ ammo crates, heli weapon boxes) are unchanged. A Game Master can still set any one box in play to a stricter rule, and that choice is kept across restarts, with one exception: a built box set back to exactly the vanilla faction-only rule returns to unrestricted on the next boot, because the game only stores settings that differ from the box's prefab. Mission makers who want the vanilla rule everywhere have a switch on the game mode, m_bCPO_ArsenalSaveUnrestricted.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 00:39:40 GMT
- Last Modified
- Thu, 20 Aug 2026 00:39:43 GMT
1.2.5
Changes: Shirts - The randomised shirts are now only the six G3 Combat Shirt variants (collar down, tucked or untucked, sleeves full, cuffed or rolled). The older plain CRYE Combat Shirt no longer turns up on line troops, and its rolled version is gone from the Special Forces pool too; SF spawn in the G3 untucked rolled-sleeve shirt and roll between that, the tucked rolled and the untucked cuffed
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 12:55:56 GMT
- Last Modified
- Tue, 18 Aug 2026 12:55:59 GMT
1.2.4
Changes: Shirt medical, third time - 1.2.3 still spawned an empty shirt. The cause was the same in both broken versions: the shirt entry was a re-use of the RHS Army kit's flashlight entry, which carries a storage-purpose value that means "the flashlight slot" (it is the only thing vanilla or RHS ever use that value for), so the dressings were being aimed at a slot that only takes a flashlight and were discarded. The medical now has its own entry, addressed the way vanilla addresses jackets, and the shirt itself is set explicitly on the kit rather than inherited from RHS, so 4 dressings, 2 morphine and 2 tourniquets should finally be in the shirt pocket - Uniform pools cleaned up: about 40 percent of the "weathered" entries the randomiser could roll were RHS's inventory preview models, not garments, and every such roll silently left the man in the default shirt or trousers. Removed; the sleeve, tee and knee-pad variety is unchanged and now actually rolls at full weight Sidearm and watch - Deploying as Rifleman now gives you an M17, loaded, no spare magazines. It is on the player kit only: the AI riflemen next to you carry no pistol, and the leaders, machine gunner, senior medic and Special Forces keep their M18 as before - Every soldier wears the Garmin Tactix Bravo GPS smartwatch in green in place of the RHS default watch
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 12:30:15 GMT
- Last Modified
- Tue, 18 Aug 2026 12:30:19 GMT
1.2.3
Changes Magazines and radio in the vest - 1.2.2 aimed all nine of the Rifleman's magazines at the placard, which holds three, and the other six were dropped; the game does not move overflow to another pouch, it discards it. Magazines are now split across the pouches each vest set really has, at what each holds: the Rifleman carries 3 in the placard, 4 in the tako pouches and 2 in the flex pouches, nine in all, and every other kit is laid out the same way, so nobody is short any more (several kits had quietly lost half their magazines the same way) - The AN/PRC-152 never arrived either: the newer RHS radio model is bigger than the radio pouch's item limit, so it was dropped. Every kit now carries the AN/PRC-152A, the model RHS itself issues, in the radio pouch. The automatic rifleman and machine gunner, whose vest set uses the coyote radio pouch, get it there Shirt medical is back - 1.2.2 shipped every soldier with an empty shirt: the dressings, morphine and tourniquets never spawned. The entry that puts them there inherits a storage-purpose value from the RHS Army kit, and 1.2.2 set it to zero, which tells the engine to look for a kind of storage that does not exist; it then spawns nothing rather than falling back. The value now matches what the shirt's own pockets declare, so 4 dressings, 2 morphine and 2 tourniquets are in the shirt again. Trousers and vest were unaffected
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 10:34:52 GMT
- Last Modified
- Tue, 18 Aug 2026 10:35:03 GMT
1.2.2
Changes: Spawn kit modifications - The Rifleman, which is what every player deploys as, now spawns with the M4A1 URG-I 11.5 (the CQB length) fully set up: EXPS3, PEQ-15 and an M300C light on DDC furniture, instead of a bare Block II with irons. RHS already lists that exact rifle in the arsenal at the Corporal gate, so it can be taken back after a respawn without rebuilding it - Every soldier's kit is now laid out by garment: trousers hold the paper map, compass and entrenching tool; the shirt holds 4 field dressings, 2 morphine and 2 tourniquets; the vest holds 2 M67, 2 smoke grenades and an AN/PRC-152 in the radio pouch. The Rifleman carries 9 magazines. This replaces the RHS Army default (one dressing, one tourniquet, one morphine, an old-model 152, everything in the trouser pockets), and it applies to the AI kits too, so the man next to you carries the same first aid you do - Helmets are the Ops-Core FAST XP throughout the line kits, with a Peltor Comtac or an AMP headset at even odds. The MT and mid-cut FAST and the occasional ECH are gone from the line pool; Special Forces keep their own pool
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 23:29:11 GMT
- Last Modified
- Mon, 17 Aug 2026 23:29:15 GMT
1.2.1
Pictures and role icons - Every kit and every group now has a preview picture instead of the placeholder, in the deploy menu, the Game Master browser and the request menus. Kits use RHS's own multicam previews (MARSOC MC), matched by role; groups use RHS's MARSOC group previews, which are the closest RHS ships (woodland Crye with coyote gear rather than multicam), until we shoot our own - Every kit carries a role icon, the same set RHS uses per role: leader, rifleman, grenadier, machine gunner, ammo bearer, anti-tank, medic, sharpshooter, spotter. It shows next to your name in the squad list and the player list, and in Game Master. Until now every Task Force Dagger player showed the generic icon regardless of kit - Placing a Task Force Dagger group in Game Master now shows the wedge of soldier silhouettes while you position it, the way vanilla and RHS groups do; before, the group placed blind - The Fire Team is marked essential, so the small living quarters can hire it (the small living quarters only ever hires essential groups; the large one hires any group of the faction). Vanilla marks its guard fire team the same way Its own faction in the Game Master filters - The Game Master content browser has a Task Force Dagger faction filter now, with the TFD badge, and the kits and groups sit under it and only under it. Until now they were filed under US Army (the faction inherited US Army's label) and turned up under RHS USAF as well, and there was no filter of their own. This is how RHS's factions are wired - Same label drives the build menus at depots and living quarters. Under COE2 nothing changes there: a Task Force Dagger depot still lists the vanilla US and RHS vehicles, because COE2 Persistent Ops accepts US-labelled content on every US-side provider. On a plain Game Master server without COE2, a depot affiliated to Task Force Dagger now offers only Task Force Dagger content, exactly as an RHS USAF depot offers only RHS content
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 16:57:20 GMT
- Last Modified
- Mon, 17 Aug 2026 16:57:28 GMT
1.2.0
Body armour is back, and it is the JPC and AVS - Since 1.1.3 nobody in Task Force Dagger has actually been wearing a plate carrier. RHS builds body armour as two garments in two slots: the carrier itself, which holds the plates, and a separate pouch set that sits over it. The 1.1.3 change that gave the men their pouches did it by putting the pouch set into the armour slot in place of the carrier, so the pouches were there and the plates were not. Every kit now wears both: a multicam JPC or AVS carrier with its plates, and the matching RHS multicam pouch set over it, the same pairings RHS's own multicam characters use - Line troops wear the JPC. Team leaders wear the AVS with the 6x9 front panel and squad leaders the AVS with the radio pocket, so leaders are told apart at a glance. Special Forces wear the AVS throughout, their team leader the radio version - Role sets are role-specific again: the grenadier's carries three 40mm pouches and a bandolier, the automatic rifleman and machine gunner carry two belt pouches, the marksman gets the zip-on back panel, the medics an IFAK and double-mag pouches - Magazines, belts, 40mm, pistol magazines and grenades are each routed to the pouch meant to hold them (placard, belt pouch, 40mm pouch, pistol pouch, grenade pouch), the way RHS routes its own kits, so the pouches on the chest are the ones with the ammunition in them - Every carrier and pouch set the kits use is already in the arsenal, so a player can rebuild any of these kits by hand
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 15:53:09 GMT
- Last Modified
- Mon, 17 Aug 2026 15:53:14 GMT
1.1.9
Changes Players can deploy as Task Force Dagger again - Anyone joining Task Force Dagger without a previously saved arsenal kit had an empty deploy list and could not spawn, while US and RHS USAF worked. The faction's only deploy entry was the Arsenal loadout, and that entry only offers itself once you have saved a kit, so a new player, or anyone switching in from another faction, had nothing to pick. Present since 1.1.3, caught now - Rifleman is the default deploy loadout, always available and listed first: M4A1 Block II, six magazines, an M72 on the back, the standard base kit. Arsenal stays as the second entry for players who have saved a kit
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 15:26:16 GMT
- Last Modified
- Mon, 17 Aug 2026 15:26:20 GMT
1.1.8
Units in Game Master - The individual Task Force Dagger kits now appear in the Game Master content browser under the faction, alongside the groups that were already there. The browser only lists catalog entries that declare themselves placeable, and the soldier entries never did; the group entries had, which is why a squad could be placed but not a single rifleman - Same change makes the kits available to any spawner that offers individual soldiers rather than groups Game Master no longer confuses Task Force Dagger with US Army - Selecting one of them in the Game Master faction lists could open or filter the other. Both sat at the same position in the sort order, since this faction inherited its place from vanilla US, and the faction toolbar could not tell them apart. Task Force Dagger now has its own place, directly after US Army
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 15:16:02 GMT
- Last Modified
- Mon, 17 Aug 2026 15:16:05 GMT
1.1.7
Desert Humvees, the actual fix - 1.1.6 put every desert Humvee into the faction, and the server log proved they were there, but the vehicle request menu still would not list them. The request menu only shows vehicles that carry the faction's US label, and RHS's own US vehicles, green and desert alike, do not carry it; RHS's copies of the base-game trucks and jeeps do, which is why those showed and the Humvees did not. This mod now adds the US label to every RHS-native US vehicle, so the desert Humvees, the desert ambulance and cargo trucks, the M1151 and the desert LAV all list at the depots - Nothing about vanilla vehicles changes; they always carried the label. If a future vehicle mod tags its vehicles RHS_USAF only, the build tool now catches and fixes that automatically Faction icon - Task Force Dagger has its own icon in the faction list: a plain black TFD badge, so it reads at a glance next to the RHS and vanilla flags. The US flag stays on everything else, compositions included
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 14:15:49 GMT
- Last Modified
- Mon, 17 Aug 2026 14:15:53 GMT
1.1.6
Desert Humvees, properly this time - The desert Humvees were in the faction but not where anyone was looking. The buildable depots sort by vehicle type, not by weight: every Humvee, armed M1025 included, is a car and lives in the small depot; the medium depot is trucks and APCs only. All eleven desert and woodland Humvee variants, the M1151 and the desert LAV are requestable from the small depot now, each spawning in the livery you picked rather than rolling one at random - The plain-olive vanilla vehicles the base game keeps as placement-only (M998 cargo, covered and long-covered in both liveries, the M997 ambulance, the M1025 and armed M1025, and both M923 ammo trucks) are requestable too. Vanilla only ever let you request the woodland one of each pair The vehicle list stays open to vehicle mods - The faction now reads RHS's own vehicle catalog live rather than a copy, alongside the base game's, so any mod that adds vehicles to either the vanilla US or RHS US side reaches Task Force Dagger with no update to this mod. Adding a mod that ships uncatalogued vehicles is a rebuild and a re-check, and the build tool now finds those on its own from the dependency list - One consequence for now: RHS re-lists twelve vanilla vehicles, so the M151 jeeps, the M923 truck family and both UH-1Hs appear twice. Deliberately left in until a proper de-duplication is done; live references matter more than a tidy list A radio that works for this faction - Deployable radio spawn points are keyed to a faction by name, so the vanilla AN/PRC-77 silently refused to deploy for a Task Force Dagger player. There is now an AN/PRC-77 (TFD) in the arsenal under backpacks that deploys and spawns for this faction. The vanilla one still appears; the TFD suffix is there so you take the right one The server log tells you what the faction holds - A few seconds after start the log lists every vehicle Task Force Dagger resolved, by name, marking any that is placement-only. If a vehicle is on that list and not in a depot menu, the depot is filtering; if it is not on the list, the mod is not reaching the faction. Two different problems, and now they can be told apart from a log alone
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 13:46:57 GMT
- Last Modified
- Mon, 17 Aug 2026 13:46:59 GMT
1.1.5
Changes: Desert Humvees, and fifteen other vehicles nobody had catalogued - The desert Humvees were almost all missing. RHS ships them but never listed them in their own vehicle catalog, so only the armed M1025 was ever available. The desert M1025, the MDO and PAS-13G armed variants, the M997 ambulance and the M998 cargo, covered and long-covered trucks are all there now - Four woodland Humvee variants RHS also left out are in as well: the MDO, PAS-13G and SU-231C armed M1025s, and the M998 cargo truck - The M1151 is in. RHS ships the vehicle and never listed it in any catalog, so it has never been available from a depot until now - Four UH-1H variants are in: shark-nose, armed shark-nose, and both empty gunships. These are vanilla's own airframes, left out of vanilla's own US vehicle list Vehicles stop showing twice - Same duplication the arsenal had, in the vehicle list this time: the M151 jeeps, the whole M923 truck family and both UH-1Hs were listed twice, because RHS's vehicle catalog re-lists twelve vanilla vehicles that were already there - The vehicle list is now assembled the same way the arsenal is, so every vehicle appears exactly once. 70 vehicles in total The version is in the server log - The log now opens with a line naming the loaded build, so it is possible to tell at a glance which version a server is running. Everything else this mod prints carries the same prefix, so one search finds the version and every message after it Worth knowing about liveries - Trucks and armour still come in olive and woodland only, and that is upstream rather than a gap here. The base game ships every US vehicle in exactly two liveries, plain olive and MERDC woodland, with no desert version of anything, and RHS adds no desert truck or armour beyond the LAV-25 because they re-use the base game's trucks. Everything either one does ship in desert is now available
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 13:04:07 GMT
- Last Modified
- Mon, 17 Aug 2026 13:04:11 GMT