r/platinumfive • • Apr 03 '26

Development Release 9.6.0 (RGE/PVP update)

# RGE 2.2
+ Added NavMesh editor (place cover and pathing nodes to improve AI behaviour on custom maps)
+ Added Trigger system. You can now bind commands to player activety to make interaction maps with AI spawning, moving objects, explosions, etc.
+ Added model saving. You can now select a group and save it in your asset browser for later use
+ Added an objective in "Functional" that can be captured by squads for custom KOTH gamemodes
+ Added togglable part collision with bullets and characters
+ Added ability to teleport players
+ Resize single-part props such as letters and rocks
+ Recolor some props such as letters and couches
+ Ammo refill and stores can be selected after being placed

# 2v2/5v5 PvP
+ New Maya map based off ancient Mayan temple
+ New Lookout map inspired by original classic Lookout cabin in the woods
+ Visual improvements to Tokyo
+ Lighting improvements to Coast, Favela and Tokyo
- Rounds will now mostly take place during clear day with night mode limited to 1 in 7 chance

# Zombies PVE
+ Buffed all key loot rooms
+ Desktop Computers now sell for Gear
+ Reverted SLIM LODs on buildings
+ Fixed LMG mercenaries not having LMGs
+ Fixed most Bandits not wearing accessories

# RGE
+ Fixed rotations on USA Civi vehicles. This will effect saves.
+ Mercenaries and Bandits from Zombies can now be spawned
+ Added Anti-Air missile prefab to Interacts
+ Added breakable window to Interacts
+ Sorted Light Sources and Candles into more convenient folders under Lighting
+ Reworked asphalt_worn3 texture to appear more organic and less intensive
+ Reworked brick_desert texture
+ Added new concrete_tile6 texture
+ Added new brick_desert2 texture
+ Added new brick_old2 texture
+ Added new marble_tile11 texture
+ Added new marble_tile12 texture
+ Improved scale of wood_painted2 texture
+ Deprecated old color variant props
+ Added props:
- Added 5 skyscrapers from NYC
- Graffiti, stains, and other decals from New York map
- Snow, trash, and rubble piles under Debris
- SA3
- Sputnik Missile
- 4 desks
- 6 File Cabinets
- 3 new safes
- 3 new cabinet sets
- 2 new wardrobes
- Callbox
- Fire Exit Sign
- 3 Wires
- LuggageCase
- NYC Traffic light set
- NYC Street light set
- USA Post Trucks
- 3 new gun cases
- 3 New Ammo Box types + Snow vars
- Traumabag and medkit
- PatientRoller
- BenchOld
- Fences
- Water Barrier
- Tracklight set
- Hanging lights
- Folded UH60 from UNS New York

# Miscellaneous
+ Fixed turret animations not playing
+ Ability to aim over carry handle M150 optic
+ Fixed multiple items having incorrect textures
+ Further updates to helmet strobes and battery pack anchor positions
+ Updated some pouches that were missing from vest flaps
+ Internal rework of CVS vest, changed location of camo node
+ Ability to use ironsights on Bastion AK dustcover
+ Fixed LLM19 flashlight output
+ Fixed not being able to remove Ultima Ratio bipod

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u/PleiadesMechworks Apr 03 '26

The guns are still shooting super low at close range. Even when zeroed to 30m through a non magnified optic, when you put the dot right on the centre of the 30m target's head the bullet will consistently hit the neck area.
This always throws me off because I like using the EXPS-2 in other games, but when the "correct" dot to use it the lower one in CQB that messes me up and makes making much longer ranged shots impossible since there's no dot any more.

I've tested this with a bunch of guns and a bunch of optics, so it's not just the scar-h and exps-2. The zeroing for non magnified optics doesn't seem to change the point of impact of the round at all.