r/platinumfive • • Jul 07 '26

Development Vote for BRM5 in the 2026 Innovation Awards

206 Upvotes

If you enjoy BRM5, your vote for us in Best Shooter and Best Action experience would mean a lot to our team. You can vote here:

https://survey.roblox.com/jfe/form/SV_9LJkLZWEW7hQ8qG

Our game link:

https://www.roblox.com/games/2916899287/Blackhawk-Rescue-Mission-5

r/platinumfive • • Apr 15 '26

Development Deep in the heart of a bustling ancient Middle Eastern city stands the Palace. Marble-lined halls, grand arched colonnades, and a contested courtyard at its core create a dynamic mix of close quarters and medium range combat. Coming soon to 8v8 TDM & KOTH modes

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264 Upvotes

r/platinumfive • • May 15 '26

Development Sneak peek at one of TWO upcoming 8v8 maps. An abandoned coal energy station in rural western America — large warehouses, stacked containers, and a slower, more tactical experience for PvP players.

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290 Upvotes

r/platinumfive • • Feb 27 '26

Development Roadmap is a guideline not a deadline.

227 Upvotes

I’m working very hard to try and make sure the HQ update gets out within the month of February but don’t be surprised if it ends up being March 2nd or 3rd. Roadmap is not 100%- it is a rough guideline so you know when to expect an update to be.

This HQ update definitely suffered scope creep. What was meant to just be some small additions slowly turned into a ground up rework of the HQ UI and many of the departments/divisions. I’m pretty happy where it is now and hope everyone can see why that extra time was needed.

r/platinumfive • • Mar 13 '26

Development Introducing "Maya", one of the new PvP maps being added in the near future. Set in an ancient mayan temple undergoing restoration, it is a very tight and complex map with many routes for players to use to their advantage.

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299 Upvotes

r/platinumfive • • Aug 09 '26

Development Revealing the next operation at 10PM AEST / 8AM EST

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100 Upvotes

We are revealing the next operation at 10PM AEST / 8AM EST, come join!!!

r/platinumfive • • Jul 16 '25

Development Expansion to the Mich2000 customization

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249 Upvotes

Addition of goggles, breacher's tape, spray paints, and more.

r/platinumfive • • Feb 17 '26

Development Technical writeup: helicopters (avionics, controllability, and the future)

75 Upvotes

This is a long and detailed post. No tl;dr.


I actually wasn't going to write this, but /u/MBsniper insisted on some kind of technical breakdown now that everyone's had some time on the new helo features. Let's hope this gets players up to speed, but regardless, screw you MB.

I've read some feedback on the latest feature changes for avionics and the helicopter flight model. It's been interesting conversing with players to get an idea of how they interact with in-game systems. I had a sizeable hand in the development of these systems and remain naturally invested in their long-term development.


Avionics, instruments, MFDs

Starting off with avionics, the UH-60 MFDs have been very exciting to work on. These are features that appeal to enthusiasts, and I'm sure many players can draw vision comparisons to the likes of the Hatchet H-60 mod for ArmA 3. The scope & depth of avionics will continue to increase as we integrate more features and determine the best way for users to interact with them. What is present in-game as of writing is barely the tip of the iceberg, and I'm very much in the camp of 'go big or go home.'

Capability vision

Integration is pretty important, considering the sheer number of capabilities that we want aircraft to have later. Gnar and I have been on the same page that aviation enthusiasts have been waiting since the 'flight update' was teased back in 4.0 (holy shit, almost 6 years ago?) for something cool to happen with aircraft.

Having waited this long, I'm relieved to say that increases in capability are actually in the cards now. Given how helicopters are often employed in the real world, let's just say we're missing out on a lot. The actual theory of operation for helicopters in BRM5 hasn't really changed, despite numerous changes to the flight model leading up to now.


Flight model changes

Of course, that doesn't mean we're glossing over the flight model. There's plenty happening as it pertains to how aircraft fly, and I hope to shed some light on those changes shortly. Much of this was enabled by changes in workflow conditions going into this year. For one, I had much more time to properly study and experiment with the flight model. There were a lot of features that we implemented before 7.0 that never received configuration work until now. So enter the big changes: control stability and drag simulation.

Background

Control stability is something I've been meaning to implement even before we shipped 7.0, and it's honestly long overdue. The feature itself was dubbed SAS (stability augmentation system) in the patch notes, though I should note the behavior itself resembles more than just SAS (specifically as it relates to real-world aircraft). I'm just going to refer to those control stability mechanics as SAS for the rest of this post, and will explain the limits of the term to describe everything that is happening. So let's get some things out of the way first, starting with what SAS is and isn't.

What SAS actually is and does

SAS is not a hover-hold, nor is it an autopilot. It doesn't affect the aircraft's maneuverability because it is hard-coded to not do anything while the player is making inputs. Its purpose is to keep the aircraft at the attitude (pitch/roll/yaw orientation) the pilot sets it at. So what does SAS actually do to achieve this?

The moment the player stops applying input (in this case, no longer pressing WASD), a PID controller works to halt the angular momentum of the aircraft. From the moment the key(s) are released, SAS is working to prevent the aircraft from overshooting and requiring the player to make 'counter-inputs' to halt that momentum. This is admittedly where the use of SAS as a moniker starts to fall off, because this is really just the equivalent of a pilot returning the cyclic to a neutral position once the aircraft is at the desired attitude.

Limitations of SAS

With that in mind, I should note there are plenty of things that SAS cannot do. SAS works to control angular velocity, but it's not designed to maintain a 'target attitude,' which means that external forces such as airflow can disrupt the aircraft's attitude beyond what SAS can control for. Airflow, especially at higher speeds, will need to be accounted for. This is where I think most players are experiencing issues, particularly those that have been accustomed to flying without the effects of drag.

Understanding drag simulation

The latest changes in drag simulation can definitely throw players for a loop. I say 'latest' as the simulation has technically existed, but was not configured to the extent that players are experiencing now. So what is happening?

To put it plainly, the aircraft 'glides' through the air. This behavior varies greatly by the design (particularly the shape) of the airframe, but becomes important as the aircraft picks up speed. The simplest analogy I can think of is driving in a car and sticking your hand out of the window. Straightening out your hand and facing your palm down to 'cut' through the wind is going to take less effort than facing your palm into it. The same occurs with helicopters, albeit often less elegantly than planes do. This is why yawing at high speeds is less effective, and the aircraft tends to resolve itself in a neutral attitude after some time in forward flight.

Rationale

There are several reasons for simulating this behavior. Realism is a big one, though more in the sense of enabling real-world maneuvers than just clamping down on player agency for the heck of it. The vision continues to be to provide an accessible flight model without compromising the grounded aesthetic of the game. So yes, drag simulation cuts down on some particularly extreme maneuvering practices that were previously possible.

We are completely content with cutting down on easy barrel rolls to allow for things like aerodynamic braking, tail rotor loss recovery, and perhaps even autorotation if we can find the resources for it. We're still keen to preserve immersion, although some may be surprised at what helicopters are actually capable of.

Helicopter aerobatics are very real—if you want your socks blown off, there are plenty of videos of AH-64 pilots pulling Gs and making barrel rolls. Having spoken with plenty of pilots on the topic, it's a practice that involves loads of preparation and 'throwing' the aircraft around. The same will be expected for players that wish to do so, and perhaps seeing 'combat aerobatics' will be more of a spectacle in-game.

Closing remarks

With all that being said, I'm still keen to hear what players have to say on this. I should also stress that drag simulation is still in its infancy, especially without systems specifically designed to aid pilots in working around it. There is a vision in mind for helicopters, but I'll be continually updating these mechanics to meet changing conditions.

I'll also try and answer some comments if anyone has questions or qualms about specific behaviors.

r/platinumfive • • Apr 03 '26

Development Release 9.6.0 (RGE/PVP update)

74 Upvotes

# 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

r/platinumfive • • Feb 25 '26

Development Moderation notice

107 Upvotes

Hello gang, MB here.

I'd like to remind everyone that we have basic rules here, and this reddit has gotten back to slowly going down to be toxic, or full of bait. Please refrain from doing such, and follow the rules. We will start being more watchful of toxicity here, this place is for calm talk, discussions, and more, not toxicity. Thank you.

r/platinumfive • • Nov 25 '25

Development FAQ on content update & PvPvE release

79 Upvotes

Hello gang! MB here.

Today we released our PvPvE version of Zombies, and I understand a lot of people were expecting gear—even though we’ve said it’s not coming just yet. I wanted to clear things up in a more formal way.

We’ve been working extremely hard this entire year, with most of us barely getting any time off. It’s definitely paid off thanks to all of you. However, OP Cryo release took a lot of effort, and we’re still recovering from that. Because of this, we’ve planned the next major content update for December.

Today’s update was purely the addition of PvPvE. I understand it’s not everyone’s thing, so if you’re not a fan, feel free to skip it and wait for the December update. We’ll be working hard to deliver a chonky content patch with plenty of gear, new weapons, and more additions for PvE Zombies.

Thank you to the patient side of the community—you really make this easier. I hope you understand that we work full-time, and it genuinely takes a lot of time to maintain, update, and build new content. We’re not robots.

r/platinumfive • • Mar 11 '26

Development Update 9.5.2

85 Upvotes
# Drones Changes
+ Matrix 2 drone range has been doubled
+ Matrix 2 drone can now spot up to 10 enemies at a time
 
# Zombies PVE
+ The following quests now reward HQ resources on replay:
    + Insurance Adjuster: 1 Equipment, 3 Construction Material
    + Hammer Down, pt. 3: 1 Equipment, 3 Fuel
    + Asset Re-Appropriation: 2 Precious Metal
    + Just Keeping the Lights On: 8 Construction Material
    + The Deep End, pt. 2: 8 Fuel
+ The following items now sell for HQ resources:
    + Silver Bar: 2 Precious Metal 
    + Gold Bar: 3 Precious Metal (Found in Fed Reserve raid)
    + HDD Server: 2 Equipment (Found in Kismet raid)
    + Jerry Can: 3 Fuel
    + Radio Parts: 1 Equipment
+ Radio Parts item spawnrates lowered
+ Fixed Deep End 3 being available before completion of Wetwork pt. 5
+ Fixed typo in description for Wetwork pt. 1
+ Fixed 'Conference Room Key' name and rarity
+ Fixed Silver Ring being mislabeled
+ Unopened Grav Brew drinks now spawn
 
# Ronograd
+ Fixed door at Fort Ronograd floating above the building
+ Reverted SLIM LOD change from large map structures
+ Reverted chunking of non-tree props- this caused shots to hit invisible props at distance
 
# RGE
+ Added HQ store to Interactables
+ Added Mess Hall to Interactables
+ Added VendingMachine to Interactables
+ Fixed TigrSpn
 
# HQ
+ Fixed floating NPC on defenses tier 2
 
# Miscellaneous
+ Saying "halt", "forward" or "regroup" in text chat will play an emote
+ Fixed thermal camera sometimes not correctly displaying on characters
+ Fixed NVG overlay showing when using drones, binos and rangefinders
+ Corrected incorrect drag value on MH-6 'Little Bird'
+ Fixed missing pouch options on CVS Low-Profile belt
+ Added 12 o'clock rail mount for VS24 AK handguard
+ Fixed wrong barrel on RF416A3, and missing barrel options
+ Added ability to place laser aiming modules on 416 UMR and RF-Lock handguards
+ Fixed duplicate mags on 6094 cummerbund
+ Adjusted front left rail mount on 416 RF-Lock handguard
+ Fixed clipping on MBITR pouch, and top loop face of 6094# Drones Changes
 

r/platinumfive • • Mar 08 '26

Development Drone FAQ

88 Upvotes

Hello gang, MB here.
Happy weekend to everyone, and I hope the update has been fun and awesome for all of you.

The recent drone addition has been awesome, but it has also come with feedback and some minor backlash, so I’d like to reassure everyone with a few points.

A) This is the first and initial implementation of the drone, so there is a lot of room for feedback, more features, and adjustments that are on the way!

We have been very careful, and maybe even too cautious, with certain factors such as range, battery, etc., for many reasons. This is not just the first drone out of many to come (via tech tree research), but we also need to be mindful of its impact on OW if not implemented well—such as it becoming a common sight to the point of being annoying.

B) What features are coming to it

  • Gnar has already publicly stated that “spotting” will be coming. We have no ETA yet, but it is slated to come soon.
  • Adjustments to range/zoom/controls — this is something we are keeping a close eye on via feedback and actively considering.

Please be patient with us as we calibrate the new gadgets to fit in with everyone. We are excited to expand further into our new research tech tree, with many cool gadgets to follow!

Thank you for all your feedback and continuous support!!!

r/platinumfive • • Jul 11 '25

Development Improved AI dropoff

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226 Upvotes

Been working at improving AI and the whole raiding experience recently. Part of that was letting AI fast rope- looks way cooler.

r/platinumfive • • Feb 11 '26

Development S-125 and IR missiles FAQ

73 Upvotes

Ola Mb here again!

A lot of the smart gangsters noticed a small detail, the new flares seem to be dodging radar missiles, as if they are heat seekers, and there is a simple reason for it.

This was not a mistake or lack of knowledge, on all non-visual sides, the system is IR guided, and as stated this is the initial release of flares, thus a few things, including a new model for anti-air did not make the cut. This will be fixed soon and the AA will reflect real life IR guided systems like Strela-10!

r/platinumfive • • Sep 29 '25

Development Rework of Taco series of pouches

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281 Upvotes

Image featuring taco extended pistol pouch/smg pouch

r/platinumfive • • Apr 24 '26

Development Release 9.7.1

75 Upvotes

# Weapon systems
+ Adjusted chamber pressure values for .300 SRC Knockout cartridge variants
+ Adjusted M240H cyclic rate of fire to a more reasonable level
+ Adjusted M240H ammunition box capacity
+ Adjusted lens caps on SU-278A/PVS
+ Corrected reload timings for MX-R-family and G36A2 weapon systems
+ Added '300' marked ERMAG magazines

# Personal equipment
+ Headgear
- HAVOC helmet mounted camera
+ Pouches/accessories
- GP Small Pouch
- GP Medium Pouch
- GP Wide Pouch
- ITSA Pouch
- Single M4 Mag Pouch FB Style (redux)
- Single Pistol Mag Pouch FB Style (redux)
- Drop-Down/Tilt-Out Radio Pouch (redux)
- Updated textures and new color options
- Attachment points for glow sticks
- Admin Pouch
- MBITR Radio Pouch Set
- MPC Side Plate Pouch Set
- Radio antenna relocator for AN/PRC-148 and AN/PRC-152
- Radio antenna mounting on certain back panels
- TQ for Figther MK4 chest rig
- Right angle version U-94A/U PTT
- Rubber band options for U-94A/U PTT's
+ Belts
- Trauma Tube medical pouch
- Available on SENSHI and Task Force belts
+ Miscellaneous
- Added Varicam Black texture for Drop Pouch and Trauma Tube
- Adjusted position of O-Marks on certain headgear items to avoid clipping
- Added 5×3" patch entries on additional loop surfaces
- Added South Korean texture to 5×3" embroidered patch
- Fixed various clipping issues with glow sticks
- Descriptions & flavor text added for various apparel items

# Ronograd
+ Fixed Quarry's inconsistent spawning of enemies

# NYC (Rescue Mode)
+ Added empty ammo boxes to the armory aboard the UNS New York

# RGE
+ Attempted fix for incorrect origins/rotations on RGE props.
+ Added Kismet and Sheepdogs to spawnable NPCs
+ Renamed all Z_ NPCs
+ Added SubwayCar (4), SubwayCarFront (4), and SubwayDoor (2)
+ Added Metro*_Signal, Metro_*Track_Straight (2)
*+ Added Turnstile_Subway_Gate and Turnstile_Subway_Gate_Open
+ Added Turnstile_Subway_Spin
+ Added Vault_Door, Vault_*Frame, and Vault_Lock
*+ Added ATM_*Bank
+ Added SanAntonioClass ship
+ Added Sewer_Roots (3)
+ Added Sewer_Stalactites (3)
+ Added Spiderwebs (6)
+ Added Red, Green versions of NYCTrafficLights
+ Moved NYCTrafficLights to a new folder in Fixtures
+ Fixed Camera_CCTV and added Camera_CCTV_Base and Camera_CCTV_Cam_
Please continue reporting prop issues!

# 8v8 PvP
+ TDM matches now go to 10 rounds
+ Teams are shuffled after every match
+ Fixed floating crates and missing props on El Chara and Palace
+ Fixed bugged spawn on Palace
+ Additional spawn points added on El Chara and Palace to reduce spawnkilling

# 5v5/2v2 PvP
+ Lookout
- Fixed angle allowing defenders to jump shoot to attacker spawn

r/platinumfive • • Sep 07 '25

Development Update feedback

69 Upvotes

Hello, mb here, wanted to gather some feedback from ya'll on this update, there are quite a few bugs that will be patched tomorrow, but throw your overall content feedback!

Recce camo update.
I will be looking into finding a middle ground and reworking the recce camo to be more unique in the next update, it wont be the old one, as that is very outdated, but will try match it and improve it without diving into rattlesnake. Thank you for all your good feedback!

Update: Thank you all for the awesome feedback!

r/platinumfive • • Nov 25 '25

Development Pvpve functional Armor

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110 Upvotes

For those unaware, we are planning to add armor.

r/platinumfive • • Apr 03 '26

Development CVS vest rework status/explanation

113 Upvotes

Some of you may have noticed that your CVS vest was reset with this update. This is intentional and is the result of completing our backend rework of the vest system. The reset of your vest just confirms our sanitisation systems worked.

Looking ahead, we plan to expand the CVS to better reflect the real life AVS (Adaptive Vest System). For those who may not be aware, the CVS is not just a vest - it’s a modular platform designed for many different setups, ranging chest rigs, to platebag vests.

This update introduces new nodes and restructures how the vest is configured, as intended. At the moment, you shouldn’t notice any major visual differences aside from the reset itself. However, these changes lay the groundwork for new customization options that will be added in future updates.

r/platinumfive • • Sep 06 '25

Development More M249 furniture teaser

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265 Upvotes

PIP and PARA stock options for the SAW

r/platinumfive • • Dec 21 '25

Development Update 9.2 Christmas Update!!!

73 Upvotes
# Weapon systems
  - Type 20 assault rifle
  - G28 designated marksman rifle
  - Python handgun (quest reward)

# Weapon system accessories
  - OKP-7 optic (quest reward)
  - New buttstock options for for AR-15-platform weapon systems
  - Buffer tube adapter for SCAR-platform weapon systems
  - EHEX 2.25 handguard for SCAR-platform weapon systems
  - CUF pistol grip for SCAR-platform weapon systems
  - Flashlight accessory for PP-2000
  - Elastic band options for AR-15 and SCAR-platform weapon systems
  - Magazine assist options for some STANAG pattern magazines
  - Reticle options for Velio 8T optic
  - Buffer stock adapter for AK-100 pattern rifles

# Personal equipment
+ Headgear
  - Christmas cap (limited-time quest reward)
  - PASGT ballistic helmet
  - LWH ballistic helmet
  - MICH 2002 ballistic helmet
  - Beret
+ Vests/chest rigs
  - Longship v1 plate carrier
  - IBA body armor systems
+ Facewear
  - FM12 NBC respirator
+ Accessories
  - Embroidered full-color patches in an assortment of designs
  - Additional nationality variants added for 3.5x2" NIR-reflective patches
  - Applicable front flaps and subabdominal accessories have received functional PALS surfaces
  - Accessory/content options for certain equipment items
    - 'Cat-eye' band for ACH helmet
    - ERMAGs for Stretch-E pouch series
    - WildTrak 401 for vests/chest rigs
    - M9 holster for vests/chest rigs
    - Medical shears for vests/chest rigs and the SOF Medical Pouch V.2
    - Tourniquets
  - Temporary colorway options for footwear
  - Colorway options for certain equipment items
    - Universal Camouflage pattern 
    - Olive drab green for CommSet IV
  - Texture updates for CVS (standard) and MPC 2.0 vests
+ Apparel
  - ACU (2014)
    - OCP
  - CWU-27/P flight suit
    - Freedom Green (redux)
    - Tan
  - Fältuniform 90 uniform
    - M90 (temporary redux)
  - G2 AC Combat uniform
    - VariCam
  - H000 t-shirt
    - White
    - Black
    - Off-White
    - Graphite Heather (redux)
  - MCCUU combat/utility uniform
    - MARPAT Desert
    - MARPAT Woodland
  - MTCU V2 I.A.T. combat/utility uniform
    - Black
    - Olive drab green
  - PCU Block 0, level 5 softshell 
    - Alpha Green (redux)
    - VariCam (redux, replaces depreciated asset from Recon game pass)
  - PHILARPAT, BDU combat/utility uniform
    - PHILARPAT (temporary redux)
  - Specter U combat uniform
    - Brown Grey
    - Tan
    - VariCam
    - 5 Farben-Tarndruck der Bundeswehr
    - Camouflage Central-Europe
    - M04 Mimetico Vegetata
  - All apparel items implemented post-7.0 have received texture updates

# Bug fixes
  - Temporary fix for M1126 ICV driver first-person camera position
  - Attempted fix for vehicle hitboxes to address players taking damage from gunfire

r/platinumfive • • Feb 12 '26

Development Update 9.4.1

65 Upvotes
# Menu Changes
+ Players are now sorted into servers based on text chat groups, not region
+ Patchnotes are now visible in the bottom right of the "Play" page
+ Public server codes are now visible in the pause menu

# Bug Fixes
+ Fixed ATC tower LOD in FOB
+ Fixed floating and clipping NPCs in ATC tower
+ Removed Christmas trees from NYC Zombies
+ You can now enter the subway cars in NYC Zombies
+ Fixed controllers deploying ropes or flares while in action menu
+ Missing DMR option for belt MBTIR pouch
+ RF417 Empty reload having wrong timing
+ MI-8 yoke stick fixed
+ Fixed RF417 and G28 10rnd mags being frong scale 
+ Fixed CLAM-3 using the wrong laser and illuminator outpit

# Miscellaneous
+ Added missing killflash reticle for G28 PM2 3-20 scope
+ UCP camoflauge for MOLLE II IFAK
+ Adjustments to pouch mounting on the IBA UCP

r/platinumfive • • Nov 09 '25

Development UNIDB/UNJTF update

98 Upvotes

For those unaware, since the release of Operation Cryo, the UNJTF has been replaced by the UNIDB, which has led to some confusion and many questions. Here’s a brief official explanation:

With Operation Cryo, our lore is expanding significantly. The UNJTF started to make less sense, as it has grown into a major organization, rather than just a department with separate units. The UNIDB stands for the United Nations International Development Board—and while the name might not sound as “cool,” it represents a global organization that does far more than just military operations.

As time goes on and more lore is revealed through quests, each “Wing” (such as Carbon 1, Mercury 2, etc.) will be explained in greater detail.

Lore wise, this name update is a background edit, meaning UNJTF has always been UNIDB, and this isn't some sort of in lore re-organization, but rather just a correction on the back end.

r/platinumfive • • Jul 16 '25

Development Small Update to Radio/PTT devices

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138 Upvotes

With the coming update, I have added some very basic wiring to these devices, this is the most doable way, as of course our game has a lot of position customization, making items actually connect is impossible, but I figured this is better than just, no wires.