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Realitymod.com Pr:bf2 V1.5.5.0 Changelog
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Welcome community to another 1.5 update. This being a slightly larger one then usual! Let's dive straight into some of the bigger changes of this update.

We have new content in the form of 2 new weapons and a vehicle. The PLA will finally see their PKP placeholder on the machine gunner kit replaced with the Norinco QJY-88 light machine gun. This has been a widely anticipated change to get rid of one of the final placeholders. The IDF also saw their arsenal expanded with the IWI Tavor X95 assault rifle which will be featured on multiple kits. MEC will continue to see their arsenal of vehicles expanded with the AMZ Dzik. Technically this vehicle was already introduced with the Polish Forces but wasn't used on any map. It has now been further reworked and will be used or our MEC Forces as a armored jeep on multiple maps.

The mapping team also has some exciting updates! Route E-106 is finally out of the BETA program, while a new map is being introduced through it: Operation Falcon. A 2x2km map features the Dutch and Russian forces. This new 2x2 km map features a fictional battle between Russia and the Netherlands somewhere in the Baltic region. On the alternative layer the Dutch Armed Forces will fight a pro-Russian Militia.
If you previously installed Operation Falcon for an event, make sure to uninstall before updating to v1.5.5!

Yamalia also saw a heavy rework by entering the winter season. You can read more details about that here. Lastly, Karbala was updated to fit more realistic with its now Polish Forces layouts to better represent the original Karbala during the Battle for City Hall in 2004.

Vehicles also saw another big update with a change to their damage & disable systems. There are a lot of details to these changes which are explained in detail...
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Dear SSG Community,

I am proud to Announces that SSG Has a new server, This server will meet our current need as we are launching a Squad server. Because of growing performance requirements, we are moving our game server to the new Dedicated server , here are the main spec

-DETAILS
CPU: Intel Core I7-7700K Processor
RAM : 64 DDR4 RAM
STORAGE : 1 TB SSD + 3 TB HDD
CONNECTION : 1 Gbps
BACKUP STORAGE : 1 TB HDD


Do continue to support us , as we will make your gameplay a wonderful experience .
see you on the Battlefield Gents

Sincerely,
(SSG) Syuqri
Server Moderator
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  • (SSG) Test Airfield Training Server is up and running.
  • (SSG) Test Airfield Server password: ssg
  • Test Airfield (4km)
  • Test Airfield Map Download link
  • http://www.mediafire.com/file/oa4jfao67r9sfup/test_airfield.zip
  • As per manys of the requests we update the response for now just 3 seconds
  • Download the zip file and extract on PR directory \Project Reality\Project Reality BF2\mods\pr \levels you can copy and paste too on same directory,
  • Download Map file name call like this test_airfield_1530.zip, Just rename like test_airfield after past on \levels
  • Feel free to join everyone allow to join SSG Server. GG enjoy :)
Squad Update Alpha 11.2
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Hey Soldiers,
We've released an update containing a variety of fixes, including one for everyone's most-hated bandage bug. In addition to that, some values have changed, some crashes should be gone, and some fences behave more like fences. Dig in!
Patch Notes​

  • Fixed mods not loading if a clean installation of Squad was performed.
  • Fixed a crash when trying to equip a role from the wrong team.
  • Fixed a crash on updating the role availability.
  • Fixed a crash on staging zone end.
  • Fixed AntiAliasing being forced disabled when 'low' graphics preset is selected
  • Fixed several vehicles seat configurations for driver and gunners on appropriate vehicles
  • Removed turn limits on the Dshk tripod and Technical Dshk
  • Fixed incorrect zeroing numbers on the Russian RPG7 Tandem
  • Increased Invasion ticket flag gain from 50 to 60
  • Updated starting tickets on the AAS layers of Belaya, Gorodok, Kohat and Yehorivka
  • Op Fight Light AAS - changed MIL to RU, tweaked flag zone sizes
  • Fixed South Basrah flag on Basrah Invasion v2
  • Fixed flag names on Narva Invasion v2
  • Sumari INF v1 - fixed MIL Mainbase naming
  • Fixed transparent fences on Yehorivka
  • Increase HAB cost from 400 to 500
  • Decrease Militia Hideout cost from 300 to 250
  • Decrease INS Hideout cost from 250 to 100
  • Increase Vehicle Repair Station cost (except insurgent) from 300 to 500
  • Increase Mortar cost (except insurgent) from 250 to 300

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Be sure to let us know how the changes feel! We'd love to have them just right for the upcoming free weekend starting on Thursday, June 21!...
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Hi guys, first of all, thank you so much for your patience over the years. It's been a long time since the beta and we know you're anxiously waiting for updates or better yet, a release date. Unfortunately, the release isn't ready just yet, but we wanted to give you some information about what we're working on. Do note that everything you see here is a work in progress and can change before we release.

With no more delay, here's a peek of what we're preparing for the inclusion of WW2 into PR v1.6.

Vehicles


M10 Wolverine

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Originally created by the Battlegroup42 mod (BF1942 mod team) and brought to the BF2 engine by Anthony and his team. We plan to implement it into PR alongside other vehicles we could potentially use.

With about 6,400 units produced in 1942 and 1943, the M10 was the most numerous of the American Tank Destroyers of World War 2. Sporting the potent 3 inch M7 anti-aircraft cannon refitted as a tank cannon and the same drive train as the M4 Sherman, it was about as powerful as the aforementioned in terms of offensive capabilities. Its open top turret design however meant the crew was exposed to artillery, shrapnel and rifle fire, whereas its thin armour meant it was quite fragile compared to proper main battle tanks and was supposed to not even engage them over open ground. Overall the M10 was a reasonably successful vehicle regardless of its shortcomings and so it was used until the end of the war despite the fact that its successor vehicles M18 and M36 were already being fielded, not only by the American Army, but by the British, Free French and Red Army as well.


GMC CCKW Trucks...​
Squad Update June Free Weekend
June Free Weekend
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Hey Squaddies,
With summer in full effect in the Northern Hemisphere, we've adopted a "sun's out, guns out" policy and would like to announce a free weekend for Squad! The free weekend will begin on Thursday, June 21 (6/21/2018) at 10 AM Pacific Time and run through to Sunday, June 24th (6/25/2018) at 1 PM Pacific Time. In addition to that, Squad will have a 40% discount for the duration. Head over to our Steam page to take advantage of the sale any time after 10 AM on 6/21.
Free weekends can be a little crazy, so we've prepared some tips for newcomers (and the newly returned) to help make the weekend a little more fun for everyone. We'd also recommend checking out the wiki guide to Getting Started as Grunt. If you're already up to speed, you may want to check out the major patch notes, which include an improved vehicle damage model, British forces, IFVs, and more.
Squad is an Early Access game and that means you might run into some bugs or rough edges. If you encounter any issues, check out our support page for common fixes. If your problem isn't so common, our support team can be reached at support@joinsquad.com.
Before you hit the battlefield, join the Community Discord Server. You won't find a better place to squad up, get a quick answer, or just hang out with your fellow players. Remember, it's Communicate. Coordinate. Conquer. for a good reason!
Offworld Out.​


Continue reading...
Squad Update Alpha 11.1
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Hey Soldiers,
It has been three weeks since Alpha 11 entered public testing. While Alpha 11 was in a relatively stable state, we released it without fixing many of the bugs you reported right away. Alpha 11.1 is a minor patch to incorporate those fixes. Some of the changes are intended to help with the balance of the game after closely observing gameplay these past weeks.
Patch Notes
  • Reworked bandage / medic bag code for better responsiveness.
  • Fixed mods not loading if a clean installation of Squad was performed.
  • Fixed vehicles desyncing between client and server.
  • Increased speed of nametags fading in.
  • Fixed a vehicle seat state that exposed soldiers.
  • Fixed emplacement scope overlays not disappearing when the emplacement gets destroyed.
  • Fixed scopes on heavy weapons automatically unzooming and other bugs with these scopes.
  • Fixed being able to freelook while ADSing on scoped emplaced weapons.
  • Improved INS player models.
  • Updated AG 36 texture.
  • Fixed LOD meshes on the M240 and M249.
  • Several improvements on weapon animations.
  • Fixed wheel dirt effects on US truck.
  • Fixed a rare server crash that happened when a soldier was hit directly by a mortar smoke round.
  • Fixed squad-members not being able to force others out of vehicle their squad owned by entering the vehicle from the outside.
  • Fixed driving collisions on BTRs and the British truck.
  • Fixed desert BTRs having green woodland periscope meshes.
  • Fixed mines sometimes not triggering for some trucks.
  • Updated Insurgent deployable razor wire to be double stack.
  • Fixed collisions on a bush.
  • Updated localization.
  • Removed tracers from Militia and INS infantry weapons.
  • Changed INS HAT to SKS as primary weapon.
  • Adjusted cost of several deployables....
Squad Update Alpha 11
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Hey soldiers!
Alpha 11 has arrived! We can think of no better way to celebrate Cinco de Mayo. With Alpha 11, we are continuing to increase the depth of vehicle gameplay, as well as expanding content for infantry. No doubt some expert squads will take advantage of combined arms tactics. Do read up on the changelog while you download!
Alpha Version 11 is now available via Steam. Please always clear your game cache in the game settings on every new build!​

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Full Changelog​

Gameplay​

  • British Armed Forces have been added. They are a high-tech Blue Force faction with a unique bullpup-style primary weapon, and heavily reliant on armored transport to move around the battlefield. Expect to see them make an appearance on a few of the classic maps and also the newly released Kamdesh.
  • Dramatically reduced the ticket bleed on the middle flags and increased the ticket win/loss when an actual flag area is captured or lost. Neutral flag include a ticket gain for your team. There will still continue to be a "mercy" ticket bleed on the end flags.
  • Increased the speed at which you get up from prone by 30%.
  • Tweaked stamina costs for jumping, vaulting, and climbing.
  • Settle sway time ha sbeen reduced by half on all weapons.
  • Recoil animation for semi-auto fire has been slightly reduced for greater target tracking.
  • LMG and MMG camera shake has been slightly reduced.
  • Horizontal recoil patterns on several weapons have been reduced...
Squad Update Alpha 10.2
Hey Squaddies,
While work on Alpha 11 is progressing at full speed, we pulled over a few of the changes that should help improve the experience along the way.
Patch Notes​

  • Changed the process of a kit becoming unavailable due to squad size falling below the player limit. Now your claim on the kit you had previously remains until you select a different one. Prevents other players from reserving kits by leaving and re-entering squads.
  • Fixed FOB respawn timer not increasing with enemies nearby.
  • Fixed player rotation getting permanently offset when standing on a vehicle that's rotating.
  • Fixed bad zeroing on M4 with red dot sight.
  • Fixed an exploit on logistics vehicles allowing the total load capacity to be exceeded.
  • Reduced stamina cost of jumping/climbing/vaulting.
  • Adjusted calculation for name tag fadeout to make it work better when aiming below the name tag.
  • Changed vehicle seat info text scale back to previous size.
  • Fixed main base repair stations not working on Sumari AASv1 and AASv2.
  • Revived a fix to the prone player capsule that got lost in merges.
  • Disabled replication of unequipped weapons.
  • Enabled Anim update rate optimizations on equipables.
  • Simplified bounds calculation on equipables.
  • Set Anim update rate optimizations to more aggressive values on the Soldiers.

A huge thank you to everyone that participated in the recent tests and offered up their feedback. Your dedication keeps us going!

Continue reading...
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Take a knee, Squaddies!
Back in January, we were lucky enough to partner with our friends at Stack-Up.org for our first Air Assault! The idea was simple: take a couple of lucky veterans from the Squad community and get them in the game. With the help of Animatrik, whom we've previously visited, we've done just that.
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Getting all the best people into the same room pays off and we couldn't be happier with the results!
We were a bit overwhelmed by the response and it was tough to pick just two winners: Squad's community is filled with some of the toughest, most humble, good-natured military professionals we've had the pleasure of meeting.
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William Bee from the USMC jumped at the chance to show us his moves. His favorite games, which include Arma 3, Battlefield 4, and Squad (of course) help him keep in touch with friends, relax a bit, and spend time with his son, who's also an avid gamer. You also might recognize him from some other publications. When he's not playing Squad, he likes to watch Karmakut and DevilDog Gamer get their streaming on.
Daniel (Harry) Holcroft, from the Australian Defence Force,...