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Logistics, Artillery & Naval Systems Expansion

Logi Helper can now plan, collect and order crates, artillery tools gained minimap targeting and wider gun support, and large ships received replicated engine controls, clearer damage ESP and automated leak repairs. This release also brings major pathfinding, vehicle automation, building and compatibility fixes.

Fecha18.08.2026
Tiempo de lectura5 minutos
Cambios46

Changes

19

Logi Helper

  • Logi Helper has been reworked into a complete supply workflow. Hover over a base on the minimap, open Logi Helper window, and choose Frontline to see what that base is missing. Choose Backline after hovering over a storage depot or seaport to calculate the crates required for the selected stockpile.
  • New "Collect required crates" button retrieves required crates into your vehicle.
  • Opening a factory or MPF now displays an embedded order preview grouped by production queue. The "Request all orders" button submits everything the factory can currently produce from the logistic list, while accounting for available materials in your truck and factory itself.
  • Order access in factories and MPF can be preserved.
  • Logistics pyramid were expanded with current game meta. Items with non-opened technologies are excluded automatically.
  • Panel now updates from an opened target inventory as well as minimap intel.

Artillery Calculator

  • Target and artillery positions can now be set directly on the minimap. Click to place the target; hold Alt while clicking to set or clear the artillery position. The white circle marks the target, the orange circle marks the gun and a blue marker shows the predicted impact point for the gun's current aim.
  • Wind direction in the information panel has been corrected.
  • Muzzle detection now falls back to the weapon mesh when a mount doesn't provide a muzzle position. This fixes calculations for long-range artillery and improves support for (rail) storm cannons.

Artillery Shell Runner

  • Material train cart can now be selected as a shell source.
  • Large-ship handling was improved: runner selects the gun and shell stockpile closest to the player.
  • Storm Cannon (including rail) and 300 mm shells are now supported. Reload detection and shell submissions were also corrected for storm cannons, rail guns and other artilleries.

Replicate Movement

  • Replicate vehicle control can now operate engine switches on supported destroyers and frigates. Equip a wrench, stand in one of the circles beside the engines and press the configured activation key; the circle turns green while control is active.
  • Keep the wrench equipped and remain inside the circle. Use W for both engines forward, W+R for both engines reverse, A to turn left and D to turn right. Hold the input until both switches have finished moving.
  • Replicated movement now forwards Space as the handbrake, Shift as boost/sprint and E to cross a hex border or operate the first closed gate in reach.
  • Fuel pausing no longer incorrectly stops push guns and field artillery, which don't use normal vehicle fuel. Gate handling and replicated control after crossing a hex were also made more reliable.

Ship information and damage control

  • Large-ship ESP now places F or R beside each engine so its current direction can be checked without walking to the switch.
  • Hull breaches are marked at their real ship-relative position. Large and small holes now use visibly different box sizes.

Auto building

  • Added Repair large ship leaks. Enable it under the existing auto-building options and the character will path to nearby breaches and repair them.

ESP improvements

  • Surface naval minefields are now recognized alongside the older water mines.
  • New "Garrison direction arrows" option under ESP → Object Info → Neutral → Other draws the facing direction of trench and garrisons.
  • Aircraft ESP now shows component health as percentages with cleaner names. ESP → Player → Self health bar → Aircraft parts adds compact bars for every part of the aircraft you are seated in.
  • Connected bunker pieces are displayed as a single ESP object instead of many duplicates.

Aim

  • Added "Only air in air" mode. When enabled, an anti-aircraft mount ignores infantry and selects aircraft only.

Vehicle autopilot

  • Autopilot now supports barges, motorboats, ships and amphibious vehicles while they are swimming.
  • Tankette steering was corrected so it no longer inherits unsuitable tank logic.

Character pathfinding and crane actions

  • Character paths can avoid individual mines and active infantry minefields segments. Use "Avoid infantry mines" in the pathfinding settings to control the safety margin.
  • Path planner reworked to keep diagonal paths closer to a straight line. Now should be less staircase-like paths.
  • Stockpile collection can now request up to 30 stacks at once, reducing unnecessary pulls.
  • Crane and interaction actions can now package and place concrete mixers, construction equipment and other packagables.

Repeat Pull and Auto Train

  • Per-cart pull limits now follow the physical order of train carts, so Cart 1, Cart 2 and later targets no longer shift when a shipping cart is attached.
  • On-foot pulling now treats liquids such as petrol and diesel as single-slot items. This fixes pulls stopping early or calculating impossible stack space.
  • Repeat Pull now reads and pulls from the private reserve tab that is actually selected, rather than checking the public stockpile behind it. The pull button also works in large-ship storage interfaces again.
  • Auto Train refinery orders can choose a Private, Public or current Squad output queue. If a saved squad is no longer available, the action is safely skipped instead of submitting to the wrong queue.

Auto LMB on train carts

  • The Auto LMB activation key now works while seated in a small-train passenger or material-cart position. It repeatedly submits items at a randomized short interval and stops on movement, manual click, Escape or death, using the same safety settings as normal Auto LMB.

Building automation and base upgrades

  • Auto Building now checks more placement angles and uses a corrected placement cache, reducing cases where it oscillates between invalid blueprints or reuses an unsuitable placement result.
  • Added Information → Base Upgrade Tracking. While a base menu is open, active upgrade icons show the latest five-minute research gain and estimated completion time, plus a countdown to the next expected research tick. Tracking is cached by base position so it survives actor reloads, and the icon grid now stays aligned with the game UI.

Minimap and intel

  • Radio-based intel refresh is active again, allowing the minimap to continue receiving updates while the full map is closed when the feature is enabled.
  • Minimap textures now support the BGRA format used by some visual mods, preventing the minimap from disappearing when those mods are installed.
  • Ally/enemy totals, technology progress and other text around the minimap now scale with the UI instead of staying at a fixed size.

Movement while interfaces are open

  • Player → Exploits → Move in UI got "Allow strafing left/right (A/D)" option. Enable it to use lateral movement while an inventory or other game interface is open.

Custom Range

  • Fixed issue with ground circles across different modes. Now circles shouldn't float, snap of disappear.

Configuration synchronization

  • The Configs screen now has "Push" and "Pull" controls for manually synchronizing the active configuration between game windows. Push sends local changes immediately; Pull downloads the server version, applies menu values and keybinds, then reloads Auto Train presets safely.
  • Generated statistics, resource-field timers and voice-model state were moved out of the shared global settings. Multiple game windows can now synchronize settings without constantly overwriting each other.

UI

  • Improved UI sizing on different resolutions.

Stability

  • Improved compatibility across different PC configurations.