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Battleground Europe has many WWII combat vehicles and weapons that all have unique abilities and performance.  Sometimes players don't fully understand these unique attributes, leaving them with often inaccurate expectations of how they will fare in battle if it's assumed that everything performs based on being equal. In fact, every weapon performs relative to each other based on how they are different, and not how they are similar.

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RAFTERI'm sure there are a lot of players out there watching our site and the Twitter feed for signs that open Beta for 1.31 is on the horizon. Nobody wants that to happen more than the dozen or so Rats thrashing away on the last of our TO DO items. There is good news though, the last major code check-in took place earlier this week and we are now trying to build our first open Beta candidate. What does that mean? Keep reading to find out.

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A question new virtual pilots often have is why aren't both aircraft destroyed when there is an air-to-air collision?

The short answer is: because of the internet.

Because of the nature of the internet and inherent latency, especially at the closure rates that can be greater than 700 mph, what your client sees determines what happens to your aircraft. If you see yourself colliding with another aircraft, you collide and will usually be destroyed.

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Most of you are aware that this very long development cycle was nessesary because we rewrote much of the back end of the game, both client and host side, and created some things that work in a totally different fashion than before.  1.30 lays the foundation for things that would have been impossible to create previously.

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Continuing our series of "How we do stuff" (or, more technically, the modeling and texturing process we go through here at CRS in creating some of the building models you see in game), I'll be going over the modeling of the loading docks that will be featured in an upcoming release. The process is nearly identical to my previous article on the Farmhouse Ruins.

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