In 2 . Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. #5 killertowfoo Mar 7, 2021 @ 8:33am RAAS v06. Fixed multiple piles of incorrectly textured boulders. It is the third update of the year (not counting Hotfixes). Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Low is now much lower, and High/Epic is much higher. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. This was a legacy issue that has been tough to isolate. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Fixed exploitable cliffs near Russian Outpost POI. Adjusted the faction vehicle layout on Tallil RAAS v1. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Now they should block traces with the visibility channel. Clarified the requirement for Combat Engineer explosives. Updated and optimised deployable sandbag destruction FX. Updated the MEA G3 Rifle series firing sounds. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Chora RAAS v3 features old school F88 Rifles. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed an issue with foliage popup at close distance. Fixed some floating grass at grid F5-5-8. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Updated all muzzle flashes to now kick up much more dust after sustained firing. Improved the way texture resolution scales down at distance. Localization for most language translations is currently out of date. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fallujah Fixed a detached wall segment at grid G5-3-2. Adjusted and replaced some ambient sounds. All armor piercing projectiles use another set of piercing more destructive sounds. Adjusted the corn and wheat fields to remove the short grass. This is intended for very old systems for which Low settings are still not sufficient. Ticket loss from losing the flag is still the same (-10 tickets). Easily installed this mod works to correct debilitating Raas layers. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Removed most artificial colour-grading. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed a minor issue with dirty toilet water seeping through the wall. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. This will be addressed in a future update. !vote end - Gently ends the current vote and announces the winner layer. Added a Material Quality graphics setting. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Skirmish v1. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted the grass materials to better match the landscape. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated point capture speed to scale by the number of players. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Hopefully, this issue should be resolved now. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. A complete dictionary of Squad Maps and layers available in-game. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. Added a small amount of new mini POIs throughout the map. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. This, Player kit role icons are sometimes not being displayed on certain menu screens. RAAS v01. No ticket gain from capturing flags (normally +60). Local/Offline issues currently have a lower priority. Setting it to Low will disable the effect altogether. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted the Goose Bay map camera location. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. RAAS v11. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Initial Neutral flags have an additional 1.3x speed multiplier. Improved the visibility of muzzle flashes. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Adjusted GB FV107s HAT damage modifier. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. This draws focus to the action and enhances the look of visual effects. Both locations will now use the IFV icon. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Fixed an issue with road/railroad culling distances being very low. We have completely reworked the games handling of dynamic shadows. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. All UGL / Frags now use a new light impact sound. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. This led to issues with flag distances and fairness, so it was changed to a lane system. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. TC v2. Updated flag capture rate scaling values. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. This is also intended to increase chances of Attacker success on first Capture Points. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. This allows a 120s AAS flag to be captured in as little as 80s. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Design Intention: Give GB team better odds to and take and hold the first objective. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Alt-tabbing out of Squad during a loading screen freezes the Player (client). AAS v1. Also adjusted the volume of 50cal hit sounds against a Minsk. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Adjusted several CPs capture areas to better match the POI layouts. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. This patch adds the new Harju Map to the game. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. optimized the LODs on the Coal Tipple Building. This also helps reduce the perceived smudgyness of anti-aliasing. Also added more opacity at further LODs. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Squad Update v3.0 Release Notes Updated the HAB ghost placement mesh to include exit point indicators. Steam Community :: Guide :: RAAS Meta Explained As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Squad Lanes has destroyed RAAS layer. Added a new landscape shader and new landscape textures. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. SquadMaps: All maps and layers in Squad. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Added a road connection between Niva Upper and Train Bridge. Updated Terrain shadows to now render out to 8km. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Complete overhaul of the technical and artistic approach to lighting. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. #5. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Added various mini POIs across the map to fill in areas that were a bit barren. Stamina cost for these actions has also been increased. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue with a rock having collision problems at grid F4-7-4. The new map is set on the southern coastline of Finland. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Squad Lanes has destroyed RAAS layer. The effect now smoothly fades in and out. . After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Tessellation itself has also been significantly optimized. Updated CAF Commander CAS to now use CF-18 rocket strike. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Note: autocannon are unchanged and still use a 50cm kill zone radius. RAAS v03. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Fixed an issue with dithered temporal AA glass shaders. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). MEA Protection zones no-deploy zone was reduced from 150m to 80m. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Increased the update rate of particles at all quality levels. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed the issues with the backdrop mountains texture. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. The collision should now better match the visual mesh. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Squadlanes (Squad v4.0) This usually resulted in putting a soldier up in the air, followed by a fall to their death. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. MEA now has 2x Ural Logi instead of Simir Logi. Random Advance and Secure - Official Squad Wiki . Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Potential Fix for a client crash related to audio and gun sounds. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Updated minimap with intent to make height more readable, also now features trees. Squad Maps Squad: New Harju Map Added in Update v3.4 | Player.One Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fallujah Fixed a few locations in sewers that still allowed. Tunnels are now darker in general, to better represent these CQB areas. Fixed a minor issue with floating grass in the Tunnel. before taking any other troubleshooting steps. Fixed an exploitable non-enterable room to prevent radio placement. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Currently, this primarily affects the complexity of the Landscape. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Expanded the road network northwest of Mogiliovo POI. Adjusted river grass and cattail foliage to better match the rest of the autumn look. We are continuously working to improve server performance and optimization. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Updated the water material to better match the new lighting. TC v2. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed incorrect shading on several landscapes. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. This issue is a high priority to fix and. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. We will keep you informed if this happens. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Updated ragdoll motors to create a more realistic death with the pose being maintained. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Updated a few maps to use new grass. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed floating rocks at grid G6-8-8, F8-8-9. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Increased intensity of peripheral vision blur when using zoom optics. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Goose Bay Fixed various floating grass.
Is Sissy Spacek Related To Kevin Spacek, Butte County Superior Court Smart Search, Are Phil And Dave Mattingly Related, Lakeland Regional High School, Articles S
Is Sissy Spacek Related To Kevin Spacek, Butte County Superior Court Smart Search, Are Phil And Dave Mattingly Related, Lakeland Regional High School, Articles S