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v1.6.12.0

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@BrettRyland BrettRyland released this 13 Jun 07:46
· 933 commits to master since this release
7fbae7b

Improvements / Fixes

  • General:
    • Fix Pwing HP scaling for large pwings being used as fuselages.
    • Fix PWing Control Surface Offset angle resetting on one side.
    • Add a time-sync logging option (with auto-enable for competitions) for logging in-game vs real-time timestamps for post-recording resynchronisation.
      • Toggle and logging interval options are available in the "Other Settings" section of the settings.
      • The timestamps are logged as compressed CSV files in the BDArmory/Logs/TimeSync folder.
    • Add Waypoint Mode Course Builder GUI tool (accessible from the Waypoints Section of the vessel Spawner GUI) for easy construction of custom waypoint courses.
      • Can either manually construct course from scratch or record a course as you manually pilot a craft along the course path. Courses/gates on loaded courses can be deleted via right-click.
    • List of things that cannot be set to Wood hull material expanded to other functional parts (servos/radiators/ISRU converters/RTGs) that couldn't logically be made out of wood.
    • Restore the 'ControlledActions' on the KAL too.
    • Restructuring of the localisation files (both layout and many tags) for maintainability and ease-of-editing in IDEs.
      • Adds a script for maintaining structure between localisation files.
      • Some entries in languages other than en-us will require updating — these are currently commented out with "???" as a placeholder.
    • Adds option to toggle LightFX for explosions on/off for performance/parallax compatibility.
    • Adds option to toggle off bullet water hit effects for performance.
    • Skip the 'ProgressTracking' scenario when creating a clean save to avoid triggering tutorials again.
    • Expand the debug info for missing elements when loading materials to be more helpful.
  • UI:
    • Vessel Switcher GUI and competition Marquee now display Waypoint times to hundredths of a second.
    • Gravity Gun moved to the Lasers tab.
    • VTOL and Orbital AIs added to the AI GUI and adjustments made to the layout for the surface AI for consistency.
    • Make ammo bars show amounts respecting fuel flow priorities.
  • AI / WM:
    • Fix Kerbal G-Loss of Consciousness implementation; AI now goes deadstick when pilot is knocked out.
    • Can now toggle AI radar shut-off behavior when targeted by HARMs either on a per-radar basis, or globally for all radars on a craft via the Weapon Manager.
    • AI now understands how to aim weapons not aligned with prograde for Schrage Musik-style weapon arrangements.
      • Note: depending on the airframe, angles outside of roughly -5° — 35° pitch and -10° — 10° yaw are dynamically unstable.
    • AI now understands how to aim fixed guns laterally offset from CoM for B Wing-style weapon arrangements.
    • Remove legacy noise added to fly-to-vessel that would throw off a craft's ability to snipe at long-range.
    • AI now takes evasive maneuvers when under attack from incoming INS/GPS missiles.
    • Fixes AutoTune infinite fuel not applying to Firespitter helicopter engines.
    • Remove the requirement of having a WM for the AI to work.
    • Add the post-terrain avoidance cool-down slider to the AI GUI.
    • AI now more intelligent about turning on Radars/Sonars; will not automatically turn on Active Sonar if present on a craft.
  • Competition:
    • Save/load tournament score weights to/from the settings.cfg.
    • Waypoint Mode max laps can now be set to a user-specified value (WAYPOINT_MAX_LAPS, default 5) in the BDA settings menu.
    • Only show non-zero fields in the results.csv and when parsing multiple files separately.
    • Don't break spawning if a craft loses parts while waiting for the WM if "Start Comp. Despite Failures" is enabled.
    • Disable all FX and projectiles when clearing the field for spawning.
  • Game Modes:
    • Waypoint Gates can now set AI speed limits on a per-gate basis to permit setting up braking zones before a turn/Rally courses with target speeds/etc.
    • 'Activate Guard After Gate n' setting now ends the course when FFA is complete, not when last alive craft completes the course.
    • Vengeance Mutator blast radius and delay can now be set in the BDA settings menu.
    • Don't check for fuel for afterburners if infinite fuel is enabled.
    • Fix issue with Subsystem Battle Damage option occasionally setting non-flammable parts/parts without subsystem modules on fire.
  • Weapons:
    • Fix lasers being able to fire as long as > 0 EC is present.
    • Add bulletLuminance field for setting non-tracer brightness.
    • Fix weapons in salvo mode with symmetry twins firing when only enough ammo for one weapon to fire.
    • Fix heatRays not adding heat to hit parts.
    • Fix kinetic damage having damage reduction from armor being applied when hitting unarmored parts.
    • Fix sabot rounds reporting incorrect penetration values in the right click menu.
    • Missiles:
      • Fix missile exhausts not turning off.
      • Can now set cluster missile trigger distance when mounting cluster missiles on reloadable rails.
      • Nuke LightFX radius now set by effective blast range, not thermalRadius value.
      • Fix NRE when AI tries to fire Modular Missiles.
      • Fix heatseeking Missiles with very narrow sensorFOVs losing lock right before impact with a target.
      • Fix manually fired INS missiles using GPS coords if set.
      • Fix issue with AI fired radar missiles getting stuck and not firing if the first missile fired could not get a lock.
      • Fix an issue with unguided INS bomb guidance.
      • Improved inertial guidance performance when handing off to terminal radar guidance.
      • Added adapted rangeFac behavior to Kappa guidance to improve guidance performance, particularly for close ranged targets. Now an altitude limit is prescribed for the missile based on 10 * rangeFac * range^(vertVelComp).
      • Fixed maddog/dumbfire behavior of ARH missiles, missile should now be able to lock onto targets in front of it when launched.
      • Throttle now determines fuel burn, missile burnout for missiles with fuel burn now depends on fuel expenditure rather than just preset burn times.
      • Fix some typos and inconsistencies in the wording of the right click menu.
      • Improve logic for when and how AI attempts dumbfire launches when missing requisite sensors.
      • Improve logic for sonar-guided weapons, will no longer try to satisfy sonar need with radars if present.
  • Detectors:
    • Visual improvements and variants added for the AN/APG-63 Radome (from Spartwo).
    • Fixed rare bug where, when spawning in vehicles while the on-screen debug elements are turned on the vessel radar cross-section would update too early, causing the radar cross-section to default to the vessel's mass.
  • RWP:
    • Add S6R5 dynamic recoil gamemode; recoil scales with vessel thrust.
    • Improved handling of auto-adjusted BDA settings for RWP.
    • Update the RWP specific settings for recent and earlier rounds.
  • ModIntegration:
    • Fix the type to unbox MidChordSweep to.