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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.