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v1.7.0.0

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@BrettRyland BrettRyland released this 21 Aug 09:29
· 600 commits to master since this release
20b4e3e

Improvements / Fixes

  • General:
    • Fixes for post-build event instructions on Windows to allow for different 7zip executables.
    • Downgrade using defaults for missing bulletinfo fields from an error to a warning.
  • UI:
    • Updated Chinese localisation thanks to user Marv1n-M.
    • Propagate new localisation strings to non-English localisation files. Seach for commented out entries with value "???".
    • Fix the alignment indicator not showing for dual-mode APS turrets.
    • Waypoints / Waypoint Course builder can now set gate models on a per-gate basis, using models stored in /BDArmory/Models/WayPoint/
    • BDA Craft Utilities Tool Lift to Weight readout split into Dry and Wet mass LTW scores.
      • Can set what resources are considered part of drymass for Dry LtW calculations via new Drymass Resources button.
    • Fix Kinetic Resist readout in the Armor Stats subsection of the BDA Craft utilities Tool being inverted.
  • AI / WM:
    • Improvements to the Orbital AI
      • PID control option available, by default is active only during weapon firing, can be toggled to be active always or never active.
      • If a fixed weapon is selected, AI will orient itself to fire the weapon, even if the weapon is not aligned with the forward direction of the craft.
      • Improved maneuvering behavior, it is now better at intercepting targets, killing velocity, and prioritizes combat over minor orbital corrections when within combat range.
      • Add option to engage head-on or broadside (for use with turreted weapons).
      • Add option to select broadside direction (only active when PID is enabled).
      • AI is now able to use reverse engines for maneuvers provided the "Reverse Engines" option is enabled (enabled by default).
      • Add minimum firing speed option. If below this speed and within weapons range, AI will increase speed.
      • Add option for AI using RCS to manage velocity relative to the target when firing (enabled by default).
      • Add options to enable/disable evading gunfire using RCS and/or engine thrust.
      • Add option to allow ramming (enabled by default). If enabled, AI will try to ram the target when it loses weapons, if disabled the AI will withdraw from combat.
      • AI will not engage vessels if doing so will put the AI in risk of de-orbiting.
      • Fixed AI repeatedly jumping back and forth between orbit correction and other modes.
      • AI is now capable of avoiding collisions with other vessels, debris, and asteroids.
      • AI is now properly aims and fires unguided missiles in orbit.
      • AI will automatically move to closer intercept ranges if it is unable to lock missiles after 20s.
    • Improvements to VTOL AI:
      • VTOL AI given secondary speed controller; VTOL AI will now throttle engines set to 'independent thrust' for horizontal speed control independently of primary engines being used for lift/powered hover.
    • AI will no longer ignore max missiles per target when using multimissile launchers for missile interception.
    • AIs/WM no longer subject to GForce failures if KSP part G-Tolerances enabled.
    • Don't set the global infinite fuel option when maintaining fuel levels for individual vessels.
    • Don't raycast for terrain normals when taking off from water, just use the up direction.
  • Armor / Hull:
    • Revert invalid HullTypeNum values to that of Aluminium and log a warning.
    • Fix errors in armor damage calcs causing HE rounds to do decreasong amounts of armor damage over subsequent hits.
    • Armor damage/integrity loss now adjustable via the Armor penetration Mult slider in the BDA Settigns menu, General Sliders subsection.
    • Fix shrapnel damage from explosions phasing through armor.
  • Competition:
    • Fix GM culling based on HP remaining to use percentage remaining instead of the raw part count.
    • Add an option to average duplicates in the tournament parser.
    • Fix incorrect parsing of unicode chars in the tournament parser for "wins".
    • Fix GM_KILL_HP culling low partcount craft that are below the partcount threshold, but not the HP remaining percent.
    • Add 'Stop Waypoints' button to stop a Waypoints comp started via the 'Run Waypoints' button.
  • Detectors:
    • Radars/IRSTs now have a 'resourceName' field to set what resource they use.
    • Fixes datalink from allied craft with sonar not displaying sonar contacts on non-splashed receiving craft.
    • FLIR ball/Camera pod now have different niches; Camera pod is now longer ranged, FLIR ball has faster camera traverse.
    • Targeting cameras now list traverse rate and max view range in the part menu infocard.
    • Added radarChaffClutterFactor (default 1) field to radars, to permit setting how effective chaff is against the radar. Used when guiding SARH missiles/radar-linked gun turrets, see TWS radar .cfg for more details.
  • Game Modes:
    • Added g-force limits game mode for part failure and Kerbal GLOC (note: the pilot AI's g-limiter still doesn't work well).
    • Subsystem Battle Daamge to turrets/generators above 50% HP now reduces performance instead of disabling them.
    • Waypoints mode now works with ground spawned caft.
    • Fix Infinite Fuel until First Gate option for Waypoints Mode.
    • Asteroids Field:
      • Adjust the asteroid field game mode to also work in orbit.
      • Adjust forces on asteroids to keep them reasonably contained within the requested field volume and to avoid pinballing.
      • Adjust the asteroid anomalous attraction distance profile to peak at 707m and drop to 0.25 at 0m and 0 at just over 1km.
      • Improved competition messages related to asteroid fields.
  • Weapons:
    • 'ecPerShot' deprecated, weapons now use 'secondaryAmmoPerShot' for controlling EC/secondary resource usage for things like railguns, etc.
    • Adds new 'secondaryAmmoName' field (default ElectricCharge), weapons that used ammo + ElectricCharge (railguns, etc) no longer required to use EC as the secondary ammo.
    • Electrolaser EMP damage per shot/sec now set by 'laserDamage' instead of ecPerShot amount.
    • Fix Burst Length Override softlocking the weapon after the first burst.
    • Weapons can now use Hull Materials with a massMod >= 1.
    • Missiles:
      • Improvements
        • Missile parts can be configured without a warhead and will be considered kinetic energy weapons. Upon impact, they will apply their kinetic energy as damage to the target.
        • Change missile drop time increment from 0.5s to 0.1s.
        • Missiles are now capable of intercepting each other at orbital speeds and will not phase through each other, even without the ContinousCollisions mod.
        • Modular Missiles can be selected to intercept missiles if they have Engage Missiles enabled.
        • Modular Missiles with Orbital Guidance now perform vacuum clearance maneuver (similar to HEKVs in space).
        • Improvements to regular missile orbital guidance, missiles can now use homingType = orbital without RCS.
        • Missiles with RCS will use RCS to offset gravity.
        • Add targetCoM configuration option for IR missiles. If set to true, the missile will target the center of mass instead of the hottest part.
        • Firing conditions for IR missiles tightened up, AI should no longer select rear-Aspect IR missiles against head-on targets.
        • Missiles with RCS can now have multiple forwardRCS transforms.
        • Adds new ModuleMissileMagazine, MultiMissileLauncher reloadable rails and missile pods can now resupply from external missile magazine parts.
      • Fixes
        • Fix Modular Missiles with Orbital Guidance not hitting vessel and missile targets.
        • Fix point defense missile interceptors not firing.
        • Missile turrets now track targets properly in orbit.
        • Fix missiles with no targeting type (i.e. AIR-2) not firing within engage range.
        • Fix IR missiles occasionally suddenly switching lock to allied craft behind them.
        • Fix edge-case issue where firing radar missiles would get soft-locked if trying to switch to a radar lock that didn't exist.
        • Fix missile exhaust plume FX scaling.
        • Fix missile softlock issue if AI tries to fire a laser/GPS missile at a target further than the targeting camera's max range.
        • Fix nukes in vacuum erroneously using the wrong mass value for calculating impulse from the detonation.
      • Parts / Balancing
        • Add new Kinetic Kill Vehicle (KKV) missile. The KKV is an orbital missile with 6 km/s delta-V and no warhead. It relies on kinetic energy from hitting a target directly to deal damage.
        • Re-balanced the HE-KV-1 missile. The HE-KV-1 now has 3 km/s delta-V with a 60 km range and is best at shorter ranges (under 30 km). The HE-KV-1 retains the same mass.
        • Orbital guidance missiles now have drag applied to them in atmosphere.
    • Guns maxDeviation reduced following discovery they were miscalibrated last accuracy refactor; gun accuracy will see up to ~50% improvment across the board.
    • Fix delay-fuzed rounds occasionally not detonating.
    • Add support for guided bullets (needs radar/laser lock on target) for specialty ammo, new bulletDef field 'guidanceDPS', sets degrees/sec ammo can turn.
    • The part menu infocard for Guns now lists weapon accuracy.
    • The bullet stats section of Guns part menu infocards now lists fuze type.
    • EMP weapons will no longer shutdown asteroids.
    • Rockets:
      • Rework the rocket aiming to be consistent with how rockets fly, both in atmosphere and in orbit.
      • Add a "detonate at minimum distance" option to flak/proximity rockets (enabled by default).
      • Aero-stabilization is now stateless (doesn't depend on the time since launch, only on current aero-forces).
      • Hydra70 and S-8KOM rocket types updated and variants added.
      • Fixes S-8KOM rocket mass.
      • Optimizations to Incindiary rockets, should now be a bit better at settings things on fire.
    • Don't apply lead and weapon offset corrections to the pilot AI for turrets.
    • Proximity detonation now uses the target's "average radius" instead of its "max radius".
    • Shell ejection direction, variability (deviation), delay and lifetime are now customisable in the weapon config.
    • Mostly fix the bomb-aimer - bombs without significant lift work fairly well, but JDAMs can be fairly imprecise.
    • Missiles with RCS can now have multiple forwardRCS transforms.
    • Avoid double-counting HP+armour of intervening parts in explosions and scale the damage reduction by the appropriate modifier.
  • Spawning:
    • Allow specifying the reference heading for the first craft for circular spawning (loses precision within 1° of the poles).
    • Spawned Kerbs now have uniform G-tolerance.
  • RWP:
    • Add S6R6, S6R7, S6R8, S6R9 and S6R10 defaults and custom logic.
    • Refresh various UI text fields from the settings values when updating from RWP settings.
  • Evolution:
    • Various fixes for the evolution engine from user themonthlydaily:
      • Applies mutations to the correct craft.
      • Fixes subsequent mutations to be applied to the base craft instead of the most recently modified version.
      • Correctly save seed craft.
      • Adds a display of which parameters are currently being mutated/tested.
      • Fix various other internal bugs.