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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.