Skip to content

Releases: BrettRyland/BDArmory

v1.6.9.1 FJRT pre-release of v1.6.10.0

18 Jan 08:55
eae016a
Compare
Choose a tag to compare
Pre-release

Improvements / Fixes

  • General:
    • Fix Krakensbane adjustments when the active vessel dies.
    • Fix tracer visuals when the active vessel dies.
    • Adjust timing and conditions for auto-camera switching to and away from missiles.
    • Battle damage fuel leak rates now scale by (bullet caliber)^2, instead of (bullet caliber). Fuel leak rates for 20mm caliber remain the same, calibers higher and lower than 20mm will now have higher and lower leak rates, respectively.
    • Make sure various pooled objects are disabled when leaving the flight scene.
    • Fix missing resource for the Bubble CM.
  • UI:
    • Fix part filtering by search terms in the editors.
    • New Opacity option in BDA Team Icons to set icon opacity.
    • Adds CASE ammo explosion radii visualizer, enable via F3.
    • Continuous Spawn now shows lives remaining in the Vessel Switcher GUI.
    • Add a UI scaling option for BDA's windows.
    • Improve the logarithmic scaling in the radar windows.
  • AI / WM:
    • Add new "Kinematic Msl Evasion" toggle to Pilot AI under the evasion settings. When this is enabled the AI will evaluate the best maneuver to defeat a beyond-visual-range (BVR) missile using only kinematic maneuvers. The Time to Impact Before Evade setting on the weapons manager should be set to a high value when this evasion option is enabled. Maneuvers the AI will use are:
      • Crank - Fly at an angle to the target, while still maintaining radar lock.
      • Beam/Notch - Fly perpendicular to the missile.
      • Turn away/Turn cold - Fly away from the missile.
      • Notch & dive - This is the standard AI behavior if this toggle is disabled. It is also used if the toggle is enabled and the AI is within lethal range of the missile.
    • Invert the roll target when the fly-to direction is below and behind the craft within the Immelmann turn angle.
    • Fix automatic gun range adjustments in the WM again.
    • Prevent Orbital AI from changing attitude while launched missile is still near spacecraft.
    • Add Smoke CM timing/interal/repetition settings.
    • Fix the missile evasion direction using the wrong reference frame.
  • Weapons:
    • Corrections to penetration and ricochet velocity changes and ricochet positions.
    • Stop APS firing at dead missiles.
    • 'subProjectileCount' has been deprecated and replaced with 'projectileCount'; this specifies number of pellets per shot (for shotguns, etc) to make it more intuitive. Existing shotgun-type weapons will need to update their bulletDefs.
    • The subMunitionType field for beehive ammo now uses the syntax of "ammotype; quantity" (e.g. subMunitionType = 35x228AHEADPellet; 30) with number of projectiles released on detonation set here instead of the subMunition's bulletDef.
    • Fix the aiming reticles of guns (fixed and turrets) and auto-proxy-tracking when using MouseAimFlight (again).
    • Missiles:
      • Fix issue with Rotary Rails trying to use missiles that have previously been blown off from combat damage.
      • Fix issue with MultiMissilelauncher Turrets throwing an NRE when AI firing.
      • Fix mass changes of missiles that decouple boosters and add missile mass debug telemetry.
      • Fix radar and heat targeting leading targets excessively (most apparent in orbit).
      • Fix missile drag curve having negative drag at ~25 deg AoA.
      • Fix AI occasionally not firing radar missiles; Git Issue #573.
      • Change target offset on missiles with continous rod warheads from Detonation Distance / 3 to Min(Blast Radius / 3, Detonation Distance / 3).
      • Fix missile RCS FX constantly displaying.
      • Missiles with RCS/Orbital homing types (i.e. HEKV) in vacuum now perform turn maneuver after launch to face target and only throttle up once facing target.
      • Fixes to anti-missile missile point-defense logic to support missile turret launched interceptors.
      • Fix radar missiles not locking and firing until well within their max engagement range.
      • Add new dragArea configuration variable for missiles to set reference area for drag independently from the lift area. If not set, this defaults to the liftArea setting in the missile configuration file.
      • Fix missiles ignoring guns with priority.
      • EMP warheads only detonate when armed and no longer do additional damage.
  • Competition:
    • Add an option for the continuous spawn central point to follow the centroid of surviving craft (biased back towards the original spawn point).

v1.6.9.0

16 Dec 23:39
055ce44
Compare
Choose a tag to compare

Improvements / Fixes

  • UI:
    • Fix the alternate (hidden UI) window locations (for scores and vessel switcher) not being saved correctly.
  • General:
    • New texture for 1.25m radomes.
    • Add a max distance threshold setting to Team Icons.
    • Fix "Camera Switch: Incl. Missiles" not switching to missiles about to hit their target.
  • AI / WM:
    • Add new Orbital AI part for spacecraft in orbit:
      • The Orbital AI will use orbital maneuvers to close within gun range of the target to fire weapons. It will also automatically fire missiles when able.
      • The AI will maneuver at the Maneuver Speed setting and once within gun range try to fire guns while at the Strafe Speed setting.
      • It will evade missiles based on the countermeasure settings on the Weapons Manager and evade gunfire using AI settings similar to those on the Pilot AI.
      • When spawned at orbital altitudes using the BDA Vessel Spawner, craft with the Orbital AI will be automatically spawned into orbit (other options for orbital spawning are cheat menu and HyperEdit mod).
      • Orbital AI is adapted from the StockCombatAI (KCS) mod, check it out here https://github.com/Halbann/StockCombatAI/releases!
    • Base the Immelmann turn pitch direction on the local pitch angular velocity (i.e., pitch down if already rotating that way — fixes the pitch oscillation behaviour when targeting an opponent behind the craft while inverted near terrain).
    • Don't summon the NaN-Kraken when the post-terrain avoidance cool-down is 0.
    • Tightened up 'on target' threshold for dumbfiring missiles.
    • Perform banked turns when the target is behind us at long range and extending is allowed instead of Immelmann turns or turning directly to target. Threshold is clamp(8 * max speed, 1000, 4000).
    • Pilot AI turns will now turn harder (using Max AoA setting) towards the notch direction the closer the missile is to impact.
    • Factor the user-defined steer limit into the turn radius calculations.
    • Use a more gentle take-off slope for the initial take-off.
    • Add an Evasion Min Range Threshold option to only trigger evasion from an attacker using guns when they're beyond that distance.
    • If enemies are detected nearby but beyond gun range and we're not aiming, perform nonlinear (evasive) weaving to avoid long-range sniping.
    • Make the gun range slider more tolerant to following increases in the max gun range.
  • Detectors:
    • Can now set targeting camera slew speed using "traverseRate" field in ModuleTargetingCamera.
    • Improve Targeting Camera ability to track moving/flying targets.
  • Weapons:
    • Fixes for initial bullet placement and simulated hit position when Krakensbane is not active.
    • Account for the initial bullet placement in the bullet traveled distance.
    • Fixes for aiming reticles of guns (both fixed and turrets) when using MouseAimFlight.
    • Show where aimer lines in the SPH are blocked and by what.
    • Add Deploy toggle to see where weapons with deploy animations will point when deployed vs retracted (e.g. M230 chaingun).
    • Fix lasers using wrong armor thickness value for damage reduction calcs.
    • Fixes point defense/APS turrets not engaging incoming missiles.
    • Fix proximity/flak/beehive ammo detonation timing when used in orbit.
    • Missiles:
      • Add new Orbital guidance option for Modular Missiles.
        • Missile will attempt to intercept orbital target at the user-set Max Speed value.
        • homingType = orbital replaces homingType = RCS in missile configuration files (BDA is still backwards-compatible with homingType = RCS).
      • Improvements to modular missile AAM guidance types so that they work in orbit.
      • Fix for HEKV launching unguided in non-ideal situations.
      • Fix clustermissiles launching copies of themselves instead of submunitions.
      • Fix clustermissiles not respecting submunition trigger distance.
      • Fix clustermissiles acting like reloadable missiles when not set up for reloading.
      • Fix Guidance Type None missiles not holding course.
      • GPS missiles now require a target cam or radar lock for GPS coords.
      • INS missiles can now use either radar or IRST tracking.
      • INS missiles now have datalink capability for mid-flight target coordinate updates (uses gpsUpdates field), update rate clamped to Radar/IRST scan speed.
      • ECM can now jam GPS/INS datalink if missile within hostile ECM AoE.
      • Fix error with Inertial guidance target prediction for non-updating missiles.
      • Fix Missiles having 10 armor instead of 2.
      • Fix SARH missiles that relock to a new target not updating their target vessel.
      • Changed missile missed check, missiles now check if they have come within 400m, are post-thrust, or are more than 1km behind target, and have exceeded a grace period of maxTurnRateDPS/15.
  • Countermeasures:
    • Add vessel's velocity to chaff ejection particle effect.
    • Use vessel acceleration instead of velocity for chaff decoy factor calculation when in space.
    • Add option in WM's CM settings for auto-deploying CMs when not in guard mode (e.g., for manual combat).
  • Vessel Mover / Spawning:
    • Check for outdated loadMeta files when refreshing the craft list in the vessel selection window and update them since KSP doesn't update them when you save your craft!
    • Fix the spawn point selection sometimes not registering.
    • Vessels with an orbital AI that are spawned at safe orbital altitudes are spawned into circular orbits. Vessels are spawned pointing away from each other.
    • Increase maximum spawn distance to 200km.
    • Add a "bubble shuffle" to the waiting craft in continuous spawning to increase the randomness of the spawn order.
  • ModIntegration:
    • Fixes for inhibiting CameraTools when initial spawning during continuous spawning and disable auto-switching to newly spawned craft joining the competition.
    • Provide helpers for CameraTools so that the camera can aim at missiles' targets (requires CameraTools v1.31.0).

v1.6.8.0

07 Nov 23:10
bb4ab2f
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Add tracking of 'named modules' (from non-dependency DLLs) to the VesselModuleRegistry.
    • Optimise "Vector3.Distance(from, to) < dist" type checks.
  • UI:
    • rcsOverride enabled ECMJammers now properly affect RCS in the SPH/VAB RCS GUI.
    • Fix Equivalent Armor Thickness readout in the Armor GUI.
    • Fix custom ammobelt UI overwriting belts on heterogeneous weapon groups.
  • AI / WM:
    • AI GUI fixes for surface AI.
    • Fix AI disengagement from launched nuclear/EMP ordinance if within projected blast radius.
    • Expose the weave strength factor as a tunable parameter for the surface and VTOL AI.
    • AI will now toggle/disable ECM Jammers if under fire from GPS/antiradiation ordinance.
    • Adjust the off-boresight angles for DLZ checks for extending to prevent super long-range extends.
    • Fix FSM not being started when initially deploying landing gear.
  • Weapons:
    • Fix BurstFirelength and FireAngleOverride toggles not working in flight.
    • Fix APS parts getting mixed in with global weapon shortnaming and overriding barrage settings.
    • Anti-Ballistic APS no longer assigns multiple turrets to a single incoming shell, now respects reloading/overheated state of the weapon during target assignment.
    • Guns now properly respect crossfeed.
    • Don't apply the unity integrator correction to the unsupported gravity component of the aiming (improves on-orbit aiming).
    • Improve the estimate of the required OverlapSphere for Vessel-Relative Bullet Checks for hypervelocity craft.
    • Abrams Turret maxDeviation decreased to 0.1; Abrams bullet spread should reliably hit a tank-sized target from 2km again.
    • Missiles:
      • Add new Inertial guidance mode.
        • Add new 'inertialDrift' missileLauncher field for INS drift, in meters/sec.
      • Have torpedoes head to last known contact point and start circling it, instead of current sink to bottom behavior.
      • MultiMissileLauncher deploy anim toggle now affects symmetry twins.
      • Fix various NullReferenceExceptions when trying to use Modular Missiles.
      • Antirad missiles using antiRadTypes = 9 now properly home in on active ECM jammers.
      • Craft without Radar/radarlock will now wait to fire radar LOAL missiles until target distance is close enough that radarTimeout < (tgtDist - activeRadarRange) / optimalAirspeed.
      • Fix NRE when trying to fire laser-guided missiles from a turret with no targeting cam.
      • Single stage Modular Missiles now activate their engine on launch without needing an AG setup.
      • Continuously-updating GPS-guided ordinance can now be jammed by a ECM jammer if within the jammer's garble radius.
      • Missile Interception reworked, tied to PD logic. Missiles set to engage missiles will automatically launch to intercept incoming missiles (assuming viable launch geometry).
      • Hopefully fix the Missile Turret phantom force issue.
      • Fix GPS missiles fired from a cargo/custom bay losing lock immediately on firing.
      • Fix typo in Dynamic Launch Zone calculation that was preventing some missiles from launching.
      • Remove global toggle to use Dynamic or Static launch range for missiles and replace it with a per-missile toggle. When toggled on, the missile will launch missiles at their max engagement range without taking into account craft velocities.
      • Incorporate missile frontAspectHeatModifier value into missile selection logic so rear-aspect missiles are not selected if they cannot be fired.
  • Competition:
    • Include last-damaged-by tracking for bullet explosions that damage vessels, not just hits.
    • GM kill when weaponless now looks for no weapons with ammo instead of no weapons.

v1.6.7.0

20 Oct 20:45
93bda2f
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Kerbal Foundries wheel and track HP now properly scales with wheel size.
    • ProcArmor now has symmetry attach.
    • Fix Armor panels < 10mm thick resetting to 25mm.
    • Toggling Battle Damage will disable Paintball Mode, if enabled.
  • UI:
    • Windows that show despite the UI being disabled (i.e., Vessel Switcher and Score windows) store a separate size and location for that mode.
    • Use a resize handle instead of buttons for horizontally resizing the Vessel Switcher window.
  • AI / WM:
    • When ramming, if the target is also trying to ram us, aim more directly at them (avoids unstable dynamics).
    • Fix some depth-keeping logic with Submarine AI.
    • Guard Mode toggles off if enabled when loading into a battle site from the KSC that had active combatants at the time player previously exited to Space Center.
    • Fix secondary target assignment logic assigning targets irrespective of target priority settings.
    • Add UNDERWATER_VISION view distance option so ships require sonar to detect submerged subs, and submerged subs require sonar to detect other vessels vs being able to see them as long as they are within guard range.
    • Add attack logic for gun-armed submarines when BULLET_WATER_DRAG is disabled.
    • AI now respect target priority settings when looking at landed or splashed targets.
    • Fix issue with ground vehicle AIs not selecting missiles against ground targets in some circumstances.
    • AI now less jittery when doing bombing runs.
    • Add new 'Maintain Min Range' toggle for Land AI; if enabled Vees will stop/reverse to maintain minimum engage distance to target.
    • Change Surface AI cruise behavior; if MaintainMinRange, craft will slow as before until minRange reached; if disabled, Vees will maintain flank speed regardless of target distance.
    • Add missing combat Depth slider to AI GUI for Subs.
    • AI now has longer object permanence for stationary/slow land targets it has lost sight of.
    • VTOL AI makes sure Landed status is disabled during take-off.
  • Countermeasures:
    • Add missing Active Sonar countermeasure.
  • Detectors:
    • Fix Radars utilizing a max of 3 locks, regardless of radar-lock capable radars present on a vessel.
    • Enemy passive sonars no longer show up on the Radar Warning Reciever.
    • IRSTs now return the hottest enemy target they detect, rather than whatever is first on the targets list when using it for manually firing heatseeking missiles.
    • Fix multiple radars locking the same targets; radars will now properly distribute targets to lock amongst themselves.
    • Fix Radar GUI not properly displaying radars using custom radarTransforms.
  • Weapons:
    • Bullets now take relative velocity into account when calculating damage.
    • Fix Dual-mode APS turrets getting slaved to radar when firing on standard targets and not subsequently engaging incoming missile targets.
    • Fix APS occasionally getting stuck on phantom targets.
    • Rework aiming logic for improved long-range aiming for vessels moving at orbital speeds (still not entirely correct for low Kerbin orbit at longer ranges, but significantly better).
    • Missiles:
      • Fix missiles not firing on surface ships.
      • Missiles now properly receive explosive damage from point defense HE rounds/interceptor missiles in paintball mode.
      • Fix missiles occasionally getting stuck when fired from VLS.
      • Fix Missiles failing LOS check due to kerbins curvature for ship vs ship engagements.
      • Fix for GPS missiles fired from multiMissileLaunchers losing lock when fired.
      • Fix guidance type = none missiles detonating 5km from launcher.
      • Fix NRE from manually firing GPS missiles from a multimissilelauncher.
      • AIs attempting to dumbfire multimissileLaunchers will now take missile launch vector into account instead of vessel prograde.
      • Adds new Settings option 'LIMITED_ORDINANCE' to clamp multimissilelaunchers and reloadable rails to a single salvo's worth of ammo.
      • Fixed GPS coords not updating for bombs.
      • Fixed occasional NRE when using laser-guided missiles in a surface to surface role.
      • AI can now aim unguided/dumbfired missiles with the missile turret.
      • AI can now use JDAMs/other guided bombs as unguided bombs when lacking targeting cam instead of aborting.
      • Improve Bomb lead calcs for better bombing accuracy against moving targets.
      • Fix turrets spinning wildly about when AI loses track of target and target position goes stale.

v1.6.6.0

17 Sep 17:20
b61f08f
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Procedural Wing max armor thickness now based on mean thickness of the wing.
    • Adds new Acoustic Decoy CM dropper.
  • UI:
    • Add Japanese localization files thanks to user Taka005.
  • AI / WM:
    • Fix the cubic solver giving invalid results for nearly degenerate cubics (used in aiming).
    • Fix the debug line trajectories not showing the final part of the trajectory.
    • Add experimental Submarine AI option to Surface Driver AI.
    • Various weapon selection logic tweaks to support sensible weapon selection/use when submerged and firing on non-submerged targets.
    • Add torpedo bombing logic to pilot AI.
    • AI will now lead moving ground targets when bombing.
    • AI will start dropping bombs from reloadable rails/bomblet dispensers early for proper carpet bombing instead of dropping them behind a target.
    • Fix AI dropping bombs several hundred meters behind target.
  • Detectors:
    • Add new radarTransformName field to ModuleRadar/new irstTransformName field to ModuleIRST to allow setting custom radar direction/setting multiple radars to a part using custom radar models.
    • Add new sonarType field to Radar for setting up Active or Passive sonars.
  • Countermeasures:
    • Add Acoustic Decoy CM support via 'countermeasureType = decoy'.
    • APS point defense target acquisition and assignment logic rewritten, APS will now semi-intelligently identify and distribute targets among guns in the PD network.
    • APS weapons now respect Fire Interval and Burst Length settings.
  • Weapons:
    • Missiles:
      • Fix some NREs when manually firing missiles.
      • Add new guidanceDelay field to allow setting a delay between missile launch and missile beginning to maneuver towards a target.
      • Dynamic Launch Range now uses missile EngageRange max instead of static launch range.
      • Improved launch behavior for missiles set to be fired at very short range.
      • Add LineOfSight check when firing missiles.
      • Fix torpedoes not working.
      • Missile/Bomb fratricide prevention now based on team instead of sourcevessel.
      • Add Salvo size slider to MultiMissile Launchers, enabled via the new MultiMissileLauncher .cfg 'setSalvoSize' bool.
      • Improve launch of missiles from reloadable rails.
      • Add new MultiMissileLauncher 'deploySpeed' field to set deploy animation duration.
      • Add intrinsic scaling option to MultiMissileLauncher for missile pods and the like, use new fields 'scaleTransformName' and 'lengthTransformName'
      • Fix issue with air-dropped torpedoes exploding on impact with the water despite being within their waterImpactTolearance.
      • Fix torpedo behavior if trying to target something with a CoM above water level
      • Tweaked weapon lead aim calcs for guns firing beehive shells, Oerlikon should hit more often now.
      • MultiMissileLaunchers can now support GPS guided missiles launching at multiple simultaneous targets.
  • Competition:
    • Add new GM Kill conditions for planes that have lost engines/weapons/set percentage of their parts and LandedKillTimer conditions for surface AIs that have found themselves in water/water AIs that have beached themselves/sunk.
    • Don't auto-resume tournaments when custom spawn templates are selected.
  • Vessel Spawning:
    • Allow using custom spawn templates for airborne spawning too (with altitude >10m).
    • Add option to immediately set airborne-spawned vessels (with a pilot AI) to their idle speeds.
    • Tweaks to initial focussed vessel after circular spawning.
    • Always perform vessel validity checks and wait for WMs to appear in the Vessel Switcher during post-spawning even when not immediately starting a competition.
  • Vessel Mover:
    • Make the vessel selection more resilient to corrupted vessel files/loadmeta.
    • Default the vessel selection window to using the VAB if the initial vessel is spawned through the launchpad.

v1.6.5.0

13 Aug 15:17
bfc435d
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Fix Pwing HP error with Pwing edges not contributing as much HP as they should.
  • UI:
    • Fix numeric input fields not updating when they should.
    • New Team Icons toolbar icon for easier identification.
    • Add colour coding to the number of parts in the vessel selection windows.
  • AI:
    • Add a toggle to the pilot AI to disable ramming ground targets.
    • Add a toggle to the pilot AI for treating the min altitude as a hard limit.
    • Include the TWR of a vessel when determining the gain altitude slope, allowing much higher slopes.
    • Include a climb rate at half the take-off climb rate while evading below min altitude.
    • Prevent inverted loops when below min altitude and improve the inverted loop threshold calculation.
    • Improve vessel collision avoidance by prioritising non-debris and by prioritising potential collisions by size.
    • Add a "post-avoidance cool-down" slider to the pilot AI to increase pitch away from terrain for a short period after avoiding terrain.
    • Add a Manoeuvering steer mode similar to NormalFlight steer mode, but with Aiming mode's roll behaviour.
      • Switch a number of inappropriate uses of Aiming steer mode to Manoeuvering mode.
    • Add a green debug line for showing the pitch target direction the AI is aiming for (which is not necessarily the same as the position the AI is told to go to).
  • Armor:
    • Allow changing the unclamped min/max dimensions for proc armor in the settings.cfg (PROC_ARMOR_ALT_LIMITS).
  • Weapons:
    • Fix APS point defenses not respecting Infinite Ammo cheat.
    • Fix APS weapons not activating when Guardmode enabled, if they aren't already active.
    • Anti-Missile weapons can now shoot down missiles in Paintball mode.
    • Missiles:
      • Add option (in Show Missile and Countermeasure Settings) to allow missiles to be fired from their full dynamic launch range instead of static launch range.
      • Add trigger range setting for cluster missile submunition launch.
      • Fix MultiMissilelaunchers resetting detonation Distance.
      • Fix MML "TNT Mass Equivalent = -0.0018726" PAW label.
      • Fixed Missiles with ModuleMissileRearm improperly launching.
      • Fixed MMLs resetting detonation distance.
      • Multi Missile launchers now check clearance based on tube orientation regardless of overrideReferenceTransform setting.
      • Missile/bomb fratricide prevention now also checks the source vessel name to allow explosives to be destroyed by explosives of the same type from another vessel.
      • Fix NRE from SARH missiles fired without a lock.
      • Missiles now properly calculate offboresight angle from missile orientation, not vessel prograde.
  • Competition:
    • Adjust round progress strings in tournaments: ranked => 0→N, shuffled => 1→N.
    • Report total number of rounds for ranked tournaments properly.

v1.6.4.1

23 Jul 23:11
42ee6ba
Compare
Choose a tag to compare

Improvements / Fixes

  • UI:
    • Add an option for disabling the self-updating of the text in numeric input fields.
      • When the value fails to parse (after the delay) the text will turn red.
      • Toggling the numeric fields or closing the windows will reset the field to the most recently successfully parsed value.
      • The text will still be updated if the parsed value becomes clamped within the limits of the field.
    • Make the delay for the "read and interpret" logic of numeric input fields customisable (default 0.5s).
  • AI:
    • Some QoL improvements for auto-tuning: automatically enable AI and engines and move the craft to the autotuning altitude.
  • Detectors:
    • Fix Conformal Decals throwing off RCS calculation in editor (SPH/VAB).
    • Hide scenery during RCS calculation in editor (SPH/VAB) to prevent scenery from affecting calculation.
    • Add for/aft/side/top/bot RCS readout to the On-Screen Telem debug option when ASPECTED_RCS is enabled.
    • Add slider for ASPECTED_RCS_OVERALL_RCS_WEIGHT to the BDA Settings menu.
  • Countermeasures:
    • Fix exceptions caused by ECM jammers.
  • Competition:
    • Fix a bug in the score window for teams competitions.
    • Automatically enable the teams score toggle in the score window if the "Teams" slider in the vessel spawner window is set to teams mode on start-up.
    • Dump a "team scores.log" file to the Tournament folder for teams tournaments after each round.

v1.6.4.0

19 Jul 22:39
46aeaf1
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Make ammo consumption respect staging and priority order unless "externalAmmo = false" in the weapon config.
    • Don't auto-switch vessels when MouseAimFlight is active.
    • Fixed an issue where modules on a vessel re-entering the PRE range weren't being updated in the VesselModuleRegistry.
    • Fix a number of issues with Pwing+FAR HP calc.
    • PWing Thickness-based Mass+HP now takes PWing Edges into account if PWing Edge Lift enabled.
    • Fix armored cockpit mass resetting on load.
    • Add search tags to all BDA parts.
  • AI:
    • Make the autotuning re-centering distance customisable.
    • Add unclamped max values for auto-tuning speed and altitude.
    • Prevent weapon selection from choosing weapons when target is closer than the weapon's minSafeDistance.
    • Fix AI potentially seeing beyond viewrange.
    • Increase preemptive lead distance AI will begin leading target before entering engagement range.
    • AI will now switch off of Afterburner if AB is out of fuel (for Rapiers/other LF/non-air AB-mode engines).
  • Vessel Spawning:
    • Disable gravity easing when using 'Warp Here' above 10m altitude.
  • Vessel Mover:
    • Add support for browsing craft in subfolders of the SPH and VAB (also in the custom spawn templates).
    • Allow resizing the vessel selection window and remember its position.
  • Weapons:
    • Fix various NREs related to missiles and multi-missile launchers.
    • Adds optional tracer smoke.
      • new 'smokeTexturePath' setting for ModuleWeapon to set custom smoke trail FX, leave blank for default bullet FX
    • Properly support weapons with multiple ModuleWeapon modules.
    • Turret integration with ModuleMultiLauncher for MML style Hydra Turrets, etc.
    • Fix missiles fired from same source vessel causing each other to explode when they cross within proximity detonation distance.
    • Add flareEffectivity = 1 in missile configs. Modifies how the missile targeting is affected by flares, 1 is fully affected (normal behavior), lower values mean less affected (0 is ignores flares), higher values means more affected.
  • Countermeasures:
    • Add rcsOverride field to ModuleECMJammer to enable setting craft RCS to a set value.
    • Split CM time into missile evade time and CM deploy time to allow setting a craft to begin evading, then deploy CM, etc.
    • Fix an issue with chaff vessel modules summoning the Kraken on undocking.
    • Fix an NRE related to jammers enabling.
  • Competition:
    • Make the saving of backup tournaments optional (hidden setting TOURNAMENT_BACKUPS in settings.cfg).
    • Added a ranked tournament mode.
      • Ranked tournaments begin with a single shuffled round (craft assigned to heats randomly), then continues to generate ranked rounds (craft assigned to heats based on their current rank) until the number of ranked rounds run matches or exceeds the rounds slider (which can be adjusted during a tournament).
      • Ranked tournaments only work for FFA style tournaments. nCr and gauntlet style tournaments aren't supported.
      • For teams tournaments, the combined score for the teams is used for the ranking.
      • Enable the score window via the "Sc" button on the Vessel Switcher window.
      • Use the "UI" button to keep the window visible even when the rest of the UI is disabled (F2).
      • Use the "±" buttons to adjust the font size.
      • Use the "W" button to adjust the score weights.
      • Use the "T" button to switch between individual and team scores for teams competitions.
      • Left click and drag the drag handle to resize the window.
      • Right click the drag handle to switch to auto-adjusting height.
      • Scores update after each round (not heat) in a ranked tournament.
    • The tournament.state file uses a new format (recursively encoded JSON due to Unity's limited JSON functionality), contains a lot more information and isn't compatible with older tournament.state files.
      • A script (parse_tournament_state.py) can convert the tournament.state file to proper JSON (tournament.json) and back again for ease of editing.
    • Fix a minor bug in the tournament log parsing script where wins weren't always being counted for the score.
    • Make the saving of backup tournaments optional (hidden setting in settings.cfg).
    • Add NPC support for FFA-RNG tournaments (both ranked and non-ranked).
      • To use NPCs, create a "NPCs" folder in the folder for the tournament (e.g., "AutoSpawn/MyTournament/NPCs"), add the NPC files to this folder, then set the "NPCs Per Heat" slider to the desired number of NPCs.
      • NPC files will be reused as necessary to provide the appropriate number of randomly selected NPCs each heat.
      • When generating heats, the number of NPCs is taken into account for the total number of vessels per heat (e.g., 8 vessels per heat with 2 NPCs per heat would give 6 players + 2 NPCs in each heat).
      • The "Tournament Scores" window will only show the scores for non-NPCs.
    • Add an "auto" setting for the "Vessels Per Team Per Heat" in teams tournaments where the teams will simply be all the craft files in each team's folder.
  • Detectors
    • Add settings toggle ASPECTED_RCS that enables real-time RCS evaluation based on the target aircraft's azimuth and elevation relative to the radar evaluating it.
      • Enable from the BDA settings menu under Missile & CM settings: "Real-Time Aspected RCS."
      • The real-time aspected RCS is dependent on a weighted average against overall craft RCS, so lower overall craft RCS will lead to better aspected RCS.
      • Overall craft RCS weighting in this average is dependent on ASPECTED_RCS_OVERALL_RCS_WEIGHT = 0.25 in the settings.cfg file.
      • Final aspected RCS will be = (1-ASPECTED_RCS_OVERALL_RCS_WEIGHT) * [Aspected RCS] + ASPECTED_RCS_OVERALL_RCS_WEIGHT * [Overall RCS].
    • RWRs now activate when they first detect a missile instead of when missile enters visual range.
    • RWRs now track active Radar missiles regardless of missile visibility if VARIABLE_MISSILE_VISIBILITY is enabled.
  • RWP:
    • S5R10 special settings.

v1.6.3.0

14 Jun 21:43
ffa1f7b
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Archive the defunct KSPedia files, reducing the size of the BDArmory zip file by around 24MB.
  • UI:
    • Add a button for resetting the scroll-zoom rate to 1 when "Debug Other" is enabled.
    • Lock input to the numeric field when inputting values in custom log and semi-log sliders.
    • Don't apply slider rounding when setting up log and semi-log sliders.
  • Vessel Spawning:
    • Adjust intra-team spacing to scale better with distance.
    • Fix the inward/outward facing direction when spawning teams and use the same facing direction for all members of a team.
  • Detectors:
    • Now properly sends correct radar lock to SARH missiles when firing at multiple targets with a multi-lock radar.
    • Properly lock SARH missiles when manually firing them.
    • Equipping multiple lock-capable radars increases total radar locks the vessel can support.
    • Attempting a radar lock will now check all radars capable of locking instead of just the first.
  • AI:
    • Smoothly vary the roll target during gain alt behaviour from the surface normal to vertical to avoid clipping wings into terrain when taking off on uneven terrain.
    • Don't store/restore fields that are reference types.
    • Make sure Time Override gets disabled when the AI gets destroyed if auto-tuning was enabled (should prevent it from being active unintentionally during competitions).
    • Hide the 3-axis dynamic damping button when dynamic damping is disabled.
    • Move the dynamic damping toggles to before the sliders to stop them from jumping around when toggled.
    • Fix the PID field ordering when the PAW is first opened.
    • Change the localisation for "controlSurfaceDeploymentTime" to "Vessel Reaction Time" to be more representative of its function. Also increase its range when unclamped.
    • Fixed guard mode behavior with radarLOAL = false missiles when Max Missile Targets > Max Radar Locks on fire control radar.
    • AI will now start leading a target when a gun is equipped 2s before entering max range.
    • Adjust AI search pattern/drift when trying to find a recently lost target.
    • Fix AI being able to see targets beyond set visual range.
    • Fixes AI unlocking radar lock while in-flight missiles are using it.
  • Weapons:
    • Added (or corrected) penetration value for shaped charges to missile/gun/rocket part-menu infocards.
    • Fixed armor penetration calculation for display in the part-menu infocards.
    • Add an option when setting weapon groups to apply the group name to that weapon, symmetric weapons, all weapons of that type, all weapons of that class or applying to all guns/rockets/lasers.
    • Missiles:
      • New 'canRelock' field (default: true), sets if SARH radar-guided missiles will re-lock onto the active radar target if the original radar lock is lost.
      • Further improvements to loft guidance, added a new field "terminalHomingType" which allows for selection of terminal homing logic.
        • "aam"/"aamlead", "aampure", "pronav" and "augpronav" are currently supported.
        • Both pronav options allow for user defined gains using "pronavGain" (recommended values of ~1-7).
        • IMPORTANT: "LoftTermRange" has been renamed to "terminalHomingRange"!
      • Fixed MultiMissileLauncher behavior with loft guidance, as well as pronav/augpronav.
      • Added new missile field "terminalHoming", when true the missile uses its original homingType until "terminalHomingRange" is reached, then it will switch to "terminalHomingType".
      • Fixed bug in heat seeker detonation behavior which caused some missiles to not detonate when they should.
      • Some tweaks to multimissile decouple speed/direction and drop time.
      • Fix DLZ NRE with multi-missile launchers.
  • Competition:
    • Fix Laser mutators.
  • RWP:
    • Add MAX_SAS_TORQUE setting to autoset max non-cockpit SAS torque across vessel at competiton start.
    • Add Runway_Round S5R10 setting to autoset necessary AI settings/fields for Space combat.

v1.6.2.0

27 May 10:17
66995ab
Compare
Choose a tag to compare

Improvements / Fixes

  • General:
    • Fix TweakScale config for Typhoon engine (again).
    • Add Toggle/Enable/Disable pivot action groups to the Claw variants.
    • Add an action group option to give unlimited pivot range to the Claw variants.
    • Tweaks so that asteroids have the proper HP in flight mode.
    • Optimisation of some vector operations.
    • Adds variant texture for ground radars.
    • Fix SIDAM texture variants for standard brown or greyscale.
  • Armor:
    • Make the adjustable armor 'clamped' and 'triangle type' options persistent and initialised correctly in the PAW.
  • UI:
    • Adjust formatting of some debug telemetry.
    • Fix EMP Hellfire texture URL.
    • Add an indent for missile and CM settings.
  • Vessel Mover:
    • Don't apply "Don't Avoid Collisions" while lowering vessels.
  • Vessel Spawning:
    • Re-register EVA Kerbals in spawned vessels as active, since KSP de-registers this for some reason.
    • Add a default text for the custom template name field.
    • Automatically add the current custom template to the list if it's not already there when clicking 'save' without requiring clicking 'new' first. (I.e., don't require 'new'→'save' for the initial template.)
    • When using "Fill Seats" = "Cockpits or Combat Seat", include the first command seat if neither a cockpit nor combat seat are present.
    • Fix an issue with the spawning routine hanging when using asteroids game modes.
    • Fix the inward/outward spawn orientation for circular spawning.
  • Detectors:
    • Adds a new dish-only AWACS radar variant.
  • Weapons:
    • APS turrets now function when GuardMode is off to let them work on player-operated craft.
    • Adds new 'dualModeAPS' field (default false) for APS turrets; if true, they can also be selected and used as standard weapons.
    • ABL/GoalKeepers/Oerlikon are now configured as dual-mode anti-missile APS.
    • Fixed aiming cursor remaining while turrets are slaved to a GPS target.
    • Missiles:
      • Fix AI not selecting laser missiles.
      • SARH missiles now properly follow whatever the active locked radar target is.
      • Added new loft guidance logic under the homingType "aamloft".
      • Implemented missing pure pursuit guidance ("aampure").
      • Add new 'boosterFuelMass' and 'cruiseFuelMass' fields to missile config that allow missiles to have a fuel usage that can affect mass when the new field 'useFuel' is true.
  • Competition:
    • Add some checks for lacking an AI or an airborne AI being landed/splashed to the scoring for being considered as wrecked (MIA).
    • Add competition messages about vessels colliding with asteroids.
  • RWP:
    • Use the current planetary body, not Kerbin for remote orchestration.