Releases: BrettRyland/BDArmory
Releases · BrettRyland/BDArmory
v1.8.0.1
v1.8.0.0
Improvements / Fixes
- General:
- Adjust fuel leak FX to work better in space and low atmospheric density.
- Add the ability to add custom sub-categories to the BDA part categorizer.
- Add some new missile plume prefabs for jets/sustainer stages.
- UI:
- Improve prevention of click-through of various windows in the editor.
- Open sections of the AI GUI now remain open when switching between flight and editor.
- Competition UI text in the upper left corner now properly scales when adjusting UI_SCALE.
- Added an option to follow the stock UI scaling instead of BDA's one.
- Add ability to set teams' Allies to the Team Selector GUI.
- Add craft thumbnails to the custom craft browser.
- Add a button (in the Settings->UI section) when in the SPH/VAB to generate missing craft thumbnails (which can be found in KSP/thumbs).
- Generating thumbnails involves loading each craft and capturing a thumbnail. This can take some time if many are missing.
- Add "VAB Organizer" MM patch for BDA parts — from user Spartwo.
- AI:
- Fix AI not going into Ramming mode when guns possess ammo, but not enough to meet resourceRequestAmount of mounted weapons.
- Orbital AI now automatically disables gimbal on reverse thrust and RCS engines (gimbal directions for these are incorrect).
- Add missing sonar checks for AIs trying to fire torpedoes.
- Fix AI not turning on Active sonar when trying to fire INS torpedoes if no passive sonar on vessel.
- AI visual detection of incoming missiles within visual range no longer requires a RWR. RWR detection of incoming missiles still requires a RWR on the craft.
- Tweak AI detection and reaction to incoming GPS/INS missiles, they should detect and react to them a bit more consistantly now.
- AI can now make use of non-DynamicRadar radars for missile targeting when being actively targeted by incoming anti-radiation ordinance.
- AI can now do non-linear evasion vs long-range targets while aiming missiles.
- Add Extend Min Gain Rate slider to set extend abort condition if not gaining distance fast enough.
- AI now checks for available secondary resource as well as primary for weapons using 2 ammo types (e.g. railguns using bullets + EC) when doing weapon selection checks.
- AI can now use an ally laserdot for targeting laser-guided ordinance if it lacks a targetcam of its own.
- AI now uses a TWR factor in the climb rate limit calculations.
- Improvements to formation flying behaviour. Planes in follow mode should now hold their positions better and be more stable.
- Fix point-defense missile system, AI should now engage with the appropriate amount of missiles.
- AI will no longer drop locks when these are supporting semi-active radar homing missiles.
- Competition:
- Fix craft equipped with repulsors breaking ground spawn.
- Add support for using custom spawn templates with RNG style tournaments.
- The number of teams per heat and vessels per team per heat are restricted to at most those in the selected spawn template.
- Teams are considered as the per file / per folder option.
- The "Re-use Craft To Fill Teams" option applies for teams that lack sufficient craft to fill the spawn template.
- Both shuffled and ranked tournaments are supported.
- Add a hidden option to "smart assign" teams for custom spawn templates (when not running a tournament).
- Set "VESSEL_SPAWN_SMART_REASSIGN_TEAMS = True" in BDA's settings.cfg to enable it when "Reassign Teams" is enabled.
- The first vessel in the spawn template with a non-default team name (can be set in the SPH) that isn't already taken sets the name for the team. Other teams get their default letter.
- Updated plot_summary.py to adjust how the graph and legend fit in the window.
- Countermeasures:
- Fix NRE from countermeasure droppers missing an ejectTransform in the .cfg.
- Fix Acoustic Decoy launcher launch direction.
- Acoustic Decoys will no longer defy gravity and fly if launched out of water.
- Fix Bubble Curtain launcher NRE.
- "Infinite Ordinance" now also applies to countermeasure droppers.
- Adjust cmThreshold timing for SLW countermeasures to 5x time set in WM to account for torpedoes being substantially slower than missiles.
- This should allow proper CM behavior against both torpedoes and missiles without compromising one or the other.
- Detectors:
- RWR no longer clamped to visual FOV for detecting incoming missiles.
- Add new fieldOfView field to RadarWarningReceiver module to set custom RWR FOV.
- Fix AI not popping countermeasures for non-radar incoming missiles detected by RWR but outside visual range.
- Added notching and beaming behavior for both vessel radars and missile radars.
- Defaults to off. When toggled on, radars can be notched by an aircraft flying low and at 90° to the radar.
- Behavior is configurable using the activeRadarVelocityGate and activeRadarRangeGate floatcurves for missiles and radarVelocityGate and radarRangeGate floatcurves for radars.
- Also includes water blocking radars, forcing engagements to consider the horizon.
- Added a hidden "RADAR_ALLOW_SURFACE_WARFARE" option (default: true), which permits surface vessels to see each other over the horizon to simplify naval engagements.
- Fix the targeting window breaking a lot of scroll behaviours.
- Fix the targeting window's slewing along an axis and add a small quadratic component to allow faster slewing with faster mouse movement.
- Avoid firing missiles while slewing the targeting window if the mouse drifts outside the window.
- Weapons:
- Adjust bullet tracers to lead up to their current position instead of from their previous position.
- Reduce bullet tracer visual glitching due to krakensbane adjustments.
- Weapons will now properly report Ammo Depleted when ammo remaining is less than amount required to fire.
- Fix weapons refusing to fire when one shot left when using multiple ammo boxes with differing starting ammo amounts due to floating point errors.
- Explosive beehive submunition explosion FX now scaled based on submunition tntMass, not parent HE VFX.
- Fix weapons with reload animations adding an extra 1-20s to the reload time, based on fire anim length.
- Add new "postFireChargeAnim" field for weapons with charge animations to specify if the animation should play in reverse to deactivate the weapon after firing.
- Fix weapons with reload sounds using "oneShotSound = false" immediately stopping the SFX when switching to a different weapon.
- Fix weapons with spindown anims when they stop firing that have overheated under AI control not spinning down until they've cooled down.
- Laser weapons or other weapons using ElectricCharge can now fire if Infinite Electricity is on, even if Infinite Ammo is not.
- Adds fireAnimOverrideSpeed field to set custom fire animation play rate instead of basing it on rate of fire.
- Fix electrolaser NRE when firing on a target vessel.
- Added a hidden "WEAPONS_RESPECT_CROSSFEED" setting (default: true), which may be set to false to restore previous behavior where guns did not respect crossfeed rules.
- Improved performance of bullet firing code.
- Fixed issue where slaved turrets would fire at a stale radar contact.
- Added "guidanceRange" parameter for guided bullets, determines the range to the target at which the bullet will begin to maneuver, set to -1 for guidance immediately from the muzzle.
- Missiles:
- Add "cruiseRangeTrigger" field to missiles. Missiles using this will delay firing their cruise motor until within the set distance to target.
- Tweak acoustic propagation loss rate for passive acoustic torpedoes, should have a bit further effective detection range now.
- Fix INS guidance ordinance not configured with a datalink immediately triggering the lost lock condition and self-destructing.
- Passive Sonar torpedoes now home in on loudest part, not COM. Respects targetCoM override in the .cfg.
- Fix Terminal Guidance Passive Sonar torpedoes not entering terminal guidance.
- Fix laser guided ordinance locking on to enemy laser dots.
- Missile in-flight anims (flightAnimationName) now starts playing when boost motor ignites instead of post boost phase.
- Added "custom" warhead module, functions like a normal warhead, except it launches a bullet instead of exploding, integrated with missiles.
- Point-defense missile turrets will no longer follow mouse aim unless manually selected.
- Fixed booster mass missing from missile dV calculation.
- Fixed terminal radar guidance missiles lacking IFF.
- Inertial guidance missiles with terminal guidance that were dumbfired will now activate their terminal guidance.
- Armor:
- Armor should now be more consistent in terms of HE resistance. Adjusting the "Armor Explosion Resistance Multiplier" should now more directly affect the amount of armor penetration explosions do.
- Improved long-dart armor penetration mechanics, should have improved performance against consecutive plates in contact with each other. Improved residual velocity formula.
- Implemented "realistic" model for explosive reactive armor against kinetic projectiles, now using an interaction length-based model, supports symmetrical and open-faced sandwich configurations.
- Hits on the sides of explosive reactive armor now no longer provide additional armor protection. (For Modders: Ensure that the section.forward transform is normal to the strike-face of the ERA. Turning on Debug Lines will show you the forward transforms in blue, the green and red lines represent .right and .up respectively.)
- Now the specific explosive reactive armor section hit by bullets will explode instead of a random section.
- Implemented angle correction for explosive reactive armor hits, now penetration increases with increasing hit angle. Resistance described by armorModifier * 300 mm at 68 degrees.
- HEAT warheads no...
v1.7.1.0
Improvements / Fixes
- General:
- Add a SimpleRepaint MM patch to ignore incompatible parts.
- Fix typos and duplicates in the changelog.
- Armor:
- Add a max armor limit slider (under General Slider Settings) to limit the max thickness of armor. Default: unclamped.
- UI:
- Team Icon text now scales with icon scale.
- AI:
- Orbital AI:
- Adds ability to use controllable sidemounted engines as RCS thrusters.
- Add toggles to disable use of RCS for translation and rotation.
- Adds Zero-throttle firing range setting that will override maneuvering orientation in favor of pointing ship in attack Vector direction within set distance.
- AI now takes target acceleration/velocity into account when accelerating to engagement speed/killing velocity.
- Adjustments to the hasPropulsion check to properly detect when a vessel no longer has propulsion.
- Orbital AI:
- Detectors / Countermeasures:
- Allow higher precision for CM intervals and delays in the WM right-click menu.
- Fix invalid C# syntax in the TWS radar .cfg file.
- Competition:
- Auto-generated tournaments use the last used world.
- Fix ramming scoring to also work for orbital AI.
- Game Modes:
- Sanitise the waypoint course index in the vessel spawner window in case the course list has changed.
- Asteroid Field:
- When resetting asteroid fields, destroy those that have switched SoI as they don't reset properly.
- Adjust the asteroid attraction to be 20% of the field radius instead of hard-coded to 1km.
- Fix asteroids not spawning at the correct location in orbit.
- Limit motion-reduction force applied to asteroids to a linear function above 1500m/s and the maximum centroidFactor for re-centering asteroids to avoid yeeting them when the average velocity suddenly changes due to vessels dying.
- Limit growth of the asteroid pool to twice the requested field size to prevent infinitely growing pool size when there are issues generating new asteroids.
- Weapons:
- Optimizations to bullets, should be a slight performance increase when firing lots of bullets.
- Beehive submunitions with proximity/flak fuzes now properly set fuxe distance based on pellet tntMass, not parent shell's.
- Fix nuclear/explosive beehive submunitions not inheriting velocity when detonating on space.
- Fix beehive ammo with nuclear submunitions not being able to get the explosion models.
- Fix APS going rapid-fire when running out of ammo.
- Fix HEAT bullets being reported as Missile damage in the Score parser.
- Fix issue with velocity calc that would result in penetrating rounds slowly drifing away from a hit ship in space.
- Fix laser hit position not accounting for Krakensbane.
- Fix EC usage requirements not appearing in infocards when weapons are using deprecated ECPerShot.
- Missiles:
- Update the KKV model with fixed textures thanks to Stardust.
- Don't evade missiles fired from teammates unless the missile is locked on to craft or craft is in the flight path of the missile.
- Log an error if the missile exhaust prefab doesn't exist without breaking OnStart.
- Spawning:
- Disable waiting for terrain to settle if the spawn altitude is >10km.
- Add a couple of 30s timeouts to spawning initialisation to avoid a potential soft-lock.
v1.7.0.0
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.
- Improvements to the Orbital AI
- 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.
- Improvements
- 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 (deviat...
v1.6.12.0
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.
v1.6.11.0
Improvements / Fixes
- General:
- Recompile the shaders on an older version of Unity so that they're compatible with KSP v1.9.1 and later.
- Fix false positives of Krakensbane being active on vessel switches.
- Add a part Tree Hierarchy visualizer to the BDA Craft Utilities Tool for checking part offset.
- UI:
- Make the time-scaling slider visible without needing to activate time override.
- Extend the camera-switch slider to up to 15s.
- AI / WM:
- Clamp the vertical adjustment of the fly-to position to at most half the distance to the target (should fix the issue of being unable to attack targets directly below).
- Add a slider for biasing the Immelmann pitch direction when not close to terrain/min altitude.
- Add a slider for the initial roll-relevance and preserve the best roll-relevance between auto-tuning runs.
- Competition:
- Add "Parts lost to asteroids" to the continuous spawn tournament score logs and parser.
- Fix world switching for auto-resuming continuous spawn tournaments.
- Make the "Auto-Quit On Tournament End" option apply whenever it's visible.
- Suppress the "Dumping scores..." messages unless competition debugging is enabled.
- Game Modes:
- Add Gun Game game option to the Mutator GameMode - craft progress through a list of mutators (weapon changes or otherwise) every time they score a kill. Ideally used with Continuous Spawn.
- Asteroid Field:
- Adjust the anomalous attraction strengths to scale better with typical asteroid radii.
- Add an inter-asteroid repulsion at close ranges to prevent asteroids clumping too much.
- Make the asteroids nigh indestructible so that they don't thin out over time.
- Weapons:
- Reduce ECPerShot cost of electrolasers.
- Heatrays now check for part occlusion.
- Fix non-damaging lasers (gravity guns, etc.) from not scoring in competition.
- Fix the luminance of tracers on pooled bullets not being reset (not every bullet is a tracer now).
- Lasers now deal damage to buildings.
- Missiles:
- Fix Missile Exhaust FX issue.
- RWP:
- Add RWP override settings (in RWP_settings.cfg) for automatically enabling/disabling RWP options when the RWP toggle is toggled or the RWP slider is adjusted.
- Settings adjusted when RWP is enabled aren't saved, but can be manually added to the RWP_settings.cfg file.
- Settings adjusted when RWP is disabled are saved to settings.cfg as usual and serve as the base that the RWP settings override.
- Overrides for round 0 are global overrides and are applied first before round specific overrides are applied.
- Toggling the RWP toggle or moving the slider first reverts settings to the non-RWP values, then applies the global and round-specific RWP overrides.
- For convenience, a few settings are excluded from being reverted: settings section toggles and most spawn settings. Also, inf fuel / inf EC currently aren't affected.
- The defaults for the RWP_settings.cfg file will be saved when settings are first saved and changes made to the file override the defaults.
- Default RWP settings for previous rounds and the upcoming S6R2 have been added.
- Restrict the RWP slider to only include rounds that have overrides and move it to the top of the section to avoid issues with layout changes while adjusting the slider.
- Add RWP override settings (in RWP_settings.cfg) for automatically enabling/disabling RWP options when the RWP toggle is toggled or the RWP slider is adjusted.
v1.6.10.1
Improvements / Fixes
- UI:
- Updated German localisation from EzBro.
- Fix some localisation tags and duplicates.
- AI / WM:
- Don't reset PID values to stored auto-tuning ones when switching the clamped/unclamped toggle.
- Add an auto-tuning summary line to the AI GUI when auto-tuning is not running (when there's something to show).
- Weapons:
- Fix rockets detonating too early.
- Missiles:
- Fix missiles not having their exhaust and boost FX.
v1.6.10.0
Improvements / Fixes
- General:
- Fix Krakensbane adjustments when the active vessel dies.
- Make sure various pooled objects are disabled when leaving the flight scene.
- 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.
- Fixes for Kerbal Safety not always detecting EVA kerbals.
- UI:
- Updated Chinese localization thanks to user Marv1n-M.
- Fix part filtering by search terms in the editors.
- Adjust timing and conditions for auto-camera switching to and away from missiles.
- Fix tracer visuals when the active vessel dies.
- New Opacity option in BDA Team Icons to set icon opacity.
- Adds CASE ammo explosion radii visualizer in the editors, 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.
- Add a 'withZero' parameter to semi-log sliders that allows them to include 0 and uses lower precision for the smallest range.
- Add a 'GUIUtils.HorizontalSemiLogSlider' for simplifying horizontal sliders for semi-log float ranges outside of PAWs.
- Add a fractional component to the precision of semi-log sliders for rounding, e.g., sigFig = 1.5f gives '..., 8.5, 9, 9.5, 10, 15, 20, ...'. Switch the spawn distance slider to use this.
- Add a power-law float range type and 'GUIUtils.HorizontalPowerSlider' for simplifying horizontal sliders for power-law float ranges outside of PAWs.
- 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 (fixes death spirals).
- 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/interval/repetition settings.
- Fix the missile evasion direction using the wrong reference frame.
- Automatically disable precision input mode when auto-tuning (KSP's UI element doesn't switch though).
- Add a slider for prioritizing using brakes to slow down when braking is allowed.
- 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:
- Armor / Hull:
- Radar stealth coatings - can now apply radar absorbent/reflective materials on a per-part basis.
- Armor coatings less than 10mm thick will provide lessened benefits.
- Adds new radarReflectivity field to Armor materials to specify degree of radar absorbtion/reflectivity of the armor.
- Adds new radarMod field to Hull materials to set degree of radar return off unarmored parts.
- Adds new Radar Absorbent Coating armor type.
- Adds new Radar Absorbent Foam hull material.
- Radar stealth coatings - can now apply radar absorbent/reflective materials on a per-part basis.
- Detectors / Countermeasures:
- Fix missing resource for the Bubble CM.
- Fix targeting cameras not being able to track targets.
- 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 the 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.
- BDA will try to automatically detect and adjust old beehive ammo types, but mods should update their bulletDefs accordingly.
- Fix the aiming reticles of guns (fixed and turrets) and auto-proxy-tracking when using MouseAimFlight (again).
- Add new projectileTTL field to bulletDefs, use to set time in seconds beehive round subprojectiles will persist for. Optional, defaults to 0.5.
- Switch the gun range sliders to use a power-law slider instead of a semi-log slider to keep typical ranges closer to the centre of the slider.
- 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.
- Added missile g-limiting. Now you can set a missile maximum g-limit using the "gLimit" field. Additionally a "gMargin" field exists which allows you to specify an allowable margin the missile can miss by to optimize drag. I.e., the missile is allowed to pull only gLimit - gMargin if pulling gLimit will result in too much drag.
- Corrected pronav and augpronav normal acceleration using the g-limiting feature.
- Improved missile turning behavior, turns should be slightly smoother overall.
- Added Kappa guidance, an optimal type of midcourse guidance for in-atmosphere missiles. This re-uses the LoftAngle, LoftMaxAltitude and LoftRangeOverride fields, though LoftRangeOverride is now the range where the missile will switch from lofting to the midcourse guidance. Introduces a new field, "kappaAngle" which is a trajectory shaping angle, higher values mean a steeper terminal trajectory.
- Fixed missile contact detonation logic, a bug was present which lead to inaccurate detection of missile contact.
- Improved AAMLoft performance against maneuvering targets.
- 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).
- Add an option to automatically resume continuous spawn and to automatically shutdown KSP when continuous spawn ends due to having fewer than 2 craft left.
- Update the continuous spawn log parser to handle multiple files, either separately or combined, and to only show non-zero columns.
- Bias the continuous spawn's "bubble shuffle" to prioritise craft with fewer spawns.
- Hide the ALIVE / DEAD string in continuous spawn when the UI is hidden.
- Delay spawning craft in continuous spawning while the death cam is active to avoid lag during that shot.
- RWP:
- Add RWP S6R1 specific overrides.
v1.6.9.1 FJRT pre-release of v1.6.10.0
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.
- 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:
- 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
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.
- Add new Orbital AI part for spacecraft in orbit:
- 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.
- Add new Orbital guidance option for Modular Missiles.
- 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).