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@BrettRyland BrettRyland commented Jan 7, 2021

See the changelog at https://spacedock.info/mod/2487/BDArmory%20for%20Runway%20Project for changelog details.
v1.4.0.3 -> v.1.4.2.3

@BrettRyland BrettRyland changed the title Update to v1.4.0.4 Update to v1.4.2.3 Mar 7, 2021
BrettRyland and others added 29 commits September 26, 2025 08:40
- Fix the log scaling issues
- Remove unnecessary range check in `MissileIsThreat`
- Forgot to swap radial over to 128 as well
- Fix inefficiencies with `UpdateRadarTarget()` code
- Directly set `radarLOALSearching` to true in MissileLauncher if needed
- Fix `TargetAcquired` not being set in `radarLOALSearching` branch.
- Add weave frequency randomization
- Added `weaponChannel` checks
- Removed two `weaponChannel` checks in `PointDefenseTurretFiring()` as all missiles in `pointDefenseMissileArray` should be of the correct `weaponChannel`
- Fix issues where the missile would overfly the target due to the use of low `gVert` values when sea-skimming.
- Fix `UpdateRangeCapability()` not also updating `rangeIndex`
- Fix `CheckRadarForLock()` not accounting for WM-less vessels
- Account for vessels about to be destroyed in the various `RadarUpdateScan` functions
- Fix various inefficiencies and a bug in the ARH seeker logic
- Add current torque to missile telemetry display
- Correct MissileCount display
- Also account for weaponChannel in ammo count display
BillNyeTheIE and others added 30 commits December 16, 2025 19:21
- Fix scaling issues when alt-clicking in editor, due to un-reset scaling of the model affecting the OrigScale vectors.
- Use "PopulateMissileDummies(true)" on startup to ensure the missile dummies are fresh on-load.
Pre-aim IR missile turrets in order to ensure they can acquire the target.
NOTE: THIS ASSUMES WE KNOW WHERE THE TARGET IS
- Replace the convoluted process with just grabbing the part.partPrefab's localScales, much more efficient and bug-free
- TGP search also relies on missile boresight
- Anti-rad missiles also need to be pre-rotated for target acquisition
-Switch off slightly buggy SignedAngle for pitch calcs.
-Optimize CustomTurretID slider toggling.
Cleanup some changes made for debugging.
- Just adding f to values used as floats. I'm sure the compiler can tell but just to clarify the intent.
- Address PN over-leading by swapping to aam when missile vel < target vel
- Dot product is of two directions, fix missing vessel.CoM.
- Fix NRE due to not checking for the existence of `vesselRadarData`
- Improve CLOS interaction with smoke, CLOS now only affected once it enters the smoke
- Bandaid fix until we find the root cause, stops the recursive infinite loop from happening
- CalculateExplosiveArmorDamage is supposed to return true when the explosive does not penetrate the armor, however right now it's returning false when blowthroughFactor is not > 0.33 or 0.66 for ductile materials
- Shaped charge code was being applied where it shouldn't
- Increase proportion of damageWithoutIntermediateParts vs. armor attenuated damage for HEAT
- Fix missing customAmmoBeltIndexes construction which causes NRE in SetupAmmo
- UpdateJammerStrength now takes in tInfoIn, by default this is null, however RadarUtils.GetVesselRadarSignature will call the function using the ti it already has, thus preventing recursion.
- Allows drawing labels in 3D space
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4 participants