Update to v1.4.2.3 - #21
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- Radars now properly set their new lock as their current lock - Use `ml` instead of `CurrentMissile` for GMR debug statements, as `ml` is not necessarily `CurrentMissile`
- Ballistic damage seems to be applied only if a conditional described as "cockpitPen" was true, now ballistic damage should be done whenever a penetrating hit is recorded - Replaced `penTicker > 0 ? false : true` with equivalent ` penTicker <= 0`
- Combine two sqrts into one, removed unnecessary cast
-- Improved handling of turning cold (use estimated missile range) -- Change notch+dive to more shallow maneuver until CM starts, which better avoids radar missiles -- Adjust notch angle so it gradually moves away -- Add details on kinematic evasion state to AI status - Fix bug where radar terminal missiles with small lockedSensorFOV and large maxOffBoresight were not considered threats
Fix NRE in GetTweakScaleDryCost when not using a fork that has a `DryCost` field, resulting in HitpointTracker malfunctioning.
Use mass multiplier instead of scale multiplier for TweakScale dryCost fallback method
-Adds localizedName field for armor materials -Fixes LtW readout giving erroneous values on craft load, some other instances.
-Fix proc Min Penetration; now actually works as min threshold of penetration needed for BD to occur -Add first hit protection for categories that didn't have it. -Rework gimbal damage so it's no longer immediate gimbal loss on first proc.
- Fix incorrect `GetTweakScaleMultiplier` use (good catch Doc!) - Update `_tweakScaleMassMultiplier` while performing fallback TweakScale `dryCost` calculation since we're getting it anyways.
- Slightly improve function organization - Return dataIndex in RadarUpdateMissileLock instead of resetting the whole array, allowing for slightly less GC pressure - Improve debug statements, prefix the missile's shortName to their debug statements and add more debug statements
- Disable kappa debug statement, likely not used by too many people for tuning, and spams the log pretty hard
- Allow RWR to record same vessel multiple times, but ONLY if these have a different signalType - Also have missile lock warnings flash instead of remaining solid
- Add support for acoustic torpedoes in PointDefenseTurretFiring
- Implement usegLimEq which basically adds g compensation (which can mess with guidance when missiles aren't using a g-limiter) - Implement shapingAngle moderation when the target is close when we go terminal, using the distance from the predicted dive-point (based on maneuvergLimit) - Fix UpdateGUIData() index issues
…y. Fix an indexing issue when loading armour types. Fix old string 'Steel' -> 'Mild Steel' when resetting armour. Don't do ModuleSpaceFriction stuff outside of flight mode. Add some TODO notes for the next release.
… high speeds (relative to min speed) even if the TWR drops to almost 0. This is particularly relevant for prop engines.
Was reviewing weapon damage for lasers following the aperture/wavelength changes and electrolasers shouldn't be affected by tanAngle (since it's a bolt of electricity traveling down an ionized channel painted by the laser), heatrays should(since beam collimation/target area/energy delivered per cm2 based on distance), so swapping their damage vars.
Tweaked stats/costs, new Mats(ferrocrete/Si Carbide) courtesy of Sidestrafe
fix loc tags
- Correct laser targeting's velocity estimate, though it's still really noisy.
- Fix loftState not being set to Boost in Kappa - Fix mislabeled "Terminal Maneuvering" bool in missile info menu - Add kappa data to debug telemetry
- Allow kappa shaping angle to be modified in-flight for tuning purposes when `Debug Missiles` is on.
- Fix lastLaserPoint in `SetLaserTargeting` not using GTP - Added `srfSpeed` to engagement summary
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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