Releases: PapaJoesSoup/BDArmory
Refactor, bugs and enhancements
v1.2.2.1
-
FIXES
- Added bulletinfo.explosive check to GetInfo, so explosive shells now show blast radius in the part Info (RMB) section in the editor.
- Correct text errors in bullet names on some files. Not all platforms support UTF8 characters.
- (Internal) Fix file copy error in build process.
- Increase default detonation range boundaries and step increments. Git Issue #527
- Removed : Final from entried in MM config 000000_HitpointModule.cfg. Causing race conditions with some BDA part mods
-
ENHANCEMENTS:
- Improved reload sound on M1Abrams Turret.
- Removed BDA_SLW.cfg from MM configs. Obsolete and no longer used.
- Converted all .wav sounds to .ogg (reduce DL size and in game memory footprint)
- Updated several Module info pages to reflect recent changes to ballistic mechanics
- Added a part module Info Page refresh mechanism to support settings changes that affect part Module info blocks in the editor.
- Added Jettison action to parts TweakUI in flight. Git Issue #539
- (Internal) Some code refactoring (basic cleanup, Module reorganization)
- Deprecate the Cannon weaponType. Going forward, Ballistic should be used instead. Cannon remains (backwards compatibility), but will be eventually removed.
- (Internal) Updated build process to improve multi developer build and deployments. Simplified KSP version change dev environment build process.
More Enhancements
v1.2.1.4
-
FIXES
- Corrected error in Target Previous action group. Was pointing to Target Next method instead.
-
ENHANCEMENTS:
- Added mouse slewing (pointing) in the TargetCam Window. Now you can intuitively click and drag to position the target in the window.
- Added mouse scrollwheel zooming in TargetCam window. Now you can zoom in and zoom out using the mousewheel.
- Added reactive armor part module. Modders can now take advantage of a new armor type in BDAc.
- Added Wet Weapons Check module (ModuleWWC). This module will pevent submerged weapons from firing (like when a ship sinks).
The depth is user selectable.
More Quality of life enhancements
v1.2.1.3
-
FIXES
- Removed 99_bdac_engagementenvelopes.cfg. This legacy file was interfering with the new tuning of some of the missiles.
-
ENHANCEMENTS:
- Added Target Next / Previous hot keys and Actions. Now you can switch targets without having to click on the Radar!
- Numerous missile tuning tweaks to improve flight profile appearances and improve config consistency.
- Add slider to adjust Eject Velocity of Chaff and flares in Editor.
- Revised Jet engine sound (much better now)
- Added configurable hot keys for VesselSwitcher Next and Previous Vessel (Defaults remain PgUp and PgDn)
- Revised Input Settings window to use a scroller. This reduces the size of the window by about half.
More UI love, bugs and missile retuning
v1.2.1.2
-
FIXES
- Correct Radar display missing graphics when using low quality graphics Git Issue #516.
- Correct tracer display missing graphics when using low quality graphics. Git Issue #520.
- Correct automatic resizing of WingCommander Window
- Reintroduce BDAcUniversalAmmoBox Module Manager config file. Somehow was dropped during a merge somewhere back.
- Separate RWR operation from RWR display. RWR should be enabled at all times when a Radar is installed on craft.
- removed part configs for the AGM86-ruise an the RBS-15 They have been broken, and are superceded by improved weapons.
-
ENHANCEMENTS:
- Increase the limits of the Radar and RWR window scaling to allow for larger windows.
- Add min and max settings to the settings.cfg to allow user defined limits. Git Issue #521
- Add mouse driven RWR and Radar windows resizing. Now you can intuitivly resize by mouse. Click an drag the lower right corner.
- Redesigned Targeting Cam window to incorporate all features added to the Radar window - resizing, boundary checks, mouse resize, relocate buttons
- Retune BDAc missiles to improve characteristics, performance, and balance. Tuning performed by Kergan
- Increase the limits of the Radar and RWR window scaling to allow for larger windows.
v1.2.1.1 UI and Radar improvements
v1.2.1.1
-
NEW FEATURES:
- Added ModuleSpaceRadar. This limits use of space based radars supporting this module to outside the atmosphere. By DoctorDavinci and Kergan
- Added Air to ground versions of Air to Air radars. By SpannerMonkey(smce)
- Added new explosion effects. By SpannerMonkey(smce)
-
ENHANCEMENTS:
- Added boundary checking to all moveable windows. Now windows cannot be positioned off the screen.
- Added ability to scale Radar Warning Receiver Window. Scale persists to config file and can be changed in Settings.
- Redesigned and added ability to scale Radar Window. Scale persists to config file and can be changed in Settings.
- Added a toggle to collapse/expand the list of weapons on the Weapon Manager window.
- Increased the number of range steps in the Radar. Now can display up to 1000km by default.
- Added Dynamic range settings to Radar Display based on the max range of the radars in operation.
- Added close buttons to the upper right of some windows.
- Added option in Settings to turn off Bullet Hole Decals (may help with performance)
-
FIXES
- Cleaned up obsolete and deprecated unity method calls.
- Removed MM config 30_bdac_missiles_terminalmaneuvering.cfg. No longer used.
- Fixed radar locking in space. Git PR #517. By JRodriguez
v1.2.1
v1.2.0 - Compatible with KSP 1.4.2
v1.2.0
-
NEW FEATURES:
- Support for Unity 2017. Icons textures fixed by PapaJoe. Thanks to @SpannerMonkey for chaff/smoke models.
- Compatibility with KSP 1.4.2.
- Surface AI: Yes, tank battles and ships battles are a reality now. Thanks to @gedas for this major feature.
- Damage Consequences: damaged engine has reduced thrust and greater heat production. Issue #433.
-
ENHANCEMENTS:
- Cruise Guidance overhaul.
- Shaped explosions for AGM missiles.
- Chaff rebalance.
- New setting to disable terrain checks.
- New FX for missile collisions.
- Modular missile core - added option to control roll.
- HE-KV1 missile is now efficient and deadly in Space :) Thanks to Kergan.
- Weapons like cannons can fire up to their max range. (eg: a 20 km cannon can fire at 20 km)
-
FIXES:
- Drag of ammo boxes reduced. Issue #498.
- Dozens of small fixes and rebalance!
Damage and Armor System Overhaul
v1.1.0
-
NEW FEATURES:
- Bullet decals.
- Damage consequences for engine damaged. #433
-
ENHANCEMENTS:
-
New damage model: the new system uses hitpoints instead of temperature.
-
Realism overhaul for ballistics, penetration and armor.
-
Realism overhaul for explosive damage and forces.
-
Improvements to Cruise Guidance.
-
Option for Modular Missiles to correct Roll.
- For more detail you can check the issue #307 and the Wiki https://github.com/PapaJoesSoup/BDArmory/wiki/
-
-
FIXES:
v1.0.0 - Under the radar, over the horizon
v1.0.0
-
NEW FEATURES:
-
Under the radar: Radar & Stealth, re-design of how the radar system works
-> see developer wiki for mechanics / part config
-> see included changelog for details -
Over the horizon: Massive improvements to ballistic missile guidance and modular missiles, ability to simulate ICBM flight paths
-> see included changelog for details -
New dedicated sonar ping and torpedo ping sounds, courtesy of PapaJoe!
-
-
FIXES / ENHANCEMENTS:
- Localization updates, including chinese localization (thanks @Acea)
- Fixed indestructible Kerbals - weapons/explosions have effect on Kerbals again! (thanks @Designer225)
- Fixed AIPilot problem with drag estimations (thanks @RichardDastardly)
- Fix missile infinite fuel
- Fix rwr window invisible in fresh installs
- Display ranges of RWR and radar display now linked, selectable display range of radar display up to configured PRE physics max range!
- Window position saving also for vesselswitcher
- Prevent active radar missiles locking onto anything they see, now obey engagement settings
- Sonar pings and torpedos only show on RWR if vessel is splashed/submerged
- Fix guard mode "cheating" - now must have detected an enemy with radar/sonar or with visual range before it can attack it
- If a cruise missile has terminal guidance, it can be switched off (before launch) in the part action window. The missile will then be purely gps guided without engaging its terminal targeting mode
- If debug labels are enabled, upon entering the editor all bda parts & their properties (if relevant for balancing) are dumped into .csv files for convenient analysis in excel
- Complete review of all event handlers, should reduce some actual or potential nullrefs upon explosive vessel disassembly
- General performance improvements due to code refactoring
NOTE: As always, BDA need PhysicsRangeExtender and ModuleManager to work properly!
Latest versions (as of this release date) are bundled in the download release zip.
Installation instructions see KSP forum opening post:
(http://forum.kerbalspaceprogram.com/?showtopic=155014)
Public Beta - v1.0.0. Preview Build 2
attempt to fix "stealth exploit" with additional 45° renderings