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Releases: BahamutoD/BDArmory

BDArmory v0.10.3

18 Feb 01:13
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v0.10.3
= New =

  • Predictive mid-air collision avoidance for AI Pilot
  • Competition mode
  • Compatibility with assembly dependency
  • Compatibility with BDA Vessel Switcher
  • AI Pilot improvements by ferram4
  • - G-limiter
  • - AoA limiter
  • - Dynamic minimum altitude adjustment (plane pulls out of dive earlier if needed)

= Changes =

  • Guards will reset fire cycle and switch weapons if current gun has overheated
  • Optional "activeMissileOnly" (bool) in MissileTurret module
  • Increased radar sensitivity
  • Decreased AIM-120 and AIM-9 static launch ranges
  • Increased AGM min launch ranges
  • Allow guard to use beam riding type missile (TOW)
  • AI will do wide scan instead of focusing on target if extending to help prevent easy kill
  • AI Evasive improvements
  • - Fly to beam incoming missiles detected on rwr or visually
  • - Fly to break away from incoming fire (instead of flying random directions)

= Fixes =

  • Disabled firing with trigger when in guard mode
  • Fixed AI Pilot aiming when attempting lock with heat-seeker
  • Fixed Rotary Rail symmetry and rail count persistance issues (you may need to readjust the rail on your crafts)
  • Fixed guard's final launch authorization to use missile DLZ instead of arbitrary values
  • Fixed incorrect screen message when guard selects "none"
  • Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired

BDArmory v0.10.2.1

15 Feb 17:09
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v0.10.2.1
= Fixes =

  • Fixed typo in AGM-86C cruise missile description (should say GPS guided)
  • Disabled 'Remote firing' option by default

v0.10.2
= New =

  • Adjustable Rotary bomb/missile rail
  • AI Pilot guards can select and use unguided or GPS guided bombs
  • Guards will open and close cargo bays as necessary for missiles/bombs (FAR users need to manually set 'cargo bay' missiles/bombs)

= Changes =

  • Selecting a missile will enable all turrets containing its type, not just current missile
  • No longer render cluster bomb submunitions until they are deployed
  • Guards will take longer to forget about contacts if they have not been seen
  • Guards will reset memory lifetime of contact if they are seen again

= Fixes =

  • Fixed targeting pod stabilizing on underwater terrain instead of surface
  • Fixed Take-off not working on Command Self if AIPilot is not activated
  • Fixed exceptions thrown by cluster bomb, targeting camera, and wing commander
  • Reduced debug log spam