BDArmory
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KKV, OffsetWeapon fix, more orbital stuff
- 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).
- Missiles with RCS will use RCS to offset gravity if they don't have aero or are in near vacuum.
- 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.
- Missiles with RCS can now have multiple forwardRCS transforms.
- Fix null fireTransform issue with UpdateOffsetWeapon()
- Fix weapon manager not considering kinetic warhead missiles as threats.
- Don't show detonation distance settings for kinetic missiles
- Adjust anomalous attraction factor for asteroids in orbit. Attraction now gradually increases from 1km, peaking at 500m, then gradually decreases to 0 at 0km to avoid asteroids accelerating quickly into nearby vessels.
- Add option to toggle RCS evasion on/off
- Add option to evade gunfire using engine thrust
- Clamp firingSpeed, ManeuverSpeed as min, max
- Fix kill velocity continuing beyond speedTarget
- Hopefully more consistent RCS evasion
- Ramming mode for OAI
- Fix wrong relVel direction in BDModularGuidance OrbitalGuidance
- SI armor fixes