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KKV, OffsetWeapon fix, more orbital stuff

Open josuenos opened this issue 6 months ago • 0 comments

  • 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

josuenos avatar Aug 04 '24 00:08 josuenos