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(Mainly) Sonar tweaks and fixes

Open SuicidalInsanity opened this issue 4 months ago • 0 comments

  • Add missing sonar checks for AIs trying to fire torpedoes.
  • Fix AI not turning on Active sonar when trying to fire INS torpedoes if no passive sonar on vessel.
  • AI can now make use of non-DynamicRadar radars for missile targeting when being actively targeted by incoming anti-radiation ordinance.
  • AI visual detection of incoming missiles within visual range no longer requires a RWR. RWR detection of incoming missiles still requires a RWR on the craft.
  • Tweak AI detection and reaction to incoming GPS/INS missiles, they should detect and react to them a bit more consistently now
  • Competition UI text in the upper left corner now properly scales when adjusting UI_SCALE.
  • Add ability to set teams' Allies to the Team Selector GUI.
  • Fix craft equipped with repulsors breaking ground spawn.
  • Acoustic Decoys will no longer defy gravity and fly if launched out of water.
  • 'Infinite Ordinance' now applies to Countermeasure droppers.
  • Adjust cmThreshold timing for SLW countermeasures to 5x time set in WM to account for torpedoes being substantially slower than missiles. This should allow proper CM behavior against both torpedoes and missiles without compromising one or the other.
  • Fix Electrolaser NRE when firing on a target vessel.
  • Tweak acoustic propagation loss rate for passive acoustic torpedoes, should have a bit further effective detection range now.
  • Fix INS guidance ordinance not configured with a datalink immediately triggering the lost lock condition and self-destructing.
  • Passive Sonar torpedoes now home in on loudest part, not CoM (unless targetCoM set in missile c.fg)
  • Fix Terminal Guidance Passive Sonar torpedoes not entering terminal guidance.

SuicidalInsanity avatar Sep 28 '24 21:09 SuicidalInsanity