OpsTrack

by mikkelsen

0.10.0

**Mod 0.10.0**
- **Set the server key in game**: as a server administrator, type `#opstrack_key` to see whether your server is connected to OpsTrack, then paste a new server key and press Save. OpsTrack checks the key before it is stored, so a wrong key never replaces a working one. No access to the host's files needed.
- **Told when the key stops working**: when your server has no server key, or OpsTrack rejects it, the dialog opens by itself for administrators, once until the next restart or reload.
- **Admins stay in step**: if another administrator sets the key while your dialog is open, it updates to show the key now in use.
Game Version
1.9.0.37
Created
Thu, 12 Nov 2026 18:50:00 GMT
Last Modified
Thu, 12 Nov 2026 18:50:07 GMT

0.9.0

## What's new

- **Positions every 100 ms**: movement is recorded 10 times per second instead of once per second.
- **New recording format**: smaller, more precise recordings, so the higher rate costs your server little extra data.
- **Unchanged positions are skipped**: entities that don't move send no new samples, only a heartbeat once per second.
- **Shots line up with movement**: fire events use the same clock as positions.
- **Lower server load**: recording work per tick has a fixed limit.

## Reliability

- **Fewer lost recordings**: entity data survives repeated API errors.
- **Clean shutdown**: everything still queued is sent when the world ends.
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 07:38:16 GMT
Last Modified
Sat, 07 Nov 2026 07:38:25 GMT

0.8.0

**OpsTrack 0.8.0**

**New: explosions and smoke that were missing from the replay**
These now show up in the replay:
- GM colour smoke and GM smoke mortars
- Mines and demolition charges, whether set off by a vehicle, a player, a detonator, a timer or GM Destroy
- GM lightning strikes
- Vehicles that explode when destroyed
- Smoke rounds from AI mortars and from players' grenade launchers

**New: kills credited to the explosive**
A kill by a mine, charge or other explosive is now credited to that explosive at a short distance, instead of to the killer's current weapon at a long distance.

**New: Game Master control is recorded**
When a Game Master takes control of an AI, the mod now records it. Each clan chooses per share link whether the replay shows the GM's name on that AI and credits its kills to the GM.

**Fixed: shots and grenade throws missing after restarting a recording**
In 0.7.1, if a recording was stopped and started again while a player stayed alive, that player's shots and thrown grenades (including smoke) were not recorded until they died. They are recorded again.

**Fixed: false warnings in the server log**
Stopping a recording no longer logs "rejected twice" warnings for data that was already saved, and a possessed AI's death no longer logs a short extra possession.

**Good to know**
- Game Master control needs the website update v2.7.0, which is live.
- Recordings made before 0.8.0 have no Game Master control data, and it can't be added afterwards.
- Shots and throws missing from 0.7.1 recordings cannot be repaired.
- Known issue: smoke rounds a player fires from a mortar are not recorded yet. AI mortars are.
- Servers still on an older mod version keep working with the new website.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 11:48:51 GMT
Last Modified
Sun, 01 Nov 2026 11:49:06 GMT

0.7.1

**OpsTrack 0.7.1**

**Fixed: players could disappear from the replay**
When a mod replaced a player's character (loadout or role switch, "respawn in place" and similar), that player could vanish from the replay until they died, and then reappear as a dead "Rifleman". Players now stay visible the whole time under their own name, and their death is shown on the right player.

**Fixed: stray "Rifleman" markers at spawn points**
Respawning no longer leaves an extra AI marker behind at the spawn point.

**Fixed: hits and shots counted twice after restarting a recording**
If a recording was stopped and started again without restarting the server, hits, explosions and shots could be recorded two or more times. Each one is now recorded once.

**Fixed: grenade throws right after a character switch**
Grenades are now credited to the right player.

**Good to know**
- No API or web update is needed. Just update the mod.
- Replays recorded with 0.5.5–0.7.0 cannot be repaired: the missing positions were never sent.
Game Version
1.8.0.13
Created
Sun, 25 Oct 2026 09:45:51 GMT
Last Modified
Sun, 25 Oct 2026 09:45:59 GMT

0.7.0

**OpsTrack mod v0.7.0**

**Recordings now survive server crashes**
- If your server crashes during a recording, OpsTrack continues **the same recording** when the server comes back on the same map. You don't need a command, it doesn't wait for players, and it works with or without autostart.
- The replay stays **one continuous operation**. The downtime shows as a gap, so the mission is no longer split in two.
- Admins who are online get a message: *"resumed recording … after a crash (total gap N min)"*.
- It can't continue after a map change, more than **60 minutes** of downtime, or if the recording was stopped on purpose. In those cases a new recording starts as usual.

**Planned restarts start a fresh recording**
- Shutdown, `#restart`, a scenario change and **game over** now close the recording properly. The next one starts fresh, either by autostart or with `#opstrack_start`.
- The end screen after game over is **no longer recorded**.
- **Tip:** some hosting panels restart by killing the server process outright. OpsTrack can't tell that apart from a crash, so the recording continues. If you want a fresh one, send `#opstrack_stop` via RCON before the restart.

**Commands**
- `#opstrack_start`: continues the interrupted recording if there is one.
- `#opstrack_start new` (or `#opstrack_start new <Map>`): **always** starts a new recording.
- `#opstrack_start` / `#opstrack_stop` now tell you when a recording is being resumed or closed, and ask you to wait a few seconds.

**Updating**
- **No config changes needed.** Just update the mod.
- While recording, the mod keeps a small file at `profile/OpsTrackRecording.json`. Please don't edit or delete it.
Game Version
1.8.0.13
Created
Sat, 03 Oct 2026 18:58:46 GMT
Last Modified
Sat, 03 Oct 2026 18:58:51 GMT

0.6.1

Improved data quality
Game Version
1.8.0.13
Created
Tue, 29 Sep 2026 10:08:56 GMT
Last Modified
Tue, 29 Sep 2026 10:09:02 GMT

0.6.0

**OpsTrack v0.6.0**
- Added autostart recording: turn it on per server in the web app, and a recording starts by itself 30 seconds after enough players are online.
- Added a minimum player count for autostart, set per server in the web app.
- Autostart starts a new recording when the current one reaches its time limit while players are still online.
- After a manual stop (#opstrack_stop or ending the mission in the web app), autostart waits until the server has been empty before recording again.
- If the API refuses to start a recording (e.g. storage limit reached), autostart pauses until #opstrack_reload or a server restart.
- Server settings are now fetched from the web app at startup and on #opstrack_reload, and the server log shows which server the API key belongs to.
- Fixed #opstrack_reload not picking up a changed API key.
- A settings file with a typo is no longer overwritten with defaults; the reload is refused and the previous settings stay in effect.
- Fixed join events sometimes getting lost when a recording started while players were joining.
- Join/leave events are now always recorded; the EnableConnectionEvents setting was removed.
- Admin chat now shows a readable message instead of raw JSON when a mission is ended from the web app.
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 07:27:34 GMT
Last Modified
Fri, 18 Sep 2026 07:27:42 GMT

0.5.5

OpsTrack v0.5.5
Bug Fixes
Fixed AI/vehicles/players sometimes rendering as alive forever after actually dying
Deleted AI/vehicles now disappear from replays instead of showing a death marker
Fixed GM editor kills rendering the explosion on the GM instead of the target
Fixed a GM disconnecting while possessing an AI sometimes killing and hiding that AI from the replay
Fixed the last few seconds of a recording sometimes getting silently dropped
Game Version
1.8.0.10
Created
Mon, 31 Aug 2026 13:12:15 GMT
Last Modified
Mon, 31 Aug 2026 13:12:21 GMT

0.5.4

# OpsTrack 0.5.4

**Reforger 1.8**
- Compatibility pass for 1.8 — the mod builds and runs clean on the new version

**Grenade launchers**
- Fixed: a 40 mm shot was drawn as a straight bullet tracer to a point it never
  flew to, alongside the real explosion somewhere else. Arcing rounds no longer
  report a false impact point — the explosion supplies the real one

**Bad API key**
- A rejected API key now stops the mod and tells the admin why, instead of
  retrying every 3 seconds for the rest of the session
- Fix the key and run #opstrack_reload to resume
Game Version
1.8.0.10
Created
Thu, 13 Aug 2026 14:30:21 GMT
Last Modified
Thu, 13 Aug 2026 14:30:27 GMT

0.5.3

**0.5.3**
- Proper display of record start errors
- Added new url for api
Game Version
1.7.0.54
Created
Wed, 12 Aug 2026 10:32:25 GMT
Last Modified
Wed, 12 Aug 2026 10:32:30 GMT

0.5.2

# OpsTrack 0.5.2

**Shots through vegetation**
- Fixed: projectiles was recorded as stopped mid-air on bushes and trees instead of passing through

**End of recording**
- Fixed: the last batch of every recording was sent without a mission id, so the
  closing seconds of shots were dropped
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 12:45:13 GMT
Last Modified
Tue, 11 Aug 2026 12:45:19 GMT

0.5.1

# OpsTrack 0.5.1

**Vehicle weapons**
- Fixed: turret shots recorded an impact 2 cm from the muzzle, so tracers were invisible
- The shot raycast now ignores the vehicle the gunner is sitting in
Game Version
1.7.0.54
Created
Sat, 01 Aug 2026 13:38:48 GMT
Last Modified
Sat, 01 Aug 2026 13:38:53 GMT

0.5.0

# OpsTrack 0.5.0

**Server performance**
- Removed the per-second whole-map entity scan; entities now register themselves as they spawn
- Full scan now runs once per recording as a self-check, then switches off

**Client stutter**
- The AI shot relay no longer runs when nothing is being recorded (it ran on every client, always)
- Shot data moved off the blocking delivery channel

**Vehicle weapons**
- Turret fire is now recorded — previously produced no shot lines at all
- Attributed to the gunner, incl. AI crews and multi-turret vehicles
Game Version
1.7.0.54
Created
Sat, 01 Aug 2026 12:37:28 GMT
Last Modified
Sat, 01 Aug 2026 12:37:32 GMT

0.4.7

**OpsTrack v0.4.7 — Server Performance Diagnostics**

**New**
- The mod now reports **server performance data** along with recordings: capture cost, server FPS, entity counts, and queue depths. This is what let us track down the cause of the recent "OpsTrack drops our server FPS" reports, and it means we can now spot that kind of problem on your server without asking you to dig through log files. It is sent only while a recording is running, adds roughly 0.1% to the data volume, and contains **no player information** — only aggregate counts and timings.
- The server log now always states which API the mod connected to at startup, so a server pointed somewhere unexpected is obvious at a glance instead of buried in debug output.

*This release is measurement only — it does not change what gets recorded. The performance work it is measuring for comes next.*
Game Version
1.7.0.54
Created
Fri, 31 Jul 2026 07:26:24 GMT
Last Modified
Fri, 31 Jul 2026 07:26:30 GMT

0.4.6

Hotfix to server perfomance
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 19:47:13 GMT
Last Modified
Wed, 29 Jul 2026 19:47:16 GMT

0.4.5

**OpsTrack v0.4.5 — Grenade Tracking**
**New**
- Thrown grenades are now captured — for both players and AI:
- **Frag grenades** show up as explosions at the actual blast point, attributed to the thrower and labeled with the grenade type (e.g. M67).
- **Smoke grenades** are a new event type: a smoke marker appears at the ignition point, with the color parsed from the grenade type. Fired smoke rounds (e.g. 40mm) are captured too.
**Fixed**
- Thrown smoke grenades no longer produce a false explosion when the smoke burns out (~2.5 minutes after the throw).
- Kill feed events are now only captured while a recording is active.
Game Version
1.7.0.54
Created
Sat, 25 Jul 2026 13:40:51 GMT
Last Modified
Sat, 25 Jul 2026 13:40:58 GMT

0.4.4

# OpsTrack v0.4.4 — Recording Stability Hotfix
**Fixed:** a recording could stop unexpectedly if a player or weapon name contained certain special characters (such as quotes or backslashes), which corrupted the data sent to the server. All text values are now handled safely, so a single unusual name can no longer interrupt a recording.
Game Version
1.7.0.54
Created
Mon, 29 Jun 2026 18:54:36 GMT
Last Modified
Mon, 29 Jun 2026 18:54:44 GMT

0.4.3

# OpsTrack v0.4.3 — AI Fire Tracking
**The biggest gap in our After-Action Reviews is now closed: AI weapon fire is tracked.**
**AI shots** — every AI's fire is now captured: where it was fired from, the direction, and where the round lands — exactly like player shots. Replays now show the **whole** firefight, not just the human side.
**AI explosions** — RPGs, grenade launchers and HE rounds fired by AI now show up too, including detonations out in the open that hit nothing.

**Handgrenades and smokegrenade tracking** - Still not working :(
Game Version
1.7.0.54
Created
Sun, 28 Jun 2026 19:29:53 GMT
Last Modified
Sun, 28 Jun 2026 19:29:59 GMT

0.4.1

**0.4.1**
- Fireevents only supported for players and not ai
Game Version
1.7.0.49
Created
Tue, 23 Jun 2026 10:40:48 GMT
Last Modified
Tue, 23 Jun 2026 10:40:51 GMT

0.4.0

**0.4.0**
- Added projectile tracking
Game Version
1.7.0.49
Created
Mon, 22 Jun 2026 19:10:08 GMT
Last Modified
Mon, 22 Jun 2026 19:10:11 GMT

0.3.37

**v0.3.37**
Updated screenshots, description and summary on workshop
Game Version
1.7.0.49
Created
Tue, 09 Jun 2026 20:25:32 GMT
Last Modified
Tue, 09 Jun 2026 20:25:36 GMT

0.3.36

**0.3.36**
- Updated to compile with 1.7, fixed a variable name that had changed.
Game Version
1.7.0.41
Created
Fri, 29 May 2026 08:33:40 GMT
Last Modified
Fri, 29 May 2026 08:33:44 GMT

0.3.35

**V0.3.35**
**Removed map config**
- No longer required to update mod to support new maps, the supported maps list is now fetched from the API
Game Version
1.6.0.119
Created
Tue, 26 May 2026 19:25:41 GMT
Last Modified
Tue, 26 May 2026 19:25:44 GMT

0.3.34

**v0.3.34**
**Added maps**
- Normandy
- BelleauWood
- Kuhmo
Game Version
1.6.0.119
Created
Tue, 26 May 2026 09:20:51 GMT
Last Modified
Tue, 26 May 2026 09:20:55 GMT

0.3.33

**0.3.33**
Added better handling of timeout on POST to API
Game Version
1.6.0.119
Created
Mon, 25 May 2026 16:56:51 GMT
Last Modified
Mon, 25 May 2026 16:56:53 GMT

0.3.32

**0.3.32 — Quiet Logs for Tenants Without 506IRRU**

- **Log spam eliminated when 506IRRU Custom Name Tags mod isn't installed.** Previously, the helper logged `Failed to load $profile:custom_names.json` as a WARN every 5 seconds (driven by cache-miss force-reloads). On a tenant without the 506 mod, this filled the log file with thousands of identical warnings per mission.
- **One log per state change.** The "file missing" message now fires exactly once per session as INFO (downgrade from WARN — missing file is the normal case for tenants without 506, not a warning condition). Subsequent checks are silent until the file actually appears, at which point you'll see `Custom names cache reloaded: N entries`.
- **State-driven logging.** The helper now logs on state transitions (missing → present, present → missing, valid → invalid) instead of on every check. No more noise about persistent normal states.
Game Version
1.6.0.119
Created
Sun, 24 May 2026 12:57:04 GMT
Last Modified
Sun, 24 May 2026 12:57:11 GMT

0.3.31

More fix
Game Version
1.6.0.119
Created
Mon, 11 May 2026 18:54:00 GMT
Last Modified
Mon, 11 May 2026 18:54:04 GMT

0.3.30

Fix guard on custom_names length
Game Version
1.6.0.119
Created
Mon, 11 May 2026 17:40:30 GMT
Last Modified
Mon, 11 May 2026 17:40:34 GMT

0.3.29

Fix wrongly published .28
Game Version
1.6.0.119
Created
Mon, 11 May 2026 17:10:48 GMT
Last Modified
Mon, 11 May 2026 17:10:52 GMT

0.3.28

**0.3.28 — 506IRRU Custom Name Tags Support**

- **Custom names from the 506IRRU Custom Name Tags mod are now picked up by OpsTrack** — no hard dependency required. If a player has set a custom name via the 506 mod, it'll appear in replay, kill feeds, mission rosters, and connection events instead of their default game name. If the mod isn't installed, everything works exactly as before.
- **How it works:** OpsTrack reads `$profile:custom_names.json` (written by the 506 mod) and resolves names by player UID. The file is cached in memory and refreshed every **10 seconds**, so name changes mid-mission propagate automatically. Cache miss accelleration kicks in within **5 seconds** for newly-set names.
- **Reload on demand:** `#opstrack_reload` (RCON or admin chat) now also force-refreshes the custom name cache. Useful if you've just edited the file manually and want instant pickup.
- **Graceful degradation:**
  - File missing → silent fallback to default name (no spam, no retries)
  - JSON parse failure → keep previous cache, log one WARN (no warning spam)
  - Player has no custom name set → falls through to default name
  - Player UID not resolvable yet (early in connection) → uses default name
- **Affected areas:** Player display names in entity definitions, kill events (actor + victim), connection events (join/leave), and AI death attribution when the killer is a player.
Game Version
1.6.0.119
Created
Mon, 11 May 2026 15:13:36 GMT
Last Modified
Mon, 11 May 2026 15:13:40 GMT

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