SOFLAM Integration Core
by Seebie90 I Nomad
3.1.1
3.1.1 ============================================================== 2026-11-08 - UPDATE ============================================================== NEW - FAR UNITS IN THE DRONE PICTURE Soldiers in the picture of a drone are now shown even when they are far away from the player with the tablet. While the picture is open, the server streams the units in the camera's field of view to the operator (up to 80 objects) and lets go of them a few seconds after they leave the picture. The tablet makes sure they show up complete: soldiers with their gear instead of arms only. - When a picture is opened for the first time, the camera looks at the loiter point of the drone. After that it stays on the last point you used. FIXED - THE TABLET LINKS ONLY TO A SOFLAM ON A TRIPOD. A SOFLAM on the ground or in your hand is no longer linked, neither by the LINK key nor by the "Link" action. Devices in your pocket stay skipped. - The tablet screen of a picture source is rebuilt when the screen size changes (window, full screen, resolution). Before, the HUD kept the old size. - When the operator is a Game Master, closing the editor no longer removes the drone from his game. The tablet showed NO FEED. - Enemy groups in the picture: all units within 10 m of the centre of a group form that group. Before, units were chained, so squads standing next to each other merged into one marker such as INF 18. KNOWN ISSUE - Vehicles far from the operator are not drawn completely in the drone picture (a truck without its cargo bed, an armoured vehicle without wheels).
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 19:29:47 GMT
- Last Modified
- Sun, 08 Nov 2026 19:30:09 GMT
3.1.0
3.1.0 ============================================================== 2026-11-08 - UPDATE ============================================================== UPDATE - NEEDS GTG THERMAL FRAMEWORK 1.1.0 OR NEWER Subscribe to the new version of "GTG Thermal Framework" (1.1.0). The tablet reads the night vision gain from it. With the old 1.0.0 this mod does not load. NEW - PICTURE SOURCES ON THE TABLET The tablet is no longer limited to the SOFLAM. Other mods can plug in a picture source, for example a drone, and the tablet gives it the same screen as the SOFLAM. On its own the Core has no drone: the new screens come alive with a source mod such as UAV SOFLAM. Open them with TAB > Source. - Full screen like the SOFLAM: the right mouse button or the dot key takes over, the mouse, W A S D or the right stick slew the camera, aiming leaves full screen. The camera stays locked on the last point you used. - Night vision and thermal with all palettes, temperature windows and gain, on the same keys and the same controller layout as the SOFLAM. - A HUD for flying sources: armament, course tape, laser code, horizon, time left, altitude, attack mode and range. A grid readout with the terrain height (5 digits per axis, a 1 m raster) is ready for fire missions. - A settings page for each source (TAB > UAV settings): number entry with the digit keys, code entry, choices, switches and one-press actions. The blue LINK key switches between several sources. - Laser spots appear in the picture as a diamond with their code: green for the code of the source, red for any other code. - Enemy infantry and vehicles in the picture are red, your own forces blue (your faction) and green (your group). Enemies closer than 10 m form a group (INF 3), vehicles are labelled VEH. NEW - AUTOMATIC MAP MARKING Settings > Auto map marking, off by default. When it is on, the enemies a source sees are marked on your map and refreshed every 15 seconds. Only you see the markers. The markers in the picture do not depend on it. FIXED - THE LINK KEY NO LONGER TIES THE TABLET TO A SOFLAM IN YOUR POCKET. Devices in your inventory are skipped, and a linked device that gets stowed is unlinked. A SOFLAM on a tripod, on the ground or held in your hand still links. - The messages of the vehicle tracking are in English now. FOR MODDERS - GTG_SOFLAM_TabletFeedSource is the base class of a picture source. Register it with GTG_SOFLAM_TabletSources. It provides the camera, the status for the HUD, the settings and the commands.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 00:45:33 GMT
- Last Modified
- Sun, 08 Nov 2026 00:47:24 GMT
3.0.0
============================================================== 2026-11-07 - MAJOR UPDATE ============================================================== MAJOR UPDATE - YOU NEED ONE NEW MOD Subscribe to "GTG Thermal Framework". Thermal imaging and night vision moved out of this mod into it, so other mods can use them too. Without it this mod does not load. NEW - THE SOFLAM TABLET A tablet that controls a SOFLAM standing on a tripod. It is an item in the US arsenal. - "Link Tablet" on the tripod head ties the tablet in your hand to exactly that device. The same action reads "Unlink Tablet" while it is yours. - In the hand it shows a small screen with the live picture of the device and five status lights: power, link, laser, tracking and vision mode. - "Use Remote Control" (or the left mouse button) opens the full-screen view of the tablet with its keys. Click them, or use the same keys as on the device itself. - Take over to aim: the mouse swings the device, W A S D or the stick swing it faster. Your character stands still while the tablet is open. - Everything the sight does works in the picture: designate, range only, track, night vision and thermal with all palettes, zoom, laser power. The readout of the sight (azimuth, elevation, range, code) is part of the screen. - The laser code can be changed on the tablet. NEW - THERMAL IMAGING Thermal imaging comes from the GTG Thermal Framework and is much more than before. - Four palettes: White Hot, Black Hot, Ironbow and Rainbow. J changes the palette. - Ten temperature windows. Shift + mouse wheel changes the window; the sight and the tablet each keep their own. - The heat picture follows the in-game time of day. Ground and trees cool down at night and warm up in the sun. - The infantry window picks itself by the time of day, one for the cold ground at night and in the morning, another for the warm ground during the day. - The sight and the tablet show the palette and the temperature window in degrees. NEW - ZOOM Five zoom steps: 2.5x, 5x, 10x, 15x and 20x, on the standard zoom keys of the game (Num +/-, Alt + wheel, controller RB + D-pad). 5x is the old picture. The current zoom is shown in the sight and on the tablet. CHANGED - NIGHT VISION NOW USES THE GAME'S OWN NIGHT VISION LOOK (green phosphor, as in the vanilla night vision sights) instead of our own white phosphor material. - THE IR LASER STARTS AT THE SECOND LOWEST POWER STEP. A strong IR beam shows your position to everyone with night vision, and a real one is invisible without it. Raise it with H + mouse wheel when you want to be seen. The upper limit is 30 instead of 40: above that the beam blows out the night vision picture. - THE KEYS: I cycles the vision mode (it was J), J changes the thermal palette. Right mouse button (night vision / thermal) and Shift + wheel (gain / thermal window) are unchanged. All of them can be rebound under Settings > Controls > SOFLAM Integration. - Diagnostic lines no longer fill script.log during normal play.
- Game Version
- 1.9.0.37
- Created
- Sat, 07 Nov 2026 18:52:30 GMT
- Last Modified
- Sat, 07 Nov 2026 18:52:59 GMT
2.0.2
2.0.2 ============================================================== 2026-10-22 - HOTFIX ============================================================== FIXED - THE SCREEN COULD STAY WASHED OUT OR TURN COMPLETELY WHITE AFTER USING THE NIGHT VISION OR THERMAL MODE. The device set the camera brightness itself and never gave it back. After turning the night-vision gain up, the thermal picture, and even the normal view when you got back into the device, stayed white; after turning it down they stayed dark. Even without touching the gain the exposure stayed where the night vision had left it, so the day picture looked brighter and flatter until another device, like your own night-vision goggles, reset it. The brightness is now handed back to the game whenever you switch mode or leave the device, and the gain starts at its default again.
- Game Version
- 1.8.0.13
- Created
- Thu, 22 Oct 2026 19:04:17 GMT
- Last Modified
- Thu, 22 Oct 2026 19:04:44 GMT
2.0.1
============================================================== 2026-10-17 - HOTFIX ============================================================== FIXED - ENTERING OR LEAVING THE TRIPOD COULD PUT A PLAYER UNDER THE MAP. On a map with a terrain fault the ground measurement under the tripod's door can hit something far below, or nothing at all. The door points followed it: the entry point sank into the ground and the exit point ended up beneath the map. The measured height is now only used when it lies within what a tripod on a slope of up to 35 degrees can produce, 1.6 m from the tripod's own height. Otherwise the door keeps the height from the prefab, and the log gets one warning with the position, so a faulty spot on a map can be found.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 12:16:59 GMT
- Last Modified
- Sun, 18 Oct 2026 12:17:27 GMT
2.0.0
MAJOR UPDATE - UPDATE THE AH-64 SOFLAM MOD TOGETHER WITH THIS ONE Both were rebuilt and have to be the same version. THE TRIPOD WORKS ON SLOPES - "Use SOFLAM" no longer reads "obstructed" on a hillside. The height map sat up to 0.6 m below the surface you actually stand on, which put the door points 0.3 m inside the ground. Door points and legs now take the real surface, measured by a trace instead of read from the map. - Each leg is solved on its own until its foot really lands: while it extends along its slanted axis the foot slides 0.2 - 0.35 m sideways. - The slope limit for assembling is 35 degrees instead of 25. - Aiming no longer drops the frame rate. The leg and door geometry was recomputed on every aim update, which is every frame; it is now measured only when the height or the placement changes. TRIPOD AND DESIGNATOR ARE ASSEMBLED, NOT MOUNTED The two-step route is gone. Instead of deploying the tripod and then mounting the device, you drop the folded tripod, look at it, and "Assemble" builds it together with a SOFLAM from your inventory. A ghost shows the result first. Both parts are consumed; "Pack Up Tripod" gives both back, separately. No entrenching tool needed. "Mount Designator" and "Collect Designator" are removed. The second one was harmful: it left a tripod with no device, and in that state "Use SOFLAM" disappears. THE MOUNTED DEVICE IS NOW VISIBLE ON DEDICATED SERVERS It existed for the server and for nobody else - the reason the previous build listed replication as untested. Our mounted prefab inherited Weapon_Base, an abstract base that carries a weapon animation component but no animation graph. Without a graph the entity initialisation aborts and the engine returns an empty shell: no model, no components, and no replication component. Nothing to replicate, so no client ever saw it. Server slot 1 | weapon 1 | designator false | Rpl false | children 9 Client slot 1 | weapon 0 | prefab - | | children 8 THE GUNNER NO LONGER RIDES UP WITH THE LEGS Listed as open last time. Extending the legs lifted the whole tripod, seat included: legs 0.94 | lift 0.5045 | root above ground 0.5045 | gunner 0.5045 The seat cannot be moved at runtime, so the root now stays on the ground and the structure rises instead. Same world positions, different frame of reference - measured, gunner and root stay at 0. TRACKING WORKS FROM THE GUNNER SEAT Tracking shipped last time, but only ever worked with nobody at the device. Sitting in the turret, locking on threw the mount 180 degrees off and froze it there. The engine's SetAimingAngles takes radians and was being given degrees, so both axes ran into their limits - elevation read exactly 45.000, the stop value. From outside it looked correct, because the ball head follows through a second call that was already in radians. before sight axis off by 133.3 degrees after off by 0.13 degrees, most of it parallax in the measurement itself Helicopters were checked as well, against a Mi-8 over 80 to 167 m and 49 degrees of bearing. Above 45 degrees of elevation the mount reaches its limit - that is the hardware. THE MOUNT NO LONGER STEPS WHILE TRACKING Different from the view stutter fixed in the previous build. Aiming and the target point hung on a throttle meant for network updates, so the mount moved in ten steps a second while the picture ran at 60 and more. Both now update every frame while the target moves, and drop back to 10 Hz when it stands still. Network traffic is unchanged. Sideways lag fell from 0.64 degrees to under 0.023 - about 7 cm at 166 m. SMALLER CHANGES - The tripod now actually appears in the arsenal. It was announced last build, but sat in the Equipment list while deployable parts have their own catalog list, so it was never shown. Rank PRIVATE, 15 supplies. - Six duplicate GUIDs in the turret prefab, four of them older than this build. Two were shared between the compartment door and the height actions. - The folded tripod no longer renders as a duffel bag when dropped. - The assemble preview shows our tripod instead of vanilla's M3. - The device follows the ball head as the legs and column move. STILL OPEN - The sight lags one step behind when the height is changed very fast. - Placing straight from a quick slot, ghost in hand. That belongs to the gadget placement system, not to deployables; no vanilla prefab combines the two.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 09:20:06 GMT
- Last Modified
- Sat, 10 Oct 2026 09:20:25 GMT
1.0.2
TRACKING NOW SHARES THE SAME TRUTH ON EVERY MACHINE Five fixes, all found the same way: comparing what the server logged against what each client logged for the same shot. TRACKING WAS NEVER ACTUALLY NETWORKED The turret tracked correctly wherever the operator was, but the tracking state itself - on/off, and which target - lived only in a local variable. The server runs its own copy of the same update loop and always sends directly, never through a relay, so it had its own tracking state that simply stayed off. Result: the server's own (usually wrong) camera-based aim raced against the operator's correct one, and whichever update landed last won - looking, from outside, like a missile that flew correctly and then veered off for no reason. Tracking on/off is now sent the same way a target create or update already was, so every machine agrees on it. WALKING AWAY NO LONGER DRAGS THE LASER WITH YOU The aim point was re-measured from the current camera every frame, including cases where nobody was actually looking through the device - walking off, getting into another vehicle. Now it only re-measures while the operator is aiming through this SOFLAM specifically; otherwise it holds the last real measurement. A LASER MARK NO LONGER OUTLIVES ITS DEVICE Turning the laser off now also cleans up locally before the network message goes out, instead of only after. If that message never arrives - device destroyed, no relay available - the mark used to keep existing on other machines with nothing left to remove it. TWO NETWORK RELIABILITY FIXES FOR THE SAME SYMPTOM Stray unreliable target-update packets arriving late could recreate a mark right after it was removed, leaving a corpse with no operator behind it. That update now goes over a reliable channel. On top of that, every mark now expires on its own after five seconds without an update, regardless of why the update stopped coming - closing the gap for any future case that does the same thing. EACH TRIPOD LEG NOW REACHES THE GROUND INDEPENDENTLY The base itself no longer tilts to match sloped ground - it stays level, which was needed so the head's aim-tilt limit stops clipping early and unevenly on a slope. That only works if each of the three legs can extend to a different length for its own patch of ground, instead of all three sharing one length. Verified live: legs reach uneven ground correctly, base stays level. TWO SMALLER FIXES - Getting out of the turret when nobody had ever actually locked a weapon in no longer failed to hand back the seat correctly (the aim-axis lookup now retries the weapon selection the same way getting in already did). - Getting into the tripod's turret was blocked on flat ground in a way that had nothing to do with the leg height fixes - a leftover override meant for two edge cases was also silently catching the ordinary case. Removed; the vehicle's own door-pick logic already handles it correctly.
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 19:43:12 GMT
- Last Modified
- Sat, 19 Sep 2026 19:43:39 GMT
1.0.1
Disabled Logging
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 18:26:33 GMT
- Last Modified
- Mon, 07 Sep 2026 18:26:54 GMT
1.0.0
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 17:17:42 GMT
- Last Modified
- Mon, 07 Sep 2026 17:18:02 GMT
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