SOFLAM Integration Core

by Seebie90 I Nomad

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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