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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