SOFLAM Integration Core_DEV
by Seebie90 I Nomad
0.1.12
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 18:39:26 GMT
- Last Modified
- Sat, 19 Sep 2026 18:39:51 GMT
0.1.11
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 09:48:48 GMT
- Last Modified
- Sat, 19 Sep 2026 09:49:08 GMT
0.1.10
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 08:57:38 GMT
- Last Modified
- Sat, 19 Sep 2026 08:57:58 GMT
0.1.9
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 08:09:11 GMT
- Last Modified
- Sat, 19 Sep 2026 08:09:43 GMT
0.1.8
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 13:16:05 GMT
- Last Modified
- Fri, 18 Sep 2026 13:16:36 GMT
0.1.7
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 12:58:02 GMT
- Last Modified
- Fri, 18 Sep 2026 12:58:22 GMT
0.1.6
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 12:22:45 GMT
- Last Modified
- Fri, 18 Sep 2026 12:23:07 GMT
0.1.5
- Game Version
- 1.8.0.13
- Created
- Thu, 17 Sep 2026 19:21:14 GMT
- Last Modified
- Thu, 17 Sep 2026 19:21:44 GMT
0.1.4
Some Bug Fixes
- Game Version
- 1.8.0.13
- Created
- Thu, 17 Sep 2026 17:58:35 GMT
- Last Modified
- Thu, 17 Sep 2026 17:58:59 GMT
0.1.3
Change to Unvisible on Workshop
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 17:43:02 GMT
- Last Modified
- Mon, 07 Sep 2026 17:43:19 GMT
0.1.2
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 17:40:09 GMT
- Last Modified
- Mon, 07 Sep 2026 17:40:27 GMT
0.1.1
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. - Leg 1 stands 2.27 degrees steeper than the other two. - Whether the turret aiming reaches every client on a dedicated server. It was broken for everyone before, so this is not a regression. DEV BUILD - FOR TESTING. Pairs with the DEV build of the AH-64 SOFLAM mod.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 19:13:58 GMT
- Last Modified
- Sun, 06 Sep 2026 19:14:20 GMT
0.1.0
ASSEMBLE FROM TWO PARTS Drop the folded tripod, look at it, and "Assemble" builds it together with a SOFLAM from your inventory. A ghost shows the finished thing - tripod, ball head and designator - before you commit. Both parts are consumed. "Pack Up Tripod" reverses it and gives both back, separately. No entrenching tool needed. Vanilla demands one for its deployables and checks the tool you are holding, not the one in your bag; that requirement is off for this tripod. The old two-step route is gone: no more "Deploy Tripod" followed by "Mount Designator", and no "Collect Designator". The second of those was worse than redundant - it left a tripod with no device, and in that state "Use SOFLAM" disappears. THE DEVICE NOW SHOWS ON DEDICATED SERVERS This is the one thing that never worked in multiplayer. The mounted designator existed for the server and for nobody else. The mounted prefab inherited Weapon_Base, which brings a weapon animation component but no animation graph - it is an abstract base, and vanilla never instantiates it directly. Without a graph the entity initialisation aborts and the engine hands back an empty shell: no model, no components, and no replication component. With nothing to replicate, no client ever saw it. Server slot 1 | weapon 1 | designator false | Rpl false | children 9 Client slot 1 | weapon 0 | prefab - | | children 8 Fixed by giving the mounted device the animation set the turret already runs. Checked on a dedicated server afterwards: assemble, device visible, laser, code, ranging, night and thermal, entry, tracking a driving vehicle over 18 m, and dismantle returning both parts. ALSO IN THIS BUILD - The tripod is in the arsenal for real. It was listed under Equipment, but deployable parts have their own catalog list, so it never appeared however the rank was set. Rank PRIVATE, 15 supplies. - Six duplicate GUIDs in the turret prefab. Four predate this build, and two of them were shared between the compartment door and the height actions - that door is what makes the seat reachable at all. - The folded tripod no longer looks like a duffel bag when dropped. Without an explicit item model it fell back to the team weapon bag it inherits. - The device follows the ball head when the legs or the column move, instead of staying at the height it was built at. - The preview shows the whole tripod. It was drawing the vanilla M3 tripod that the preview base carries, with our parts small in the middle. - Logging is back to a minimum; the multiplayer probes stay in behind a switch. STILL OPEN - Sight height after the mount rebuild. The old correction compensated for a gap between a dummy in the slot and the visible device; that gap is gone, so the correction is off. The resulting height has not been confirmed in a test. - A seated gunner floats beside the tripod, and the head swings uncontrolled when entering while tracking. - Placing straight from a quick slot, ghost in hand. That is a different vanilla system - deployables are assembled on the ground - and would be our own build. - Leg 1 stands 2.27 degrees steeper than the other two, so at full extension its foot sits about 8 mm too low. - The centre aim point sits inside the bodywork; whether a seeker with a line-of-sight check accepts it is untested. DEV BUILD - FOR TESTING. Pairs with the DEV build of the AH-64 SOFLAM mod.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 16:44:11 GMT
- Last Modified
- Sun, 06 Sep 2026 16:44:46 GMT
0.0.17
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 15:48:22 GMT
- Last Modified
- Sun, 06 Sep 2026 15:48:44 GMT
0.0.16
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 15:34:51 GMT
- Last Modified
- Sun, 06 Sep 2026 15:35:13 GMT
0.0.15
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 15:26:55 GMT
- Last Modified
- Sun, 06 Sep 2026 15:27:17 GMT
0.0.14
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 15:17:50 GMT
- Last Modified
- Sun, 06 Sep 2026 15:18:10 GMT
0.0.13
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 13:57:35 GMT
- Last Modified
- Sun, 06 Sep 2026 13:57:54 GMT
0.0.12
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 12:51:43 GMT
- Last Modified
- Sun, 06 Sep 2026 12:52:18 GMT
0.0.11
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 12:36:23 GMT
- Last Modified
- Sun, 06 Sep 2026 12:36:53 GMT
0.0.10
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 12:25:16 GMT
- Last Modified
- Sun, 06 Sep 2026 12:25:37 GMT
0.0.9
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 12:10:45 GMT
- Last Modified
- Sun, 06 Sep 2026 12:11:06 GMT
0.0.8
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:56:18 GMT
- Last Modified
- Sun, 06 Sep 2026 11:56:37 GMT
0.0.7
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:49:54 GMT
- Last Modified
- Sun, 06 Sep 2026 11:50:15 GMT
0.0.6
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:40:13 GMT
- Last Modified
- Sun, 06 Sep 2026 11:40:44 GMT
0.0.5
Changed Replication Settings and Addet Further Client side Logging
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:26:04 GMT
- Last Modified
- Sun, 06 Sep 2026 11:26:27 GMT
0.0.4
Addet: Client seide Logging for debugging
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:04:43 GMT
- Last Modified
- Sun, 06 Sep 2026 11:05:03 GMT
0.0.3
TELESCOPIC LEGS NOW WORK The tripod legs extend. The "Set Height Legs" action had been sitting there doing nothing; it now does what it says. Leg travel per stage 0.29 m Height 0.697 m collapsed -> 1.242 m extended With the centre column up to 1.49 m That is the ceiling for this model: below 5 cm of remaining tube engagement a slip joint guides nothing. The cause was a mirrored sign in all six leg axes, hidden because a collapsed tripod looks perfect. VEHICLE TRACKING (NEW) Lock the designator onto a vehicle and it keeps marking the same spot while that vehicle drives. Toggle with "Track Lased Target" (U by default); press it again or switch the laser off to end it. - Tripod only - handheld there is no ball head to follow with - and vehicles only: anything with Vehicle status, nothing else. - The mark sits on the vehicle's geometric centre, not where the beam happened to hit. An off-centre point swings wide when the vehicle turns. - The mount follows on its own; on the turret the turret itself is steered, so the gunner view turns with it. - Aiming input is locked while tracking, so a stray mouse movement cannot tear the sight off target. The lock returns if you climb back in. - The centre of the reticle turns red and every state change is announced. - Tracking survives leaving the turret - lock on, get out, and the device keeps marking the moving vehicle. Measured, not estimated: with the mark set, a Humvee was driven 73 m and the target point on the bodywork did not shift by a single decimal place. ALSO IN THIS BUILD - Stutter when panning slowly is gone. Two network deadbands were throttling the picture too - five updates a second and only past half a degree, a 34 pixel jump through a 5.7 degree optic. The view now runs every frame. - Folded tripod model: carried and stowed it now looks folded, not deployed, and no longer has a designator moulded into it. - The laser code panel is reachable again. Its interaction point sat inside the housing and could not be used; it now sits at the button panel. - Adjustable laser power on a key plus mouse wheel, replicated and held at the device. Range 8 to 40, default 25. - Mounted optic zoom now matches the handheld one - it was 25.9 against 5.71, so the mounted view was effectively unzoomed. - Mount orientation fixed (a leftover quarter turn on the ball head), hand pose reworked, weights corrected to 1.2 kg designator and 0.8 kg tripod, and both added to the US arsenal with vanilla entries untouched. - False "no beam" warning silenced; the target is registered a moment before it has a position, which tripped the check on every activation. - 169 MB of dead assets removed; logging cut back to warnings, tracking state and one line per "Use SOFLAM". - The ADS camera now sits at the device instead of above it, off by exactly the device height over the tripod root. Not cosmetic: the beam left the optic below the line of sight, hit vegetation the eye looked over, and the range jumped. The correction follows the legs and column as they move. - Legs and centre column can both be adjusted from the gunner seat. STILL OPEN - Replication is untested on a dedicated server. Tracking and its input lock are the newest part of this build. - The centre aim point sits inside the bodywork; whether a seeker with a line-of-sight check accepts it is untested. - Leg 1 stands 2.27 degrees steeper than the other two, so at full extension its foot sits about 8 mm too low. - Extending the legs lifts the whole tripod, and a seated gunner rides up with it. The seat cannot be moved at runtime, so the frame needs to become its own child entity, leaving the root on the ground. DEV BUILD - FOR TESTING. Pairs with the DEV build of the AH-64 SOFLAM mod.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 10:12:23 GMT
- Last Modified
- Sun, 06 Sep 2026 10:12:47 GMT
0.0.2
TELESCOPIC LEGS NOW WORK The tripod legs extend. The "Set Height Legs" action had been sitting there doing nothing; it now does what it says. Leg travel per stage 0.29 m Height 0.697 m collapsed -> 1.242 m extended With the centre column up to 1.49 m That is the ceiling for this model: below 5 cm of remaining tube engagement a slip joint guides nothing. Anything higher needs longer tubes, not a bigger number. The cause was a mirrored sign in all six leg axes, hidden because a collapsed tripod looks perfect and the centre column was never affected. VEHICLE TRACKING (NEW) Lock the designator onto a vehicle and it keeps marking the same spot while that vehicle drives. Toggle with "Track Lased Target" (U by default); press it again, or switch the laser off, and tracking ends. Tripod only. Handheld there is no ball head to follow the target with. Vehicles only. Anything with Vehicle status can be tracked, nothing else. The mark sits on the vehicle's geometric centre, not where the beam happened to hit. An off-centre point swings wide when the vehicle turns. The mount follows the target on its own. On the turret mount the turret itself is steered, so the gunner view turns with it. While tracking is on, aiming input is locked, so a stray mouse movement cannot tear the sight off target. The lock returns if you climb back in. The centre of the reticle turns red, and every state change is announced. Tracking survives leaving the turret. That is the point: lock on, get out, and the device keeps marking the moving vehicle. Measured, not estimated: with the mark set, a Humvee was driven 73 m and the target point on the bodywork did not shift by a single decimal place. ALSO IN THIS BUILD "Use SOFLAM" was missing from the plain tripod entirely. Mounting and height adjustment worked — only looking through the thing did not. Folded tripod model. Carried and stowed it now looks folded, not deployed. Adjustable laser power on a key plus mouse wheel, replicated, and held at the device until changed. Range 8 to 40, default 25. Mounted optic zoom now matches the handheld one. It was 25.9 against the handheld's 5.71, so the mounted view was effectively unzoomed. Mount orientation fixed; a leftover quarter turn had the device sitting wrong on the ball head. Hand pose reworked — the fingers used to sit inside the housing. Weights corrected: designator 1.2 kg, tripod 0.8 kg. Designator and tripod in the US arsenal, vanilla entries untouched. False "no beam" warning silenced. The target is registered a moment before it has a position, which tripped the check on every activation. 169 MB of dead assets and unused sources removed. Logging cut back to warnings, tracking state changes, and one line per "Use SOFLAM". Everything else is behind a switch, off by default. STILL OPEN Slight stutter when moving the device slowly on the tripod. Replication is not tested on a dedicated server. Tracking and its input lock are the newest and least proven part of this build. The centre aim point sits inside the bodywork. Whether a seeker with a line-of-sight check still accepts it is untested. Leg 1 stands 2.27 degrees steeper than the other two, so at full extension its foot sits about 8 mm too low. DEV BUILD — FOR TESTING. Pairs with the DEV build of the AH-64 SOFLAM mod.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 23:36:41 GMT
- Last Modified
- Sat, 05 Sep 2026 23:36:59 GMT
0.0.1
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 20:00:53 GMT
- Last Modified
- Sat, 05 Sep 2026 20:02:00 GMT
Showing 1 to 30 of 30 results
Rows per page
Showing 1 to 30 of 30 results
Rows per page