Summary
Thermal imaging for optics and screens: 4 palettes, 10 windows, time-of-day heat simulation, night vision. A base for mods.
Description
A thermal imaging toolkit for optics, sights and screens: ready-made thermal materials, four colour palettes, ten temperature windows tuned for soldiers and vehicles, and a heat simulation that follows the in-game time of day. Night vision with adjustable gain and an infrared gate comes with it.
It has no weapons, items or vehicles of its own. It is a foundation that other mods build on, and the GTG SOFLAM Integration Core needs it. As a player you only subscribe to it when another mod asks for it. It needs nothing but the base game.
WHAT YOU GET
- Four palettes: White Hot and Black Hot (pure greyscale), Ironbow and Rainbow
- Ten temperature windows per palette, from a wide overview up to a hot-spot window for engines and exhausts
- A heat simulation that follows the world's clock: ground and trees cool down at night and warm up in the sun
- An infantry window that picks itself by time of day
- Night vision on the vanilla 1.9 materials, with adjustable gain
- An infrared gate: an IR light, such as a laser designator, is only visible to whoever looks through night vision, decided per viewer
- One shared vision state per player, so a handheld optic, a mounted sight and a remote screen stay in step
- Everything is computed on each player's own machine, with no network traffic of its own
THE TEMPERATURE WINDOWS
Each window shows one slice of the range, so the thing you look for gets the full contrast. The scale reads true to skin: a person shows about 37 degrees. The ten windows, in degrees:
7-67 (WIDE) | 7-37 | 17-47 | 27-57 | 37-67 | 47-67 | 47-77 (VEH) | 57-87 | 67-97 | 77-107
- WIDE is the overview, VEH the vehicle window for hood, engine bay and exhaust. The upper windows are for hot spots
- INF marks the infantry window that fits the current time of day
- Every display keeps its own window
INFANTRY WINDOW AND TIME OF DAY
At night and in the morning, until 4.5 hours after sunrise, and again from half an hour after sunset, the infantry window is the cold-ground window 17-47. During the day it is 27-57, because sunlit ground and clothing heat up. It follows the clock for as long as you have never chosen a window by hand. After that it stays where you put it. On it the background is dimmed and anything hot lights up: white or black on the grey palettes, orange to yellow on Ironbow and Rainbow.
HOW THE WORLD LOOKS
- Soldiers: skin stays at a constant warmth, clothing follows the sun. At night mostly heads and hands show, at midday the whole figure
- Vehicles: a cold vehicle blends into the ground at night, a running engine glows, the exhaust is the hottest part
FOR MODDERS
- Base game only. It compiles and loads on its own
- Add GTG_SOFLAM_VisionModeComponent to your optic prefab and choose the allowed modes. Action names and materials are attributes. The GTG_SOFLAM_ class prefix stays so existing prefabs remain compatible
- Input actions are not included, because only one mod can override the game's input configuration. Define them in your own configuration, or enter your own names on the component
- The laser power keys are an empty hook (GTG_AdjustLaserPower) for a modded class
- Mod ID for your dependencies: 6A48B5AFEAF2488C
- Documentation with example code: https://docs.seebie90gaming.com
KNOWN LIMITS
- Vehicles are cooler than real ones: hood and exhaust show up, but not at real temperatures
- On a hot clear day soldiers and sunlit ground can come close in brightness. Another window or palette helps
- There is no outline or edge effect: the game's thermal effect has no setting for it
- Hot-reload in the Workbench can duplicate a key listener. Restart it if a key fires twice
SUPPORT AND BUG REPORTS
Bug reports go through the ticket system on the Backblast Studios Discord:
https://discord.gg/rd6yP5jSFa
Please include the lines starting with [GTG_SOFLAM] from your script.log and what you did right before it went wrong.
License
Arma Public License (APL)