RIM-116 and Phalanx
by Seebie90 I Nomad
0.3.1
CHANGED Phalanx and mortar-interception accuracy now genuinely affects unguided fire. Previously the accuracy setting only ever influenced the RIM-116's guided missile in its terminal IR phase - the Phalanx's gun, and any shot at a ballistic mortar round, ignored it completely, because neither has a seeker that can be redirected. A miss is now decided at the instant of firing: a lost roll throws the barrel itself toward a scattered point instead of the true target, so the shot visibly goes wide rather than tracking in anyway. One accuracy dial covers everything the station shoots at. Aircraft, mortar rounds, rockets - same setting, same per-shot hit chance. There is no separate "how well it snipes helicopters" dial from "how well it hits incoming rounds." This was a deliberate choice: a Game Master using the dial to let a helicopter through needs it to actually apply to every threat the station faces, not just one. Default accuracy raised from Lucky Luke (65%) to Rambo (75%) on both the RIM-116 and Phalanx prefabs, now that the setting has real teeth on unguided fire too. Radar coverage is now three-tiered instead of a flat on/off. - Full network (a dedicated Radar in range): 100% range, full set accuracy. - Phalanx radar only (no tower nearby, but a Phalanx's own short-range radar covers you): 40% range, accuracy untouched. - No radar at all: 30% range, and accuracy is capped at an emergency floor (Jack Sparrow, 45%, configurable) no matter what's dialled in. Previously it was only ever 100% or 40% - total radar loss used to leave a station just as capable as one merely relying on a single Phalanx's radar, which didn't make sense. ADDED Chaff countermeasure. A chaff bundle dropped within 150 m of a locked aircraft now interrupts every tracking station's radar lock at once, for a random 3-8 seconds. It only works while the station actually has radar coverage of some kind - it cannot jam an emergency-mode IR/optical lock, since there is no radar signal there to spoof. Recognised by prefab name, not tied to one specific mod's chaff item, so third-party countermeasures work automatically as long as they're named accordingly. Faster RWR search ping under Phalanx-only coverage. The warning receiver's search ping already ran at a constant tempo tied to the covering radar's antenna speed, once every 4.0 seconds under a full network. A Phalanx's own radar now spins twice as fast, so its ping comes every 2.0 seconds instead - audibly distinguishable from a full network before a pilot ever sees what's actually tracking them. FIXED A manually switched-off station no longer shows "online" on its own terminal panel, the Game Master control checkbox, or its player-facing action label. A destroyed station is now automatically treated the same way - previously it kept displaying as active in all three places even with three ruined subsystems, because nothing had ever explicitly marked it offline. INTERNAL Trimmed leftover debug logging that had been printing unconditionally since development - a couple of RWR chaff/lock messages, the lamp self-test, and three audio-confirmation lines in the warning receiver. All non-essential diagnostics were already gated behind existing off-by-default switches; these were the exceptions. Warnings and errors are unaffected and still always logged.
- Game Version
- 1.8.0.13
- Created
- Tue, 15 Sep 2026 20:56:25 GMT
- Last Modified
- Tue, 15 Sep 2026 20:57:06 GMT
0.3.0
DAMAGE MODEL - HITS FINALLY LAND Every moving part of a station now carries its own damage handler: base plate, arms, launcher box, gun cradle and barrels. Before, projectiles struck those parts and nothing happened - a hit is evaluated against the damage handler of the entity it strikes, and the moving parts had none. Rockets went through arms and launcher without effect while the station still reported every assembly intact. Fragmentation is now effective. It is the main share of any explosion, not the blast: measured on a single rocket hit, the blast delivered 0.37 damage and the fragmentation 1315. The armour discarded all of it, which made the stations almost immune to rockets, recoilless rifles and satchel charges. Assembly health raised from 500 to 3000. One rocket hit books roughly 1000 points onto the assembly it struck, so an assembly takes about three well placed hits. The armour threshold of 150 still stops small arms and stray shrapnel; 23 % of an effective hit gets through. Damage is reported in four steps - minor, moderate, major, critical - and every repair lifts exactly one step. A shot-up drive takes four runs, not one button press. Assemblies are repaired where they sit: the launcher at the launcher, the elevation gear at the arms, the traverse drive at the base ring. COLLIDERS REBUILT FROM THE REAL GEOMETRY All eight models received new collision hulls, built from the visible mesh instead of by hand. Before, parts of the models stuck out of their hulls by up to 72 % - shots passed through visible geometry. - The railings now use the actual railing tubes: 2.8 m2 instead of an invented 26 m2 wall - The launcher box hull reaches the outer edge of the box - The gun barrels have a collider and a rigid body for the first time - Both stations were rebuilt the same way, RIM-116 and Phalanx STATION OVERRIDE - TAKE POSITIONS INSTEAD OF DESTROYING THEM Every station carries a keypad on the pedestal wall, beside the control box, on a red-and-white marked plate. - Each station shows its number and a code, plus how many stations belong to its network - Add up the code numbers of the whole network, take the square root, drop the decimals - that number unlocks the keypad - Code length scales with the network: a station standing alone gets eight digits, a pair six, three to four stations five, larger networks four. A lone station is not the easy target - it just takes one walk instead of eight - A wrong code locks the keypad for 15 seconds - Taking a station rerolls every code in its network. Whatever you wrote down is worthless; the next position costs the same legwork again - The seized station changes to your faction with everything intact - no repairs, no rebuilding - Friendly troops see ACCESS GRANTED instead of the code, so it cannot be handed to the other side - Only troops who do not belong to the station can use the keypad. Identity, distance and the number itself are all verified by the server FIXES AND HOUSEKEEPING - A switched-off station no longer sounds its alarm - The control box and the status board sat 5 cm off the wall; both now sit flush - Diagnostic logging is off in normal operation and no longer writes codes into the server log KNOWN ISSUES - Moving a placed station in the editor leaves its supply container behind. Delete the station and place it again instead - The keypad does not raise an alarm yet. A separate signal for override attempts will follow; for now the defenders only find out once the station has changed sides
- Game Version
- 1.8.0.13
- Created
- Mon, 14 Sep 2026 22:14:17 GMT
- Last Modified
- Mon, 14 Sep 2026 22:14:57 GMT
0.2.7
Damage model rework Weapon stations now actually take damage. Until now a hit on the launcher or the gun mount did nothing at all — the damage never reached the station. Rockets, grenades and explosive charges are effective from this update on. Assemblies are damaged separately traverse drive — the mount stops turning elevation gear — the weapon stops tilting launcher box / gun — no more shots base structure — takes no damage; the weapon on top is the target A station with a wrecked traverse drive keeps firing at whatever is already in front of it. Knock out two assemblies and it is out of the fight without being destroyed. Each assembly is repaired at its own point on the mount, one damage step per repair. Balance Roughly four rocket hits disable an assembly Small-arms fire and distant shell fragments bounce off, as before Splinter damage now works at all — it was silently discarded until now, which is why rockets seemed to have no effect Fixes The railing around the platform no longer blocks shots. Its collision was a solid wall where the model only has thin rails The Phalanx gun barrels can now be hit — they had no collision at all Collision shapes of all moving parts now cover the full model. They fell short by up to 20 cm, so hits along the edges passed straight through A station that is switched off stays silent instead of sounding the alarm Known issue Rockets travel far enough between two frames to skip past thin collision shapes, so hits on the weapon are inconsistent. Grenades and small-arms fire are unaffected. Under investigation.
- Game Version
- 1.8.0.13
- Created
- Mon, 14 Sep 2026 19:36:17 GMT
- Last Modified
- Mon, 14 Sep 2026 19:36:54 GMT
0.2.6
Damage model rebuilt — NOT YET TESTED This release contains a fundamental rework of the damage model that could not be verified in-game before publishing. Expect combat damage to behave differently from what you are used to. Feedback welcome. Hits land where you aim Damage used to be assigned to a random assembly. Now the impact point decides: hit the launcher box and the launcher fails, hit the arms and the elevation gear goes, hit the base plate and the traverse drive is out. The zones rotate and tilt with the mount. Blast damage works by area A charge going off beside the station now damages the nearest assembly instead of doing nothing at all. Direct fire stays point-accurate. The concrete base is no longer a target The substructure takes no damage. To knock a station out you have to hit the weapon mount on top of it. Four repair points instead of three Traverse drive and elevation gear now have separate points rather than sharing one. Two of them sit on the moving parts and travel with them: the elevation gear on the arms, the launcher on the launcher box or the ammunition drum. Structural repairs are done at the control panel. Repairing a wreck A station shot to pieces can be brought back. Previously the attempt failed silently. Game Master context action "Repair station" on right-click restores a station completely. Durability rebalanced Four rocket-propelled grenade hits leave a station combat-ineffective, the fifth destroys it. Small arms still have no effect. Fixed - Launcher cells flickered and showed more missiles than were loaded - A destroyed station's state never reached clients, so the wreck model did not appear on dedicated servers - Repairing a critically damaged assembly jumped it straight to pristine instead of raising it one step
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 19:53:00 GMT
- Last Modified
- Sun, 13 Sep 2026 19:53:31 GMT
0.2.5
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 17:41:38 GMT
- Last Modified
- Sun, 13 Sep 2026 17:42:22 GMT
0.2.4
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 17:15:20 GMT
- Last Modified
- Sun, 13 Sep 2026 17:15:51 GMT
0.2.3
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 17:02:55 GMT
- Last Modified
- Sun, 13 Sep 2026 17:03:28 GMT
0.2.2
Bug Fixes for Correkt client Replication for Repair Action and Damged Modell
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 16:49:19 GMT
- Last Modified
- Sun, 13 Sep 2026 16:49:53 GMT
0.2.1
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 16:19:46 GMT
- Last Modified
- Sun, 13 Sep 2026 16:20:30 GMT
0.2.0
0.2.0 NEW: WRECKS - A destroyed station now shows it. The mount sits canted, the launcher box has sagged and lost part of its cell plate, the gun's radome is torn open, torn-off plating lies on the platform. Charred textures throughout. - The concrete pedestal stays intact. The station does not disappear, its hit zones stay where they are, and the repair points remain reachable. - Repairing it puts the intact models back. NEW: GAME MASTER - Right-click a station -> "Repair station" puts every assembly back to undamaged in one go, including a station that is already a wreck. Also available as "C-RAM: Repair all" in the attributes window. - Both weapon stations now have their own silhouette icons. COORDINATION - Stations hand targets on: two shots per station and target, then the next one in the battery takes over. A miss is picked up by a neighbour instead of being repeated. - Shots are counted per station, not battery-wide. Before, ten gun bursts filled the launcher's budget and put every launcher in the battery out of action. - Target priority by threat: guided weapons before rockets, rockets before aircraft. Anything with less than four seconds to impact goes first regardless of type. - Two rings around the position: the gun covers out to 1000 m, the launcher out to 2000 m. Where both reach, the tighter ring has priority - but it yields the moment it cannot fire, so nothing is left uncovered. Radius is a Game Master setting per station. THE GUN AT CLOSE RANGE - A helicopter could circle the gun at low level without being engaged. It inherited both of the launcher's altitude limits, which exist because the missile warhead bursts at 20 m - a gun round bursts at four. The gun now tracks from 3 m above ground, engages from 5 m, and its dead zone is 5 m instead of 20 m. - A target steeper than the mount can aim was reported as "on target" anyway, because the remaining error was measured against the clamped angle. The station fired into its own elevation stop and missed every time. It now holds fire above the stop, and the gun reaches 85 degrees instead of 80. - Gun rounds are unguided, and the aim error is now the whole accuracy: a round that is meant to hit is launched at the intercept point, a missed one at a point 4 to 12 m beside it. The accuracy setting works again - it had no effect at all since the guidance was removed. - The gun is described as 20 mm now, which is what it is. The entity description said 25. FIXES - Incoming detection was computed in three dimensions and counted a climbing mortar round as outbound. Now horizontal only. Targets at 600-800 m went from 12 percent engaged to 100 percent. - The fire solution used one projectile speed for both weapons. The gun now learns its own 1100 m/s instead of the missile's 720 - its lead point was 53 percent too far out. - Launcher release angle raised from 4 to 15 degrees. The missile is guided and turns at 39 degrees per second; waiting for the mount to settle cost the seconds that matter. - All 21 cells are visible again. The resource handle was released between spawn portions, so only the first three dummies appeared while the station reported 21 of 21. - The launcher now fills its cells one at a time over the 25 s reload, the same way and in the same order as loading it by hand. It looked different on the server than on a client before; there is only one mechanism now. - Damage smoke ran for 50 seconds and then stopped for good - the stock effect repeats only once. The mod brings its own looping version, and the station checks twice a second that the smoke is still running instead of assuming it. - Smoke from a damaged gun came out of thin air above the mount. It now leaves the housing above the barrel cluster. - The alarm no longer echoes: every station in the battery starts the loop on the same frame, with a 0.5 s pause between runs, and stops after the last one when the threat is gone. - A destroyed station kept the battery alarm running forever. - The gun's 2 s tail-off sound after ceasefire is gone. CHANGED - Range against incoming ordnance is 2000 m. - Target selection is evaluated four times a second instead of every frame, with hysteresis on the current target. Target changes dropped from 2203 to 224 in a run. - Logging is off by default and switchable per station: angles and scans, coordination, replication, frame times, missile telemetry.
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 15:32:41 GMT
- Last Modified
- Sun, 13 Sep 2026 15:33:26 GMT
0.1.9
0.1.9 Coordination - Stations hand targets on: two shots per station and target, then the next one in the battery takes over. A miss is picked up by a neighbour instead of being repeated. - Shots are counted per station, not battery-wide. Before, ten gun bursts filled the launcher's budget and put every launcher in the battery out of action. - Target priority by threat: guided weapons before rockets, rockets before aircraft. Anything with less than four seconds to impact goes first regardless of type. - Two rings around the position: the gun covers out to 1000 m, the launcher out to 2000 m. Where both reach, the tighter ring has priority - but it yields the moment it cannot fire, so nothing is left uncovered. Radius is a Game Master setting per station. Fixes - Incoming detection was computed in three dimensions and counted a climbing mortar round as outbound. Now horizontal only. Targets at 600-800 m went from 12 percent engaged to 100 percent. - The fire solution used one projectile speed for both weapons. The gun now learns its own 1100 m/s instead of the missile's 720 - its lead point was 53 percent too far out. - Launcher release angle raised from 4 to 15 degrees. The missile is guided and turns at 39 degrees per second; waiting for the mount to settle cost the seconds that matter. - All 21 cells are visible again. The resource handle was released between spawn portions, so only the first three dummies appeared while the station reported 21 of 21. - Reloading on a dedicated server showed only three of the reloaded cells - the staged visibility pass had no continuation there. - The alarm no longer echoes: every station in the battery starts the loop on the same frame, with a 0.5 s pause between runs, and stops after the last one when the threat is gone. - A destroyed station kept the battery alarm running forever. - The gun's 2 s tail-off sound after ceasefire is gone. Changed - Gun rounds are unguided. The aim error is now the whole accuracy. - Range against incoming ordnance is 2000 m. - Target selection is evaluated four times a second instead of every frame, with hysteresis on the current target. Target changes dropped from 2203 to 224 in a run. - Logging is off by default and switchable per station: angles and scans, coordination, replication, frame times, missile telemetry.
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 12:29:33 GMT
- Last Modified
- Sun, 13 Sep 2026 12:29:58 GMT
0.1.8
NEW: PHALANX CIWS · 25 mm gatling with 3600 rounds, selectable 3000 / 4500 rpm · Rotating barrel assembly, tracer rounds and a continuous fire sound · Opens fire while still tracking, instead of waiting to be perfectly aligned · Reload by hand in belts of 100 rounds for 10 supplies · Buildable at the command tent for both factions, placeable in the Game Master CHANGED · Supply cost is now per 100 rounds on guns, per missile on launchers — the editor shows the matching label for each · Build cost raised to 1000 supplies per weapon station, 1500 for the radar · Repair progress ring now follows the actual repair rate and restarts per stage; a stage takes 2 seconds instead of 8 · Stations track their target every frame instead of every 500 ms — mounts follow smoothly instead of stepping · Mod renamed to "RIM-116 + Phalanx" FIXED · Repair actions gave no visible feedback while held · Guided rounds were spawned without orientation, so tracers pointed in random directions · Fire sound could fail to start and then stay silent for an entire burst · Fire sound cut out between bursts
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 21:32:54 GMT
- Last Modified
- Sat, 12 Sep 2026 21:33:16 GMT
0.1.7
THE STATION NOW SHOWS WHAT IT IS DOING - AND THE MISSILES ARRIVE 0.1.0 fought well but said nothing: you had to walk up to the control panel to learn whether it was loaded, out of supplies or shot to pieces. This build puts that on the outside, makes damage mean something instead of being a switch between working and not, and fixes three things that kept missiles from reaching what they were aimed at. As before: where a cause is named below, it was read from a log, not guessed. NEW - Status light on a mast above the container, readable from fifty metres and in daylight. Eight states: green solid ready, green blinking target tracked, green and yellow reloading, yellow supplies low, yellow and red out of supplies, red blinking damaged but fighting, red solid out of action, dark switched off. Repair before supplies, supplies before status - it always shows the most urgent one. - Legend plate on the wall beside the control button explaining every signal, so the light can be read in game without opening the mod page. - Buzzer when a vehicle is tracked: once on detection, then running for as long as the station engages it, with three seconds of run-on after the last shot. - Graded damage. Each assembly is now minor, moderate, major or critical instead of working or broken, and every grade costs performance: traverse and elevation turn at 85, 60 and 30 percent, reload takes proportionally longer, and a launcher goes from two shots a second to one every 2.5, 5 and finally 10 seconds. Critical stops it. - A badly damaged launcher trails smoke. You can see which one is hurt from outside. - Missiles correct their intercept in flight, ten times a second, instead of flying the solution they were given at launch. - Optional manual reload, for PvE and PvP scenarios. The launcher parks across the platform with its tail to the stairs and raises to 15 degrees; someone loads it by hand, two seconds per missile, key held down rather than pressed per round. A partly loaded system can be released back into service at the control panel. - Parking position when switched off: across the platform and flat. It only raises when it is waiting to be loaded, so the stance itself says which it is. CHANGED - Repair now reports a grade, not a percentage: "Repair launcher (major damage)". Nobody reports a launcher at seventy-one percent. - One repair lifts one grade. A critically damaged assembly takes four passes, and the key can be held to work through them. - The station counts as out of action when two assemblies are critical or when the launcher is. A dead traverse drive alone no longer reads as a dead station - that is what the fallback mode is for. - Without radar the station now fires out to 3500 m instead of 2000. The seeker was doing the work anyway; the shorter range only meant the target got closer first. - The supply container cannot be destroyed any more. Losing the station is a setback, losing its ammunition supply with one stray round was an accident. - Incoming alarm is 3 dB louder. - Logging is quiet - completely. Failures still report themselves: a prefab that is missing a part, a missile without its guidance component. Everything else, including the two replication lines, is off and switchable on the prefab. FIXED - The incoming alarm was silent for everyone on a dedicated server. The station checked for a sound component BEFORE broadcasting the alarm, and a dedicated server does not have one - so it returned without telling any client. The server log said so 97 times in one session. The check now happens where the sound is actually played. - One station's alarm silenced every other station's. The lock against retriggering was global instead of per station. - Missiles were fired flat at targets flying an arc. The intercept solver measured the flight time to a moving point instead of to the point it had just computed, so its iteration never settled. - Missiles left the launcher backwards or sideways. The launch direction was taken from the launch box's own matrix, which does not point where the tubes do; it is built from traverse and elevation now. - Manual reload did nothing on a dedicated server. The hold action runs only on the machine performing it, and the setting itself was never replicated - so the server neither heard the request nor knew the mode was on. - Supplies were consumed even with the scenario's supply system switched off. - Mortar rounds coming down below 15 m were ignored. The minimum altitude rule is there so missiles do not plough the field chasing a helicopter in a valley; it was applied to incoming ordnance as well, which is precisely what the station exists for. - One hit wrecked three assemblies. Damage was handed to an assembly inside ComputeEffectiveDamage, and the engine calls that several times per hit. The log was unambiguous: three distribution lines, but the structure lost exactly one deduction. It now happens in OnDamage, which runs once per hit that is actually dealt. - The editor's destroy tool only did a third of its damage. EDamageType.TRUE is specified to ignore thresholds and reduction; our armour rule was applying both. - The supply warning never appeared under manual reload. It was tied to the automatic reload attempt, which never runs in that mode. It is checked continuously now and triggers as soon as the stash cannot cover a single missile. - Own sound events stayed silent. The hand-written audio project was missing most of its graph - the Workbench said so plainly once the right log was read: "No audio source present in the graph". - Detonations played twice, once from the broadcast and once from inside it. STILL OPEN - Move a placed station in the editor and its supply container stays where it was. Delete it and place it again instead of dragging it. Only a Game Master can move one at all, and a Game Master can just as easily place a new one. - The alarm fix was verified in the server log, not yet by ear on a client. If it is still quiet for you, say so - the cause is then a different one than the one fixed. - Damage from real weapons has not been measured; everything so far was dealt with the editor tool. The armour threshold of 150 may need adjusting once there are numbers from an actual tank round.
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 14:33:16 GMT
- Last Modified
- Sat, 12 Sep 2026 14:33:26 GMT
0.1.6
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 14:04:42 GMT
- Last Modified
- Sat, 12 Sep 2026 14:04:54 GMT
0.1.5
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 13:45:17 GMT
- Last Modified
- Sat, 12 Sep 2026 13:45:30 GMT
0.1.4
Futher Fix Try for Incomming sound replication
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 13:25:26 GMT
- Last Modified
- Sat, 12 Sep 2026 13:25:37 GMT
0.1.3
Further Bug Fixes
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 13:09:47 GMT
- Last Modified
- Sat, 12 Sep 2026 13:10:00 GMT
0.1.2
Fixing some Replication errors
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 12:01:02 GMT
- Last Modified
- Sat, 12 Sep 2026 12:01:13 GMT
0.1.1
THE STATION NOW SHOWS WHAT IT IS DOING 0.1.0 fought well but said nothing. You had to walk up to the control panel to learn whether it was loaded, out of supplies or shot to pieces. This build puts that on the outside - and makes damage mean something instead of being a switch between working and not. NEW - Status light on a mast above the container, readable from fifty metres and in daylight. Eight states: green solid ready, green blinking target tracked, green and yellow reloading, yellow supplies low, yellow and red out of supplies, red blinking damaged but fighting, red solid out of action, dark switched off. Repair before supplies, supplies before status - it always shows the most urgent one. - Legend plate on the wall beside the control button explaining every signal, so the light can be read in game without opening the mod page. - Buzzer when a vehicle is tracked: once on detection, then running for as long as the station engages it, with three seconds of run-on after the last shot. - Graded damage. Each assembly is now minor, moderate, major or critical instead of working or broken, and every grade costs performance: traverse and elevation turn at 85, 60 and 30 percent, reload takes proportionally longer, and a launcher goes from two shots a second to one every 2.5, 5 and finally 10 seconds. Critical stops it. - Optional manual reload, for PvE and PvP scenarios. The launcher parks across the platform with its tail to the stairs and raises to 15 degrees; someone loads it by hand, two seconds per missile, key held down rather than pressed per round. A partly loaded system can be released back into service at the control panel. - Parking position when switched off: across the platform and flat. It only raises when it is waiting to be loaded, so the stance itself says which it is. CHANGED - Repair now reports a grade, not a percentage: "Repair launcher (major damage)". Nobody reports a launcher at seventy-one percent. - One repair lifts one grade. A critically damaged assembly takes four passes, and the key can be held to work through them. - The station counts as out of action when two assemblies are critical or when the launcher is. A dead traverse drive alone no longer reads as a dead station - that is what the fallback mode is for. - Logging is quiet. What remains is one replication line per side, server and client, showing the same fields in the same rhythm; put side by side they show whether a problem is in the arithmetic or in the transmission. Everything else - angles, scans, target reports, flight telemetry - is off and switchable in the Game Master. FIXED - One hit wrecked three assemblies. Damage was handed to an assembly inside ComputeEffectiveDamage, and the engine calls that several times per hit. The log was unambiguous: three distribution lines, but the structure lost exactly one deduction. It now happens in OnDamage, which runs once per hit that is actually dealt. - The editor's destroy tool only did a third of its damage. EDamageType.TRUE is specified to ignore thresholds and reduction; our armour rule was applying both. - The supply warning never appeared under manual reload. It was tied to the automatic reload attempt, which never runs in that mode. It is checked continuously now and triggers as soon as the stash cannot cover a single missile. - Own sound events stayed silent. The hand-written audio project was missing most of its graph - the Workbench said so plainly once the right log was read: "No audio source present in the graph". - Detonations played twice, once from the broadcast and once from inside it. STILL OPEN Damage from real weapons has not been measured yet - everything so far was dealt with the editor tool. The armour threshold of 150 may need adjusting once there are numbers from an actual tank round. Switch debug logging on in the Game Master if you want to help with that; the hit lines report exactly what arrives.
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 11:08:48 GMT
- Last Modified
- Sat, 12 Sep 2026 11:08:58 GMT
0.1.0
BUILD AFTER THE FIRST DEDICATED-SERVER TEST Everything below came out of one evening of testing on a dedicated server. The log did most of the work; where a cause is named, it was read from the log, not guessed. NEW - Buildable at a command tent. Station and radar, US and USSR, Fortifications tab, from Private upwards. 250 supply points for a station, 150 for the radar. - A shot-out mount now has a fallback instead of being useless: without its traverse or elevation drive the station cannot lead a target, so it drops to aircraft only and fires inside 2000 m, where the seeker picks the target up after launch. The target has to be within 90 degrees of the frozen bearing. The control panel says "Anti Air - forced, mount out". - Never more than half the magazine on one target - 10 of 21 cells, counted across the whole battery, then the station turns to the next target. - A battery is now up to eight stations. Against projectiles half of them fire and half stand by; with five that means three firing and two in reserve. - Only fires with a clear line of sight. A ridge that merely grazes the line is fine, anything higher and the station keeps tracking but holds fire. - The control panel shows "out of supplies" when the stash cannot pay for a full load. A reload is all or nothing - it was already, now you can see it. FIXED - The control panel was greyed out for everybody. A player character carries SCR_CharacterFactionAffiliationComponent, which is a sibling of the class we asked for, not a descendant - so no player ever had a faction. - The same mistake made the station treat friendly mortar and rocket fire as hostile: the shooter behind a projectile is a character. - Helicopters were invisible to the station. The check only matched one script class; aircraft from other mods never qualified. - Flares were engaged. Countermeasures from other mods ride on the missile component and passed as a threat. They are recognised by name now, and the station no longer chases them into the ground. - Missiles flew into hillsides. Terrain following was tied to the seeker phase, and since that phase starts at 2000 m, it was switched off for nearly every shot. - A missed shot could aim below the ground. The scatter is spherical, so half of all misses pointed down; they are lifted clear of the terrain now. - Projectiles below 10 m above ground are no longer engaged - that low, an intercept only ploughs the field. - Assembly status read "Traverse 0 | Elevation 0 | Launcher 0" on every client: hit zone health is not replicated by the engine. The station sends it itself now, which also stops the repair action from appearing on an undamaged mount. - One damaged station could silence the whole battery. A station that cannot fire never updates its turn in the rotation, so every healthy one waited for it forever. - The launch report was silent - the sound event did not exist in the vanilla project. - The missile flew without sound. Its sound component exists, but component init runs in prefab order and ours ran first. - The control panel post stayed behind when the station was deleted or destroyed. - Turret bearing on clients wound up past 900 degrees over a long session. CHANGED - Aircraft are engaged from 15 m above ground, was 20 m. - Terrain clearance in flight is 10 m, and a missile below it climbs instead of holding course. - Half the server load in target search: the 4 km sweep now runs every third pass instead of every pass, the short-range sweep against projectiles keeps its full rate. STILL OPEN Debug logging and flight telemetry stay ON in this build, so reports come with usable logs. Both switch off in the Game Master.
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 22:01:53 GMT
- Last Modified
- Fri, 11 Sep 2026 22:02:06 GMT
0.0.8
Further fixes
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 21:26:31 GMT
- Last Modified
- Fri, 11 Sep 2026 21:26:43 GMT
0.0.7
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 20:47:44 GMT
- Last Modified
- Fri, 11 Sep 2026 20:47:55 GMT
0.0.6
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 20:04:27 GMT
- Last Modified
- Fri, 11 Sep 2026 20:04:38 GMT
0.0.5
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 19:30:05 GMT
- Last Modified
- Fri, 11 Sep 2026 19:30:18 GMT
0.0.4
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 19:03:09 GMT
- Last Modified
- Fri, 11 Sep 2026 19:03:19 GMT
0.0.3
Server Side Replication fixes
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 18:59:30 GMT
- Last Modified
- Fri, 11 Sep 2026 18:59:48 GMT
0.0.2
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 18:43:04 GMT
- Last Modified
- Fri, 11 Sep 2026 18:43:23 GMT
0.0.1
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 18:23:20 GMT
- Last Modified
- Fri, 11 Sep 2026 18:23:34 GMT
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