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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