BDArmory Project Upload

test
v0.3.0
v0.4.0

v0.4.0
-added Mk82 Bomb
-added AGM-114 Hellfire Missile
-added GAU/8 Avenger
-added Weapon Manager part
-added cannon shell blast power and radius config values
-new sound for Vulcan
-fixed explosionFX bug (explosion would multiply by how many parts it
hit)
-new large explosion fx for bombs
-temporarily disabled physics range extension by default
-tweaked missile guidance slightly
0.4.1b

I forgot to sync the 0.4.0 update.  Since then I've only changed minor
things, including the check for the turret's deploy animation name (in
0.4.0 it will use "deploy" as the animation name regardless of what you
write in the config).
v0.5.0
0.5.1 +

Forgot to sync 0.5.1. this includes some extra stuff.
-early guard mode
-improved flare behavior for missiles
-projectile predictions for aimers
-cursor stuff
0.5.2

- added aimer cursor for turrets
- added trajectory prediction cursor for turrets, guns, rockets
- added aim assistance (gravity, velocity compensation)
- added Guard Mode to Weapon Manager
- added incoming missile warning
- added a new KSPField to configure the width of tracers
- added turbulence effect to flares
- increased vulcan turret pitch range
- changed Weapon Manger "cycle" button to "previous" and "next" buttons
- changed tracer shader to Alpha Blended
- changed: explosion and bullets destroy parts by instantly overheating
instead of explode()
- missile turn rate and aerodynamic stability now scale with atmospheric
density
- rocket aerodynamic stability now scales with atmospheric density
- integrated guns/turrets to Weapon Manager
- switched bomb aimer to new trajectory prediction system
- missiles that acquire flares will track them instead of disabling
guidance
- fixes to Weapon Manager trigger behavior
- fixed launch clamp issue! (extended floating origin threshold)
- fixed bullet drop for different planets' gravities
- fixed floating origin shift on flares and rockets (not perfect yet)
v0.6.0

v0.6.0
- KSP 0.25 update
- Added Toolbar UI
- Added HEKV-1 missile (for vacuum)
- Added Mk.82 SnakeEye bomb
- Added Goalkeeper CIWS
- Added cluster bomb
- Added Adjustable Missile Rail (Pylon)
- Added decouple speed and drop time tweakables to missiles/bombs
- Added action groups for toggling team, guard mode, target type to
Weapon Manager
- Added bomb clearance detection
- New rocket/missile sound effects
- New explosion particle effects
- New flare detection
- Fix: Settings (Alt-B) are persistent when saved
- Fix: Prevent firing when clicking on certain GUI elements (not all
yet)
- Fix: Weapons do damage to buildings
- Fixed turret aimer problem when targeting a landed vessel
- Fixed Sidewinder collider diameter
- Fix: Missiles and guard turrets target center of mass instead of
command module
- Fix: Weapon Manager part window gets refreshed when
activating/deactivating guard mode
- Fix: Guard mode max range limit gets set to max physics range
- Fix: Guard mode will find new target if current target is behind cover
- Fix: Bullets fire towards fireTransforms forward(Z+) instead of
pitchTransform's X+
- Converted textures to PNG format
- Changed explosion chance to destroy part
- Slight tweak to missile guidance
- Bunch of other small bug fixes
removed bdacameratools
Create README.md
0.6.1

v0.6.1
- Added rocket launcher ripple RPM tweakable
- Added guard mode automatic weapon switching.
- Added settings option for bomb clearance detection
- Changed the way rockets spawn (they spawn in the correct slot of the
pod)
- Changed rocket launcher unity setup
- Changed bullet lifetime from fixed time to physics range
- Changed toolbar icon (by sumghai)
- Fixed explosions not affecting parts if at certain angle
- Removed dependency on BDAnimationModules (rockets don't need animation
anymore)
- Removed some debug stuff
- Other small fixes
cluster bomb deploys on descent only
cluster bomb deploys on descent only
0.6.1.1

v0.6.1.1
- Fix: Cluster bomb won't split if it is still ascending
- Fix: Fire prevention when mouse-over-gui only if fire key is a mouse
button
- Fix: Stopped debug log spam when invalid fire key is entered. Replaced
with a neat "INVALID" label in settings gui.
- Workaround: Setting physics range to 0 uses stock physics range
settings again (fixes rendezvous velocity bug)
v0.6.1.2

v0.6.1.2
- Fix: Bullets don't despawn instantly with stock phys range
- Tentative Fix: Landed vessels don't crash through terrain with large
phys range setting
- Tentative Fix: Rendezvousing with vessels in orbit won't make their
velocity match you on vessel load
0.7.0

v0.7.0
- Added Smart Guards (early)
- Added M230 Chain Gun
- Added S-8KOM Rocket Pod
- Added control authority factor to missiles based on airspeed and
atmos. density
- Added bullet ricochet
- Added tweakables for turret swivel range
- Added new air-to-ground missile guidance
- Air-air missiles are inaccurate against landed units
- Tied part impact tolerance to destruction chance from explosions
- Tied damage multiplier factor to explosions
- Fix: Rocket particles cut off or taper after motor cutoff
- Fix: Increase crash tolerance of missile rail
- Fix: Limited landed pack/unpack distance to <12km to reduce vessels
falling through terrain
- Fixed NRE when attempting to explode a part that is 'packed'
- Changed: Countermeasures are now a finite resource
- Changed: Greatly reduced default damage multiplier (by about 66%).
- Changed: Missiles and bombs are not explosive until they are fired.
- Changed: Explosion damage and force does not pass through objects
(armor plating is more useful)
- Performance: Slightly increased trajectory simulation delta time
- Explosion models and sound effects are now configurable
- Visuals and effects tweaks
- - Improved bullet and laser textures
- - Bullet glow visible at further distances
- - Better particle trails for rockets, missiles, countermeasures
ignore .jar