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ORBIT 2.1-RC

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@Chazut Chazut released this 21 Sep 16:11

Ghost movement for vanilla and faction bots, zones by floor and bot type, and switchable configuration presets. This RC also includes the latest Ghost, navigation and looting fixes.

What to test

  • Zone Editor: overlapping floors, destinations on the intended level, and bot-type filters. Zones influence ORBIT-controlled bots only.
  • Native Ghost: bosses, followers, raiders, rogues and faction patrols/hunters. Check that they continue their original behaviour while asleep and resume correctly when waking.
  • Hearing: try the new investigation percentages under Ghost Mode > Ghost hearing, then use RaidReview 1.8-RC to inspect the recorded decisions.
  • Fika addon 1.1-RC: check distant Ghost-fight sounds on the host/headless setup and connected clients.

To preserve a faction author's behaviour, leave Take over OFF (exception for ISB leave it ON). Ghost Mode now also works with vanilla bots, even with "Vanilla behaviour" enabled. Enable Ghost Mode, Ghost movement, Vanilla / faction movement, and sleep for the relevant bot type. Save and restart the game after changing takeover/vanilla options. Supported bots keep their own routing and decisions. With Ghost fights: Simulated, fights between sleeping groups stay simulated across ORBIT, vanilla and faction bots. Ordinary unlocked doors can be opened without waking; special interactions and unsupported actions may still require it.

Presets and addon creators

Save and switch between configurations containing settings and zones. Default and addon presets are protected: editing either creates an independent Custom copy. Customised 2.0 configurations migrate automatically.

An addon folder becomes one selectable preset, combining its JSON files. Package a settings export, a zone export, or both:

SPT_Runtime/user/mods/ORBIT/addon/MyAddon/
    settings.json
    zones.orbitzones.json

A complete export from Presets > Export preset, saved as orbit-preset.json in that folder, can replace both files. Omitted settings and maps keep their current values.

Keep the same addon folder and JSON filenames across updates. Put the version in the ZIP name only. New files then overwrite the previous version. Valid updates to the selected addon are applied automatically; personal Custom copies remain independent.

RaidReview hearing preview

With RaidReview 1.8-RC, record a new raid and enable Ghost hearing on the replay map. A temporary ear icon marks a recorded decision to investigate; hover it to reveal the sound's position and a dotted connection. The overlay shows investigation decisions recorded for ORBIT squads.

ORBIT remains usable with older RaidReview versions; the new overlay requires the new RR release. Fika's sound addon remains optional and has its own version number.

Full changelog since ORBIT 2.0

Zone Editor and map support

  • Added floor selection, matching floor renders and floor-scoped zones. Routing selects eligible destinations on the requested floor.
  • Added bot-type filters for zones and a bot-type preview. Filtering affects ORBIT-controlled bots only.
  • Highlighted zones exclusive to the selected floor or bot type, while retaining the context of zones that apply more broadly.
  • Added automatic floor assignments for built-in zones and locked their floor editing. Existing built-in tuning is migrated; older custom zones retain their all-floor/all-type scope.
  • Added custom zone names, duplication and copying to a sibling map variant.
  • Added the decay heatmap, middle-mouse panning, clearer radius/force tooltips and warnings for force ranges that usually roll close to zero.
  • Replaced the long instruction paragraph with collapsible controls and a visual legend.
  • Improved detection and separation of map reworks that reuse vanilla map IDs, including Interchange variants. Map-variant detection is restricted to the relevant map.
  • Restored the Interchange Rework editor background and Labs/Labyrinth convergence previews. The convergence preview remains visible when its option is disabled.

Configuration and presets

  • Added personal presets with switching, duplication, renaming, deletion and full settings/zone export.
  • Added protected Default and addon presets, with automatic Custom creation on edits.
  • Added migration and backups for existing 2.0 settings and zones. Customised installations retain their configuration in a personal preset.
  • Added automatic addon discovery, one combined preset per addon folder, partial-content support and automatic refresh of valid source updates.
  • Preserve the last valid addon snapshot if its files disappear or become invalid. Pending edits are preserved in a personal copy.
  • Added global undo/redo for configuration and zone edits, including keyboard shortcuts.
  • Added direct numeric entry on sliders, including percentage values, decimal commas and bounded input.

Vanilla and faction Ghost behaviour

  • Added the separate Vanilla / faction movement option so supported native behaviour can continue without ORBIT takeover.
  • Preserved native patrol destinations, followers, cover travel, pauses and arrival handling across sleep/wake transitions.
  • Added support for MoreBotsAPI hunt/regroup/search behaviour, supported ISB/Black Division checkpoints and tactical movement, and RoguesVRaiders squad behaviour, including late registration.
  • Corrected faction ownership detection so UNTAR/RUAF hunters respect their takeover toggles instead of being captured by generic hunter/raider handling.
  • Preserved native movement paths during inactive-bot cleanup and kept supported faction/Partizan lifecycle updates running while asleep.
  • Added support for settled Zryachiy overwatch and peaceful sniper-scav cover travel/prone surveillance.
  • Made sniper scavs eligible for Ghost under the Scavs toggle. Their Ghost contact detection uses a minimum 200 m horizontal range, extended by optics up to 400 m before night penalties; line of sight and combat resolution retain their 3D checks.
  • Corrected patrol eligibility so passive point metadata does not keep an entire group awake. Active physical interactions still use the awake body.
  • Allowed ordinary unlocked doors to open in native Ghost, waiting for the door's actual opening before continuing. Locked/special doors and unsupported interactions retain physical fallbacks.

Ghost encounters, hearing and combat

  • Added Ghost meets awake bot: prefer putting an eligible awake group into Ghost, or choose the previous behaviour of waking the Ghost group. Combat, player proximity, scoped view and other sleep protections remain active.
  • Kept simulated fights available between hostile sleeping ORBIT, vanilla and faction groups, including mixed encounters.
  • Replaced side-only hostility shortcuts with the game's relationship rules and used the bot's selected fighting weapon for range and equipment checks.
  • Added night visibility and night-vision handling to Ghost encounters.
  • Added reactions to real gunfire and simulated Ghost fights for eligible ORBIT squads, with distance, personality, cooldown and extraction/fight protections.
  • Made the base investigation chance configurable per personality: Very aggressive 85%, Aggressive 60%, Average 30%, Cautious 8%, Timmy 3%, PlayerScav 20% by default. Distance reduces these odds; 0% disables that category's investigations.
  • Added optional, bounded hearing-decision telemetry for RaidReview, without continuously recording hearing ranges on every position sample.
  • Improved weapon-specific distant gunfire, suppressor handling, automatic-fire bursts and per-shooter positions. Fika addon 1.1 synchronises these sounds to clients.
  • Ghost gunfire audio has been fixed and improved: sounds match each bot's actual weapon and suppressor, automatic weapons fire in more natural bursts, and shots come from each shooter's position. The Fika addon 1.1 brings these improvements to connected clients too.

Looting, movement and reliability

  • Allowed sleeping bots to equip and upgrade gear while deferring changes that require their active hands/body.
  • Added dry-run validation for gear swaps to avoid invalid equipment combinations and moving carried items before an operation is rejected.
  • Preserved active loot sessions through the transition to Ghost after the current physical step finishes. Door finalisation also continues outside the sleeping body.
  • Fixed completed or vanished loose-loot targets leaving bots in repeated attempts, and tightened reservation/retry handling.
  • Removed stale loose-loot waypoints when another Fika player picks up the item.
  • Improved Ghost walking/sprinting, extract-route movement, brain throttling and health synchronisation; avoided fall damage caused by sleeping-body movement.
  • Added Ghost door opening/unlocking on ORBIT routes and recovery for disconnected navigation areas.
  • Preserved original route goals across zigzag/partial paths and corrected arrival checks near the final path corner.
  • Added bounded recovery for blocked native routes, avoided repeated rescues to the same positions, and requested replacement checkpoint/regroup targets through the original faction selector when appropriate.
  • Corrected repeated Guard/Goto transitions and retained progress tracking across internal action switches.
  • Made extraction arrival failures progress-aware and reduced repeated solo-extract orders while another behaviour controls the bot.
  • Reduced added danger-zone navigation padding to 1 m, improving routes near map boundaries and vehicle extracts while retaining danger checks.
  • Added a spatial door index and a two-second nearby-door cache, early refresh after movement, and reusable group buffers.
  • Hardened cleanup for despawned bots, destroyed movers and disposed paths; one invalid reference no longer stops the whole ORBIT tick.
  • Expanded rate-limited diagnostics for native eligibility, arrivals, blocked routes and recovery attempts.

RC2 update

Ghost Mode

  • Fixed additional sniper scav standby and prone transitions that could keep them awake or wake them unnecessarily, contributing to chains of real fights nearby.
  • Fixed sniper scavs staying awake or waking during peaceful native loot travel. Real item interactions still wake them when needed.
  • Eligible new members can join an existing native Ghost group while the rest stay asleep, with "Put the awake group into Ghost" enabled.
  • Fixed sleeping bots being counted as active targeting threats, causing unnecessary wake-ups.
  • Adjusted the return-to-Ghost cooldown to the reason for waking: brief proximity or visibility wakes can settle sooner, while combat, damage and other safety checks remain protected.
  • Improved Ghost eligibility for supported bots using non-ORBIT brains and during native activation transitions.
  • Improved recovery for faction followers and rogues blocked near their destinations, including overlapping Ghost allies that could prevent each other from moving.
  • Reworked movement recovery for native faction patrols: repeated movement orders no longer interrupt recovery, and eligible patrols can choose another reachable point when their current route fails.
  • Added recovery for Partizan repeatedly trying to reach an invalid mine-cover destination, allowing his own behaviour to select another approach.
  • Ghost investigations now head towards the nearest audible shooter in a simulated fight.
  • Expanded diagnostic logs for bots that remain awake and stationary while avoiding a grenade, including bots that have never entered Ghost.

Movement, looting and extraction

  • Fixed a movement-recovery loop that could send bots flying across the map. Recovery now uses validated ground positions and safely handles the handoff to combat.
  • Fixed squads waiting unnecessarily in a main loot area after all members had finished or run out of nearby loot. They now resume their search while preserving teammates' ongoing actions.
  • Fixed car-extraction cases where bots left the departure area or failed to disappear when the vehicle departed. Solo bots now skip the squad-gathering wait.
  • Improved underground extraction approaches: bots now try to enter the extraction area and keep moving while making progress. If the final approach remains blocked, the existing nearby despawn fallback is preserved.
  • Hardened the handoff to combat so a failed navigation correction cannot leave ORBIT controlling movement at the same time.
  • Prevented delayed loot cleanup from overriding a bot's posture or movement after combat or Ghost takes control.

Maps and compatibility

  • Added Reserve floors 2, 3, 4 and 5, plus Customs' 4th floor, to the Zone Editor.
  • Updated building and bunker floor boundaries and built-in zone assignments for Reserve and Customs. Existing custom zones and tuning are preserved.
  • Updated ISB compatibility for the expanded White Tusk roster. White Tusks retain ISB's own behaviour even with Take over ISB enabled; other ISB units still follow that setting.

RC3 update

Ghost hearing and settings

  • Extended gunfire investigations to supported native bots and factions: Scavs, Goons, bosses and followers, Cultists, Raiders, Rogues, Bloodhounds, UNTAR/RUAF hunters, Raiders vs Rogues, Rook and Tombstone, ISB/White Tusk and Black Division.
  • Added investigation probabilities for these categories. UNTAR/RUAF hunters share one slider; Raiders and Rogues have separate sliders. Sniper Scavs and UNTAR/RUAF checkpoint guards do not investigate gunfire through this system. Other unclassified native roles default to 0%.
  • Added configurable hearing distances for unsuppressed and suppressed gunfire, grouped into three categories: PMC/PlayerScavs (350/120 m by default), other vanilla bots (200/80 m), and supported mod factions (350/120 m).
  • Added controls for the minimum number of real shots, investigation cooldown, gunfire memory and grouping radius. Defaults remain 4 shots, 150 seconds, 45 seconds and 60 m. A group rolls once per remembered combat, rather than once per bullet.
  • Moved hearing distances, investigation rules and probabilities into collapsible panels.
  • Vanilla bosses and followers now default to a 30% investigation chance. Existing saved values are preserved.

Ghost behavior and spectating

  • Added Wake bots for spectating, enabled by default. When the last human player dies or extracts, sleeping bots wake and Ghost pauses so the remaining bots can be spectated. In multiplayer, this waits for the last active human player.
  • Fixed supported Black Division patrols being rejected from Ghost, which could leave them awake and trigger nearby wake chains.
  • Prevented Sanitar's ambient patrol script from forcing unnecessary medical treatment and holding his group awake. Genuine medical behavior remains available.

Looting, movement and extraction

  • Bots reaching their loot-value extraction threshold can finish collecting nearby valuables before leaving. This works awake and in Ghost, for squad and individual departures. The collection stays within 10 m on the same floor, prioritizes accessible loose items worth at least 50,000 rubles, respects personal value thresholds and inventory space, and ends after six additional targets or 45 seconds. Combat and urgent departures take priority.
  • ORBIT squads now keep track of multiple bodies from their kills, so successive Ghost kills no longer leave only the last corpse queued for looting.
  • Fixed completed loot actions restarting the same corpse search. Successful equipment transfers now count as progress, preventing the loot watchdog from cancelling a session that is still making progress.
  • Fixed another vehicle-extraction case: bots already at the car are removed when it actually departs, even if ORBIT's local gathering countdown has not finished.
  • Improved local recovery for bots stuck on their way to an available foot extraction. They keep that exit while retrying their approach, with the nearby despawn fallback preserved for blocked final approaches, including underground exits.
  • Tightened movement-recovery distance, height and visibility checks, and prevented post-loot patrol cleanup from submitting a competing native route.

Factions and Zone Editor

  • Raiders and Rogues now have separate native-behavior controls. You can let ORBIT direct one while leaving the other under its original behavior. Existing presets keep their Raider setting and leave Rogues native by default.
  • When zones overlap, clicking now prioritizes zones highlighted by the current filters. Hidden floors remain excluded from selection, and an existing selection or hover no longer takes priority over subsequent clicks.
  • Removed the outdated Fika "untested" notice from Ghost settings.