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Demo v0.9.0.1

Demo v0.9.0.1 Pre-release
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@Luciano-crtl Luciano-crtl released this 15 Nov 12:46
c2ee037

What's Changed

  • 0.9.0.1: armor weight shows a row per face by @Jakniphe in #4

Full Changelog: v0.9.0...v0.9.0.1

Demo v0.9.0 - Per-Face Armo

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@Luciano-crtl Luciano-crtl released this 15 Nov 12:31
b2a9a32

Full Changelog: v0.9.0...v0.9.0
Armor Fragments v0.9.0: Per-Face Armor!
Armor is now set face by face
An armor block is now a hollow shell. Its Front, Back, Left, Right, Top and Bottom are each their own plate with their own thickness, and 0 mm = open.
No more stacked layers inside the hull! Shells and spall fly through open faces and the inside of a block, and only stop or bounce on an armored face.
Armored faces work from both sides: spall that gets through your front plate can bounce off the back plate from inside.
Faces follow the block's real shape: tapers, slopes, cut ends, rounded blocks, triangles and cones.

Designer
Turn on Armor and set one Thickness for the whole block, or flip on Per face to set each face on its own.
The face you're editing glows orange on the block, other armored faces blue.
Every slider in the mod now has a box to type the value in.

Demo v0.8.1 - Hotpatch v0.8.1 - Pick Your Cannon Racks! (allows multiple ammoracks and different cannons to be used on the same build)

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@Luciano-crtl Luciano-crtl released this 14 Nov 20:13
86b8b7c

Full Changelog: v0.8.0...v0.8.1
Ammo racks
Cannons now pick their own racks. On the cannon, use "Add rack" and click the racks it draws from; "Remove rack" takes one off. A cannon can use several racks, emptied in each rack's Empty order.
Cannons of different sizes each have their own ammunition. Cannons that fire the same round can share a rack.
With no rack picked, the cannon uses its Ammo Count slider again.
Vehicles built on 0.8.0: pick the racks once on each cannon.

Cook-offs
The blast and the bang now come from the rack itself. Armor in the way, including your own hull, shields what's behind it. The vent only carries the fire.
Racks that explode at the same moment go up as one blast.
Low-velocity rounds still make a visible explosion cloud.
Made by Diver

Demo v0.8.0 - Ammo racks & cook vents update

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@Luciano-crtl Luciano-crtl released this 14 Nov 16:27
86b8b7c

Full Changelog: v0.7.0...v0.8.0

New Contributors

Tanks now carry their ammunition in racks, and a rack going up kills the vehicle.

Ammo racks
Any fuselage can be an ammo rack. It holds whole rounds sized from its cannon and muzzle velocity, packed into the fuselage's actual volumetric shape, and replaces the cannon's Ammo Count. Racks get lighter as you fire and empty from the top layer down.

Cook-offs
Only hits that pass through a round still in the rack count. A shell through the rounds is likely to set them off (about 64% for 20 mm, 95% for 37 mm, certain from 75 mm up); fragments add up by the energy they leave. A burning rack explodes after 10 seconds.

Explosion
Sized by the propellant left in the rack, using blast physics: a full 100 mm baseline rack wrecks modules within about 2.7 m and damages them out to 4.8 m, inside the vehicle and to vehicles nearby. Armor in the way shields what's behind it. Fire vents through the nearest Cook-off vent (a part setting for fuselages that allow you to create a burnout source point allowing you to give your tank an awesome burnout look), and the wreck keeps burning.

In addition, we now have awesome cook-off graphics!

Vehicle death
Armored vehicles are no longer blown apart by spall. Only their modules and racks take damage, and an exploding rack is the kill (normal kill credit, kill cam and respawn). Unarmored vehicles take damage and die as before.

Also
See-through racks in the designer, estimated penetration at 0/30/60 degrees on every cannon, live rounds in the X-ray, and Funky Trees variables _rounds, _fire and _boom.

What's Changed

  • Ammo racks, cook-offs, and vehicles that keep their shape (on 0.7.0) by @Jakniphe in #1

Demo v0.7.0 - Ammunition update

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@Luciano-crtl Luciano-crtl released this 14 Nov 05:46
7ff60c5

Full Changelog: v0.6.3...v0.7.0

New ammunition system (read from the cannon's Projectile Type)

  • AP (Basic): goes through plates, is bent a little by each one and flies on through other parts and plates (up to Max plates)
  • HE (Explosive, no fuse): bursts on the first thing it touches, before penetrating; the fragments start outside the vehicle
  • APHE (Explosive + Fuse): goes through armor like AP and bursts inside after the fuse distance (counted from the first impact), or where it is stopped
  • Explosive shells of tagged cannons also burst on the ground and scenery (HE on the surface, APHE as a stopped shell)

Burst fragments

  • The casing breaks into fragments flying in all directions, each with the shell's own speed plus the explosion's (Gurney speed)
  • Number of fragments from the casing's mass, caliber, brittleness and burst strength; masses vary at random (many small, a few big)
  • Fragments are now projectiles: they pay the armor's resistance by their own cross-section, so thin plates let them through and thick ones stop them
  • No global fragment limit: "Max number of visual fragments" (default 400) only limits the rays; beyond it each ray is a bundle of fragments and penetration is still worked out for one real fragment
  • Damage is added up per part and applied once per shot (less lag and network traffic)

Designer

  • New "Ammunition" line (AP / HE / APHE), Fuse switch and distance, Filler slider (default depends on HE/APHE and resets when the type changes) and Shell brittleness slider
  • Tag: [CAN k= z= e= q=]

Ricochets

  • A shell that bounces off armor now flies on as a ray: it can cross parts, hit other vehicles and other plates; APHE still bursts by its fuse
  • Fix: the physical shell no longer bounces around after the model has resolved the shot

Armor model

  • Fragments of a plate (spall) now come only from the plate and depend on its brittleness; shells no longer break up on the plate
  • Tagged cannons switch off the game's own impact and explosion damage (the mod's model is the only damage)
  • Rays now end on the ground instead of the first thing touched

Visuals

  • Rays of ordinary shots fly at their real speed; only the simulated shot and the impact camera slow them down
  • Rays are as thick as what they show (shell caliber, fragment diameter); the shell's ray no longer looks cut at a plate
  • New burst bubble; big clouds only give some rays an end bubble (performance)

Impact camera

  • Destroyed parts now show in its x-ray (frozen just before the game switches them off) in a new dark red color

Panel

  • New settings: fillers (HE/APHE), explosive speed, sideways bias, default fuse, fragment armor factor, default shell brittleness, max visual fragments
  • Simulated shell: explosive, fuse, fuse distance and casing brittleness; "Last impact" shows the fragment count

Demo v0.6.3

Demo v0.6.3 Pre-release
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@Luciano-crtl Luciano-crtl released this 13 Nov 21:22
ebef385
Remove the minimum damage filter from damage modules

Players can filter small damage themselves with Funky Trees. [MOD] no longer has
a d= value; names that still carry one are read fine and lose it on the next edit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01W914QBwg7gTnHjgwQ8cgt3

Demo v0.6.2

Demo v0.6.2 Pre-release
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@Luciano-crtl Luciano-crtl released this 12 Nov 23:14
ebef385

Full Changelog: v0.6.1...v0.6.2

demo v0.6.1

demo v0.6.1 Pre-release
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@Luciano-crtl Luciano-crtl released this 11 Nov 14:57
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demo v0.6.0

demo v0.6.0 Pre-release
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@Luciano-crtl Luciano-crtl released this 11 Nov 14:43
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Full Changelog: v0.5.1...v0.6.0

demo 0.5.1

demo 0.5.1 Pre-release
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@Luciano-crtl Luciano-crtl released this 11 Nov 14:25
ebef385

Full Changelog: v0.3.0...v0.5.1