2024-02-28 14:59:19 -06:00
|
|
|
# Blitzkrieg 1.16.1
|
|
|
|
|
|
2024-02-29 16:05:43 -06:00
|
|
|
Armor sandbox gains 25% rendering speed and 40% memory efficiency with added accuracy and features.
|
|
|
|
|
|
|
|
|
|
## Features
|
|
|
|
|
|
|
|
|
|
- Multiple layers of spaced armors are now calculated properly by the visual armor highlighting
|
|
|
|
|
- Added opaque mode to view armor highlighting without any transparency
|
|
|
|
|
- Added breakdown on layers of armor penetrated
|
|
|
|
|
- Penetration of each layer is shown represented by a color and an index
|
|
|
|
|
- Green: penetration
|
|
|
|
|
- Red: blocked
|
|
|
|
|
- Yellow: ricochet
|
|
|
|
|
- This also shows layers encountered after a ricochet
|
|
|
|
|
|
|
|
|
|
## Fixes
|
|
|
|
|
|
|
|
|
|
- Accuracy now doesn't drop the further the shot is placed from the origin
|
|
|
|
|
- HE shells no longer loose penetration like how HEAT shells do when traveling between layers of armor
|
|
|
|
|
- Persistent settings are now merged in the correct order making them truly persistent now
|
|
|
|
|
- Enhanced armor and calibrated shells are now properly synced from the get go
|
|
|
|
|
|
|
|
|
|
## Technical Changes
|
|
|
|
|
|
|
|
|
|
- Spaced armor and external module scenes have been merged
|
|
|
|
|
- They now use additive blending
|
|
|
|
|
- Colors are now normalized by the penetration value instead of maximum armor plate thickness
|
|
|
|
|
- Shell normalization now doesn't violate arccosine's domain
|