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Changelog

v0.3 (2026-04-14)

Changed

  • Removed cascade health gate -- blast wave now fires on all objects in radius above cascade_min_damage, regardless of target health. Previously, targets above 60% health were skipped, which prevented cascade damage on units that survived the primary explosion. A 500lb bomb at 13 meters should cascade regardless of target health.
  • Removed cascade_health_gate config parameter -- no longer needed.

Added

  • Verbose debug logging across all four phases:
    • Registration: weapon type, ID, base/final power, all scale factors, shaped/rocket flags
    • Tracking: weapon destruction events with ID
    • Impact: AGL check values, impact point estimation (getIP hit/miss), primary explosion details
    • Cascade: per-object breakdown: name, distance, intensity, bounding box dimensions, surface area, calculated damage, health, skip reason or cascade power/delay
    • Damage model: per-unit health, infantry flag, action taken
  • Ignored weapon logging -- weapons not in the table are logged with their DCS type name (useful for identifying missing entries)
  • Rocket skip logging -- rockets filtered by rockets_enabled=false are logged

v0.2 (2026-04-13)

Added

  • Initial public release
  • Clean-room rewrite of Splash Damage 3.4 core mechanic
  • 4-phase pipeline: registration, tracking, impact processing, damage model
  • 211 weapons in EXPL_TABLE (151 non-rocket, 60 rockets)
  • AGL intercept gate (fixes phantom ground explosions from mid-air weapon kills)
  • Zero in-flight world.searchObjects calls
  • Adaptive poll rate (idle 0.5s, active 0.1s)
  • Pre-computed weapon power at registration
  • Instance-based design (BUFF:New() / :Start() / :Stop())
  • Two-file deployment (core + config template)
  • Full pcall error handling (never crashes the mission)
  • rockets_enabled toggle (off by default)
  • Cascade blast wave with inverse-square falloff and bounding box area scaling
  • Damage model (ROE HOLD + movement disable on damaged units)
  • Structure damage boost for buildings
  • Shaped charge blast radius reduction
  • Blast wave propagation delay (~500 m/s)
  • Shared fire_cascade function reference (no per-schedule closure allocation)