CHANGELOG
Changelog
0.5.36
- Add Semicolon/Ж batches that spawn three stock combat helicopters per press.
- Stagger each batch at 300 ms intervals to avoid same-frame SpawnActor pressure.
- Assign every reinforcement the live RV target and stock shooting mode.
0.5.35
- Add a forward autopilot toggle on the physical Apostrophe/Э key.
- Require the player to be driving with F7 enabled before autopilot can engage.
- Feed constant forward throttle through the existing stable AVS flight-input loop.
0.5.34
- Capture the actual
BP_Interactable_NailGun_Ammo_Cprojectile at construction time. - Detect helicopter impacts against the full swept projectile segment between combat ticks.
- Prevent fast Nail Gun shots from skipping through the explicit helicopter hit sphere.
0.5.33
- Poll live Nail Gun projectile classes as a fallback when construction notifications are unavailable.
- Deduplicate captured projectiles before proximity-hit processing.
- Log the stock Nail Gun shooting/use functions when F5 spawns the weapon.
0.5.32
- Use the stock
BP_Interactable_NailGunas the dedicated player dart weapon. - Spawn the weapon inside the RV with F5; its existing pickup, animation, and LMB controls remain native.
- Capture stock nail projectiles and count their proximity impacts as helicopter dart hits.
0.5.31
- Increase the helicopter orbit radius from 32 metres to 50 metres.
- Keep the independent six-metre dart hit-detection sphere unchanged.
0.5.30
- Spawn F5 darts near the middle of the RV cabin as normal physical pickup items.
- Remove automatic dart homing and Lua-driven movement.
- Let the stock interactable handle pickup and throwing while the mod only detects proximity hits.
0.5.29
- Increase helicopter orbit radius by six metres.
- Force spawned stock dart actors and their root components visible.
- Recalculate dart direction every tick so orbiting helicopters cannot evade the test projectile.
- Increase the explicit helicopter hit sphere for reliable three-hit detection.
0.5.28
- Orbit the helicopter smoothly around the live RV with gentle vertical movement.
- Add F5 to spawn and launch the stock
BP_Interactable_Dartat the helicopter. - Count mod-spawned dart impacts and safely destroy the helicopter on the third hit.
- Keep dart movement inside the existing single combat timer.
0.5.27
- Re-resolve the live helicopter Actor on every combat tick instead of retaining stale UE4SS userdata.
- Stop F12 combat by cancelling only the owned timer; never call Blueprint functions on a dying Actor.
- Clear cached helicopter references whenever combat stops.
0.5.26
- Remove
FireStarter, which starts the helicopter fire/destruction sequence rather than gunfire. - Enforce a high airborne pursuit point and log requested versus actual helicopter Z.
- Ignore rapid repeated F12 presses to prevent accidental ON/OFF toggling.
0.5.25
- Raise the pursued helicopter to 30 metres above the RV reference point.
- Pass the required initial-burst boolean to the stock
MachineGunBurstfunction. - Start the stock
FireStarterchain after targeting the RV.
0.5.24
- Move the stock helicopter into a stable pursuit position near the live RV.
- Continuously update its target and facing while F12 combat is enabled.
- Trigger the stock machine-gun burst on a controlled three-second interval.
- Cancel the single combat loop when F12 is disabled.
0.5.23
- Make F12 toggle the stock helicopter shooting mode against the live RV.
- Reuse
TargetActor,StartFire, andInitiateShootingModediscovered at runtime. - Enable standard Unreal damage on the helicopter so existing attacks can fight it off.
0.5.22
- Add a conflict-free F12 read-only scanner for the stock combat helicopter.
- Capture existing
BP_Helicopter_C/BPA_Helicopter_01_Cruntime actors. - Log combat functions, properties, class, and root without invoking unsafe encounter logic.
0.5.21
- Replace 313 rapid F6 callbacks with one 50-step, 100 ms lift scheduler.
- Ignore F6 while its current lift is running instead of cancelling and recreating callbacks.
- Make later F6 presses add another smooth height boost while keeping balloons visible.
0.5.20
- Compare the live RV by its Unreal Actor path instead of unstable UE4SS Lua userdata identity.
- Restore F6 pulses while retaining transition-generation cancellation.
0.5.19
- Cancel delayed F6 impulses immediately on a driver seat transition.
- Re-resolve and identity-check the live AVS vehicle before every F6 pulse.
- Prevent callbacks from applying physics to a destroyed or replaced RV.
0.5.18
- Enable only cooked
ModActor_Crecovery through AssetRegistry after Restart. - Keep all independent StaticMeshActor spawning and experimental yaw disabled.
- Isolate the BPModLoader-compatible recovery path from the actor-pool crash source.
0.5.17
- Keep the cooked balloon Blueprint independent instead of attaching it as an RV child actor.
- Follow the RV transform from Lua so destroying the RV does not cascade-destroy the bundle.
- Reassign the surviving bundle to the replacement RV without any runtime SpawnActor call.
0.5.16
- Disable all runtime balloon
SpawnActorpaths after confirmed native crashes. - Disable experimental yaw torque while retaining stable F6/F7/WASD/anchor behavior.
- Keep the cooked balloon bundle for the initial RV session without unsafe visual recovery.
0.5.15
- Fix Lua scoping so the active F7 state actually cancels the ongoing F6 impulse sequence.
- Prevent simultaneous lift and hover physics loops from applying competing impulses to the RV.
0.5.14
- Reload
ModActor_Cthrough AssetRegistry, matching BPModLoader's supported runtime reload path. - Spawn recovery into
UEHelpers.GetWorld()instead of relying on a stale vehicle world reference.
0.5.13
- Prewarm a hidden ten-balloon runtime pool while the original RV world is stable.
- Never call
SpawnActorafter an in-place Restart; only reuse and reveal the pool.
0.5.12
- Serialize fallback balloon creation to one
SpawnActorcallback per recovery cycle. - Avoid the native crash caused by queueing nine game-thread spawns in one Lua frame.
0.5.11
- Create only one persistent F7 altitude loop per game session instead of accumulating timers.
- Add a one-second F7-to-F6 transition guard so competing physics callbacks cannot overlap.
0.5.10
- Keep post-restart runtime balloons in a hidden reusable pool instead of destroying them.
- Re-enable F6/F7 by unhiding the existing pool, avoiding the crashing second SpawnActor batch.
0.5.9
- Detect and discard a post-restart Blueprint actor whose balloon components are all dead.
- Immediately switch that state to the proven independent mesh fallback.
- Move yaw controls from NumPad-dependent keys to unused F9/F11 and log each input.
0.5.8
- Replace native-crashing direct rotation with physical yaw torque on
VehicleMesh. - Register driver hooks as soon as the runtime RV appears, before F6/F7 is used.
0.5.7
- Move airborne yaw from game-used Q/E to unused NumPad 4/6.
- Recover the seated-driver state when F7 is enabled after the player entered the RV.
- Preserve the proven W/S thrust and A/D strafe implementation.
0.5.6
- Restore A/D lateral airborne movement.
- Add separate Q/E nose rotation while F7 is enabled and the player is driving.
- Remove the native-crashing swept rotation call.
0.5.5
- Make held A/D rotate the RV around yaw while F7 is enabled and the player is driving.
- Keep held W/S as forward/reverse airborne thrust instead of mixing steering into lateral drift.
0.5.4
- Fall back to independent stock
StaticMeshActorballoons after an in-place restart unloadsModActor_C. - Follow the replacement RV from Lua without depending on respawning the cooked Blueprint class.
0.5.3
- Detect a stale balloon actor when Unreal rejects attachment after an in-place RV restart.
- Destroy the stale actor and queue a fresh Blueprint spawn in the replacement RV world.
0.5.2
- Preserve an enabled F7 and its nine-balloon state while the destroyed RV is replaced.
- Reload the cooked Blueprint class from its package before respawning the balloon actor.
- Automatically resume altitude hold on the replacement RV.
0.5.1
- Respawn and reattach the cooked balloon bundle when the RV is destroyed and restarted.
- Restore the active F6/F7 balloon count automatically on the replacement RV.
0.5.0
- Added a cooked UE 5.6
ModActorcontaining ten pre-arranged balloon meshes. - Package the Blueprint as a Ride-compatible IoStore bundle.
- Capture the bundle through BeginPlay without unsafe UObject scans.
- Attach one cooked actor to the RV; F6 shows ten balloons and F7 shows nine.
0.2.0
- Locate the live Winnebago actor by its Blueprint class.
- Diagnose its primitive components and physics state.
- Apply a mass-independent upward physics impulse on F6.
- Add diagnostic console commands.
0.1.0
- Added the stage 1 loader and startup log message.
0.5.37
- Added F4 spawning of a stock insertable cassette inside the RV.
- Added a cooked public-domain 1921 recording of Ride of the Valkyries.
- The cassette discovers the stock tape audio field and replaces it with the custom SoundWave.
0.5.38
- Moved forward autopilot from the console-conflicting Э key to Б (OEM_COMMA).
- Fixed Ж helicopter batch spawning with UE4SS's supported OEM_ONE constant.
0.5.39
- Forward autopilot keeps applying thrust after the player leaves the driver's seat.
- Ж-spawned helicopter groups now continuously orbit/pursue the current RV and fire stock machine-gun bursts like F12 combat.
0.5.40
- Smoothed flight/autopilot thrust from one large impulse every 64 ms to quarter-size impulses every 16 ms.
- Added the game's stock spatial helicopter machine-gun MetaSound to F12 and Ж reinforcement bursts.
0.5.41
- Added physical pitch/roll damping while forward autopilot is active.
- The damper counters suspension-induced rocking without locking airborne yaw.
0.5.42
- Replaced autopilot AddImpulse pulses with continuous AVS AddForce thrust.
- Added a two-second throttle ramp to prevent the cabin and loose objects being kicked on activation.
- Manual flight input remains physically responsive and separate from autopilot force.
0.5.43
- Fixed the broken AVS AddForce autopilot by returning to supported, low-amplitude ramped impulses.
- Removed the invalid angular-velocity damping call from the active flight loop.
- Reinforcement helicopters no longer activate the global shooting encounter audio mode that stopped cassette playback.
0.5.44
- Fixed the Unreal signature for reading RV angular velocity by supplying the None bone name.
- Re-enabled stronger physical pitch/roll damping during autopilot to suppress body and suspension shaking.
0.5.45
- Reduced airborne autopilot acceleration by over 18x to protect players and loose cabin objects.
- Extended throttle ramp-up to about six seconds.
- Removed active angular torque damping, which could itself transmit sharp motion into the cabin.