JAR-5 Dominator - Rechambered - Updates

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PC JAR-5 Dominator - Rechambered v3.3.5

Updates for Helldivers 2
v3.4.0 Changelog

New
Realistic Mode:

  • Speed: 450 m/s at burnout. The game only stores one speed, so this is the speed after the motor finishes, not the slow crawl at the muzzle.
  • Range: 360 m cap
  • Arming: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spread: +1 on both cones
  • Spare magazines: 4 (15 still in the gun, 75 rounds total)
  • Mass: 100 g. A 178 g 15×100 mm round would be a solid slug with no room for propellant.
  • Blast: a private copy. Full damage inside 1 m, nothing past 2 m. The bolt pistol keeps its own wider blast.
  • Shodan restore: speed 450 m/s, range 360 m, recoil 0.60×
v3.3.5 Changelog

Changed

  • Weapon-wheel lookups no longer trust a hardcoded entity hash. The wheel (programmable ammo / fire modes), recoil, and armory-trait writes all located the Dominator's WeaponData / ProjectileWeapon / LoadoutEntry records by the hardcoded 0x80F1A156D9FA1E36. A game update that reshuffles entity IDs would change that hash and silently disable every wheel feature while the core rechamber (matched by projectile type + content) kept working.
  • The Dominator's ProjectileWeapon record is now found by its content-stable projectile type (177), and the entity hash is derived back out of the table's own bucket at runtime. WeaponData and LoadoutEntry resolution wait for that derived hash (deferred until available), so build-to-build entity-ID drift no longer affects the wheel. The old hash remains only as a diagnostic seed; if it ever differs, the log prints an entity hash drift notice.
v3.3 Changelog

New

  • Added third firing mode: full auto
  • Added three new sound effects which can be selected via the sound settings. You can now choose between bolt rifle sounds from Boltgun, Darktide, Necromunda, and Space Marine 2.
Fixed
  • Weapon traits now properly display "Heavy Armor Penetrating" and "Explosive"
v3.1 Changelog

Restored the SAFE/UNSAFE programmable-ammo wheel — safely this time.


The wheel is back, but the alternate round is no longer a cloned "spare" record. It now points directly at the P/40-K's own projectile — the exact round this rechamber copies its warhead from — so nothing is cloned or overwritten.
  • SAFE (default): the rechambered round — 380 m/s, 12 m arming.
  • UNSAFE (alternate): the P/40-K's stock round — 0.1 m arming, same explosive warhead.
  • Wheel shows Safe / Unsafe with native labels and HE/APHE-T icons.
Fixed a critical bug: Bile Titans were spitting rechambered bolt rounds. v3.0's wheel cloned the bolt round into a projectile record it believed was unused, but the "looks dormant" check (no name, no speed) also matched the Bile Titan's spit — so it overwrote the titan's acid with the Dominator's explosive round. Enemy projectiles are referenced by enemy attacks, not by the player weapon tables, so that heuristic is gone entirely. The alternate round is now a real, already-referenced projectile, and the mod never writes to any record outside the Dominator's own.

Sound note: the audible change from the rechamber is the explosion the round now points at, not the surface-impact thud — that thud is unchanged (both rounds already share the same impact type).
v3.0 Changelog

New

  • Autocannon-style programmable ammo wheel on the JAR-5 Dominator: SAFE (12 m arming) is the default round, UNSAFE (0.1 m) is the alternate — selectable in the weapon wheel, same as the Autocannon's ammo swap.
  • The wheel shows each round with its own icon and label: Safe (APHE-T icon) and Unsafe (HE icon), using the game's native localization strings.
Removed
  • Bottom-left HUD arming badge (redundant — the wheel shows the mode now).
  • Mod Bindings Menu arming hotkey (redundant for the same reason).
  • arming= config override and arming persistence.
Optimized
  • Ammo-apply no longer re-scans the full projectile table every cycle; the spare round's address is cached and re-validated with a single read.
v2.8 Changelog

Changed

  • Fixed lag spikes when combined with projectile-speed editors (no more fighting over the speed and/or flight time fields, if you're using Shodan then the values set in Shodan will take priority), and fixed sound cutouts / missed shots caused by the arming badge polling too often.
v2.7 Changelog

New

  • Added persistent state to safe/unsafe arming distance mode
  • Added HUD element reflecting safe/unsafe arming distance state
v2.6 Changelog

New

  • Added optional WH40k: Space Marine 2 Heavy Bolt Rifle sound effect
v2.5 Changelog
  • removed extraneous burst fire mode (rifle has it stock, I am smart)
v2.4 Changelog

Changed

  • Range cap doubled: 266 m → 532 m
New
  • Live arming-distance toggle — flip arming between 12 m and 0.1 m in-game via a hotkey (requires Mod Bindings Menu)
  • 3-round burst fire mode — semi ↔ burst, switchable in the weapon wheel (hold reload)