Fix low-terrain startup and extraction placement; record Workshop 0.0.121
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continuous-integration/drone/push Build is passing
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@@ -131,6 +131,22 @@ without resetting that total budget. The fallback surveys the terrain for a
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helicopter landing zone and retains the normal primary/secondary aircraft
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clearance and navigation checks.
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Extraction pads do not use the camp-only 12 m road exclusion, and their initial
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ground survey uses the same 0.8 m height variation limit as the landing-zone
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survey. Camp footprints retain their 0.6 m limit and road exclusion. Aircraft
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clearance is tested at the centre's actual terrain height, matching pickup
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registration, rather than the lowest point sampled across the camp grid.
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Water, physical obstacles, guard/patrol ground and navigation, the 28 m landing
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footprint, overhead clearance and additional transport-pad checks still apply.
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Dry ground is determined from the terrain's actual water surface, not a fixed
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world-altitude minimum. Site clearance queries water at every sampled terrain
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height instead of testing placeholder candidate heights. Dry terrain below
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one metre (including negative map elevations) can qualify; submerged terrain,
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invalid heights, excessive slopes and physical obstructions remain rejected.
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Site creation, character spawn slots, airfield pads and mortar setup use the
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same terrain-height water check, without the 10 cm character spawn lift.
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On terrain-generated maps, prison-to-airport separation is 15% of the shorter
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world axis, clamped to 200–1,500 m (300 m on a 2 km map). This changes tactical
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spacing, not the physical footprint or slope allowance. Original authored Everon
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