This one has a fair amount of experimental stuff in it. AI use RED Field and Phantom VIR sensibly, if a bit conservatively. However, I can see the control change to RED Field, Phantom VIR, and SITE Camera being controversial. It's easier to use in practice, though, and works particularly well with the new weapon_special control mapped to middle mouse button in the updated input.map in common files.
Downloads:
Executable
Program Database (Optional)
Updated input.map (binds weapon_special to middle mouse button)
Changes:
* Updated crc32game asset check
- Checks some additional files based on the ODF
* /version command now generates the check CRC with crc32game
* Host auto-kicks any player launching with an invalid vehicle
* Divide rotational kick from ordnance by moment of inertia
- This should prevent extreme spin and high bounces
* Explosions inherit team flags like Ordnance
* Fixed a crash when the damage owner dies before the damage source hits the player
- TO DO: find a better way of marking damage as player or player-friend
* Tweaked ordnance rotation kick
- Now uses bounding sphere radius instead of collision radius
* Added support for new mouse controls
- X1 and X2 buttons (Windows XP): X1Btn, X2Btn
- Vertical wheel (Windows 2000): WheelDown, WheelUp
- Horizontal wheel (Windows Vista): WheelLeft, WheelRight
* Added direct access to Special hardpoint
- Input: added weapon_special control
- Carrier: added TriggerSpecial method
- UserProcess: connected the two

- TO DO: update input.map
* Renamed Carrier UnTriggerSelected to UnTriggerAll
* Show join-game error messages before hiding all the dialog controls
- This should fix the blank black screen behind the pop-up
* D3D initialization calls set LastError
- This should make the D3D error dialog show meaningful information
* Slightly tweaked palette lookup of scroll-text colors
- If anyone cares, it divided by 256 instead of 255 like it should have
* Added support for switching between windowed and full-screen
- This only works in-game; I couldn't get the shell to behave
* Carrier stores the special hardpoint index
- This greatly simplifies TriggerSpecial
* Reduced damping and tracking for ascending airborne Person
- Pilots flying upwards after ejecting gradually level out
- Pilots jumping or hopping out of a vehicle don't level enough to notice
* SetDamageFlags sets playerCollide and playerShot for remote players too
* Experimental: toggle SpecialItem with the trigger
- This is functionally equvalent using Ctrl plus weapon-select function keys
* Craft death deletes carrier after ejecting pilot
- This allows AI to reference weapons during cleanup
* AI uses RED Field and Phantom VIR semi-intelligently
- when attacking or attacked by a player
- when attacking or attacked by someone with an affected weapon
- when attacking or avoiding a torpedo (RED)
- TO DO: make RED and VIR affect AI unit aim?
* Experimental: compute chat color like score color
- This may fix cases where the chat colors are wrong