******************************************* __ ___ ______ ______ / / / / / __ \ / _ \ / / / / / / |_| / / | | / // / | |___ / /_/ / / / \___ \ / ____ / / /| | ___ \ | / / / / | | \ \_/ / / / /__/ |__| \_____/ /___/ ******************************************* Thank you for downloading the Kerbal Space Program! Version 1.8.0 ==================================================================================================== Installation / Updating: Windows Installer: * Run the installer .exe and follow the instructions. OSX Installer: * Uncompress the file provided * Place the contents of the file in your KSP installation directory * Run the script called dlc-mhe-[lang].command Linux Installer: * Uncompress the file provided * Place the contents of the file in your KSP installation directory * Run the script called dlc-mhe-[lang].command Steam: * Steam will keep the game automatically updated. You can change update preferences in Steam's application settings for KSP. Languages: * Make sure you grabbed the installation file for the language you want to install and follow the above instructions. ================================================================================================== WARNING: It's very likely that parts, ships and/or saves created on previous versions will be incompatible with the latest release. Although we try to preserve saved data as much as we can during development, it is impossible to ensure backward-compatibility on every update, especially with modded installs, so please keep this in mind. If you encounter something that appears to be a bug, try again on a fresh installation and no addons. It may just be an incompatibility issue. =================================================================================================== Disclaimer: THIS SOFTWARE MAY CONTAIN BUGS. SQUAD AND SQUAD STAFF TAKE NO RESPONSIBILITY FOR ANY DAMAGE OR LOSS OF DATA THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USING THIS SOFTWARE, AND CANNOT GUARANTEE ANY DEGREE OF PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWARE WILL BE USABLE AT ALL. USE AT YOUR OWN RISK. (not that any of the above should happen anyway, but it's good to be on the safe side) ==================================================================================================== Credits: Created By: Felipe Falanghe (a.k.a HarvesteR) Lead Game Designer: Paul Boyle Lead Programmers: David Tregoning (a.k.a. TriggerAu) Jamie Leighton (a.k.a. JPLRepo) Programmers: Alejandro Trejo Bill Currie (a.k.a. Taniwha) Bjorn Askew Bob Palmer (a.k.a. RoverDude) John Delvalle Manuel Ramos (a.k.a. Tito) Marco Salcedo Lead Artist: Rafael González 3D Artist: Pablo Ollervides Alexander Martín Lead Producer: Nestor Gomez Producer: Fernanda Diaz Squad Lead QA Testers: Marc Gale (a.k.a Technicalfool) Rafael Hernández Jim Peck (a.k.a Just Jim) Robert Keech Private division QA: QA Manager: Anthony S. Price QA Lead: Chris Fulton Sr. Tester: David A. Wineinger Testers: Rachel Britton Gina Pearl Patrick Halm Brittany Igleheart Christy Theus Sidney Christian Lori Warfield Additional Testing and Localization: Keywords Studios Private Division: Executive Producer: Michael Cook Producer: Grant Gertz Marketing Lead: Assistant Marketing Manager: Ara Josefsson Community Lead: Anais Alexandre Private Division – Label Management: General Manager: Michael Worosz Vice President of Production: Allen Murray Vice President of Marketing: Tom Bass Head of Business Development: Ed Tomaszewski Private Division – Marketing & Public Relations: Marketing & Communications Director: Brian Roundy Senior Director of International Marketing: Markus Wilding International Communications Manager: Peter Langhofer International Marketing Manager: Joe Banks Video Editor: Nick Margherita International PR Co-ordinator: Natalia Dabrowska Assistant Communications Manager: Jeremy Gumber Marketing Production Artist: Alanna Cervenak Marketing Coordinator: Kyle Wong Marketing Manager: Eric Inamine Media and Data Analyst: Ben Walthall Junior International Product Manager: Carolina Sanchez Bossi Assistant Manager, Community and Customer Service: Jemellee Santos Private Division – Production & Operations: Senior Producers: Roger Kurtz Kari Toyama Mika Kurosawa Producer: Naomi Steele Associate Producer: Jennifer Ashiru Release Manager: Jo Lammert Office Manager: Lisa Ammon Private Division – Information Technology: Senior IT Manager: Brian MacKenzie Online Systems Engineer: Matt Hurtado PC Technician, Private Division QA: John Powers Sr. Systems Administrator, Private Division QA: Matthew Winchell IT Support Staff: Peter Thomatos Andrew Granik J.P. Kiernan Mariah Rupp Absanael Boggio Brian Downey Automation Engineer: Noah Masur Private Division – Finance: Finance Manager: Stephanie Chi Take-Two Interactive – Legal: Legal Counsel: Melissa Bortnick Aaron Diamond Greg Gibson Howard Cheng Orin Hoffman Nic Murfett Gerald Wang Pete Welch Adam Wexler Take-Two Interactive – HR Sr. Director, People & Development Operations: Jessica Eth HR Specialist: Sam Gomez Take-Two Interactive – Asia Publishing & Operations: VP Publishing, Asia: Erik Ford Operations Senior Director, Singapore: Eileen Chong Director of Business Development, Selling: Dustin Zhao Special Thanks Strauss Zelnick, Karl Slatoff, Lainie Goldstein, Chris Casazza, Dan Emerson, Jordan Katz, the teams at Take-Two Interactive for their support, as well as our friends and families. Thanks also to Steve Glickstein, David Cox, the Take-Two Sales team, the Take-Two Digital Sales team, the Take-Two Channel Marketing team, the Take-Two HR and Benefits teams, Siobhan Boes, Hank Diamond, Alan Lewis, Daniel Einzig, Christopher Fiumano, Dorian Rehfield, Kathy Lee-Fung 1.4 & Making History Special Thanks: Renan Torres (a.k.a. Pesterenan) – Portuguese Language Donation Bruno Zarate (art freelancer) Jason Mical (art freelancer) Omar Espinosa (art freelancer) Oscar Hernández (art freelancer) Oscar Trejo (art freelancer) Raul Sanchez (art freelancer) Frima Studio Artefacto Estudio (kspedia contractor) Sound Design & Music: Edú Castillo Additional Music: Víctor Machado KSP Main Theme: Written by Felipe Falanghe Arranged by Víctor Machado Stratejazz: Written & arranged by Felipe Falanghe Other Tracks: Arcadia, Bathed in the Light, Brittle Rille, Dreamy Flashback, Frost Waltz, Frost Waltz (Alternate), Frozen Star, Groovy Grove, Impact Lento, Wizardtorium Written by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 Community Leads: Daniele Peloggio Brenda Mota (a.k.a. brendaliz) Tech Support: Manuel Tejada Customer Support: Keywords Studios Special Thanks to our Localization Volunteers: Eboshi Geng Xinyu (a.k.a. Acea) Toni Jordan Roberto Lisa Alonso Pablo Losada (a.k.a. maeloka26) John Stein (a.k.a. Enceos) Helmut Martin Hoxter Aidan Nagle Meila 050644zf summerfirefly Junnan Wang Stepanov Arseniy (a.k.a. Incognito) Vladislav Merkulov Ivan Petrov (a.k.a. Luch Kot) Alexander Sergeev (a.k.a. Sh1pman) TheKosmonaut Special Thanks to: The KSP Community The KSP Community Moderation Team Pre-launch Pioneers GameCoder Studios The Orbiter Community - Hail Probe! Ondraus Jenkins and people at Bungie Aerospace Kurtjmac and all our loyal Youtubers and Streamers! Our friends at Valve NASA All the space agencies that play our game /r/KerbalSpaceProgram Loading Screen Artwork by: Riess, of Our Intrepid Crew Legacy: Ezequiel Ayarza - Executive Producer Adrián Goya - Executive Producer Robert Shaer - Game Designer Beatriz Pineda - Game Designer Leticia Mercado - Lead Artist Steve Diver - QA Lead Pablo Fuente - Programming Rodrigo Fernández - Programming Julio Zabre - Programming Bruce Ewing (a.k.a Bewing) - QA Isaac De La Vega - Programming Mathew David Banks (a.k.a. sal_vager) - QA Lead Mike Geelan (a.k.a. Mu) - Programming Jim-Kyre Benjaminsen (a.k.a. Romfarer) - Programming Brian Provan (a.k.a. Arsonide) - Programming Nathaniel Deraney (a.k.a. Nathankell) - Programming Jeremie Rossignol (a.k.a. Nightingale) - Programming Sébastien Gaggini (a.k.a. Sarbian) - Programming Claw (a.k.a. Claw) - Programming Daniel Rosas - Content Design Christoph Thursesam (a.k.a. PorkJet) - Content Design Nicholas Havas - Content Design Frank Pierce - Content Design Eduardo Reyes - Project Manager Robert Holtzman - Public Relations Chad Jenkins (a.k.a. C7) - Technical Artist Jeff C. (a.k.a. NovaSilisko) - Content Design Jacobo Rosas - Content Design Artyom Zuev (a.k.a. Bac9) - Content Design Rob Nelson (a.k.a. N3X15) - Game and Web Development Mario Maqueo - Programming Juan Carlos Demeneghi - Additional Art Iván Vázquez - Additional Art Andrea Cataño - Community Lead Anthony Keeton - Community Manager James Kupperian (a.k.a. Skunky) - Community Manager Chaz Chiarello - Media Director Claira Lyrae Safi - Content Design Loïck Bel (a.k.a. 707-Engineering) - QA Clay Campbell - QA Arthur Vilain - QA Anthony Guzzardo - Community Manager Alejandro Mora - Game & Server Development Tanuki Chau - Community Contributor Rogelio Dominguez - 3D Artist Hugo Gutierrez - Content Design Miguel Piña (a.k.a. MaxMaps) - Producer Jesus Montaño - Programming Jose Luis Palacios Vives - Lead Producer Ted Everett - Technical Producer Daniel Rosas - 3D Artist Kasper Nahuis - Community Lead Colum Cantwell (a.k.a. Liquid) - QA Dane Jensen - QA Kyle Kotowick - QA Sean Larkin (a.k.a. Seanoog) - QA Sven Riedel - QA Matthew Picio (a.k.a. Panarchist) - QA Martin Mager (a.k.a. Nachtwind) - QA Jonny Paton - QA Erick Capistrano - QA Lead Ed T. Toton III (a.k.a. Necrobones) -– QA Ivan Welsh (a.k.a. hermes47) – QA Red Iron Crown (Over 9000 Rep!) – QA Tommy G. (a.k.a. purpletarget) – QA David Reams (a.k.a. Rexkramer) – QA Greg Kersh (a.k.a. Probus) – QA Ted Amrine - QA Alessandro Villa (a.k.a. diomedea) - QA Legacy Private Division Shana Bryant - Producer Joshua Collins - QA Lead Arthur Garza-Trevino - Sr Tester Demetri Ghaeni - Sr Tester Matthew Diaz - Tester Joshua Longo - Tester Emily Marvel - Tester Steven Verssen - Tester Tyler Moore - Tester Eric Scott Kristiansen - Tester ChangeLog: =================================== v1.8.0 ============================================================ +++ Improvements * Upgrade KSP to Unity 2019.2.2f1 version. * Standalone Windows build now uses DX11 Graphics API. Many visual improvements to shaders and FX. * Implement Unity Incremental Garbage Collection. * Implement new celestial body shaders and textures for Mun, Minmus, Duna, Ike, Eve, Gilly. * Update Main Menu Mun terrain shader. * Add Terrain Shader Quality graphics setting. * Improve the TrackingStation load time. * Implement ability to edit Action Groups in flight. * Performance improvements to the VAB/SPH scenes. * Performance improvements in the flight scene. * Performance improvements in the Tracking Station scene. * Add ability to edit resource values in PAWs using the key input. * Add Warp to node button on dV readout in NavBall display. * Add enable/disable wheel motor Actions to all wheels. * Add ability to limit the maximum size of PAWs via settings.cfg. * Improve the Action Groups/Sets UI. * Add PAW_PREFERRED_HEIGHT to settings.cfg for players to set a prefered max height. * Made staging and docking UI available in map view * Pinned labels in map view now persist pinned even when leaving and re-entering map view * "Delete All" functionality for messages app has been implemented. * Improve the KSC grass and asphalt texture and shader to reduce tilling. * Improve textures for the VAB building on level one. * Model revamp for the level one and level two Research and Development nissen huts. * Increased precision for eccentricity in advanced orbit info display. * Upgrade VPP and improve wheel and landing leg function. * Expose global kerbal EVA Physics material via setting. * Add do not show again option to re-runnable science experiments. * Add actions for same vessel interactions functionality. * Implement per-frame damage threshold on destructible buildings. * Add vessel name title to flag PAWs. * Add a confirm dialog with the option of “Don’t display again” when a kerbal removes a science experiment data. * Disable Pixelperfect on UI Canvases to improve performance - available to configure via settings.cfg. * Increase precision for numerical editing of maneuver nodes. * Kerbal position on ladders and command pods improved. * Add ability for users to add their own loading screen pictures to the game. +++ Localization * Fix incorrect naming of The Sun. * Fix Action Sets text in VAB/SPH for some languages. * Fix Text in dV KSPedia pages in Japanese. * Fix Chinese Localizations. * Fix dV readout for Chinese language. +++ Parts New Parts: * S2-33 "Clydesdale" Solid Fuel Booster. * S2-17 "Thoroughbred" Solid Fuel Booster. * F3S0 "Shrimp" Solid Fuel Booster. * FM1 "Mite" Solid Fuel Booster. * Protective Rocket Nosecone Mk5A ("Black and White" and "Gray and Orange"). * Add rock/dirt debris FX to the Drill-O-Matic and Drill-O-Matic Junior. Updated Parts (reskinned): * Service Bay (1.25m). * Service Bay (2.5m). Color Variants: * Protective Rocket Nose Cone Mk7 (New "Orange" color variant) * Protective Rocket Nose Cone Mk12 (New "Orange" color variant) +++ Bugfixes * #bringbackthesandcastle - Fix the Mun sandcastle easter egg from not appearing. * Fix Maneuver editor so that the mouse wheel adjusts the node now in the contrary direction (same behavior as dragging down/up). * Fix a null reference error when player threw away a vessel with fuel flow overlay turned on in the editor. * Fix an input lock when switching between Editing the vessel and the Action groups menu. * Fix user created vessels disappearing from the vessel spawn dialog. * Fix the random selection of Mun vs Orbit scene when returning to Main Menu. * Fix input field rounding on Maneuver Node editor fields. * Fix a Null reference in the Editor when selecting a part and opening the Action Part Menu. * Fix pressing Enter key confirms the game quick save dialog. * Fix PAWs will now scale downwards from the header keeping more consistency on the fields. * Fix an input lock issue where some PAW buttons disappeared when editing a numeric slider field. * Fix Menu Navigation was missing in the quicksave dialog. * Fix Mini Settings had some items that would be skipped when navigating with the arrow keys. * Fix for remove from symmetry causing NRE in flight scene. * Fix the FL-A10 collider no longer mismatching its geometry. * Fix Control Surface and Aero Toggle Deploy Action not working in all situations. * Joysticks and gamepads on Linux are again recognized and usable. * Fix Action Groups UI and Color issues. * Fix the LV-T30 Reliant Liquid Fuel Engine ´s bottom attach node. * Fix a texture seam on the Probodobodyne Stayputnik. * Fix a z-fighting issue on the destroyed VAB at level 3. * Fix the Z-4K Rechargeable Battery Bank ´s bottom attach node. * Fix the concrete tiling texture of the SPH at level 3. * Fix a grass texture seam in front of the VAB at level 3. * Fix missing texture and animation on the level one Administration Building flag. * Smoothened Kerbal IVA expression transitions to avoid strange twitching. * Make the LV-TX87 Bobcat exhaust FX more appropriate. * Fix kerbal portraits when launching vessel with multiple kerbals in external command chairs. * Fix drills operating when not in contact with the ground. * Fix thrust center on the Mainsale engine. * Add bulkhead profile to LV-T91 Cheetah, LV-TX87 Bobcat, RK-7 Kodiak and RE-I12 Skiff. * Fix re-rooting of surface attach nodes. * Fix kerbal IVA expression animations transitions. * Fix shadows at KSC and in flight. * Fix "sinker" warning during game load * Fix super long Map Transition when lots of vessels in the save * Fix overlap in vessel type information window. * Fix a Null Reference when copying parts with alternative colours. * Fix an error where the custom crafts were not loaded in the Load Craft dialog after navigating the tabs. * Fix a null reference when clicking the Remove Symmetry button on some parts. * Motorized wheels no longer keep generating torque even when the motor is set to ‘Disabled’ * Re-centered an off center scrollbar in the mini settings dialog. * Rebalance decoupler, MK1-3, MK1 lander can, MK2 lander can, separators costs, crash tolerances, weight. +++ Mods * Target framework now .NET 4.x. * DXT3 DDS formatted textures are not supported by Unity or KSP any more. You must convert to DXT5. * Added UIPartActionWindow.UpdateWindowHeight to allow mods to dynamically set the PAW max height * MapviewCanvasUtil.GetNodeCanvasContainer created as more performant method than MapViewCanvasUtil.ResetNodeCanvasContainer. Use the rest one only when you need to force a scale reset * ModuleResourceAutoShiftState added that can be used for startup/restart of parts based on resource availability. * VesselValues are now cached per frame. Can use ResetValueCache() to reset the cache. =================================== v1.7.3 ============================================================ +++ Improvements * Added same vessel part collisions advanced tweakable. * Adjusted KerbalEVA Action messages to be above center screen. * Made KerbalEVA screen position configurable via Gamesettings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y * Add ability to switch secondary docking ports (docked) to primary via the PAW. * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking. * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel. * Remove from symmetry functionality added to all parts. * Add capability for text entry on float fields in the Part Action Window. * Clear some references on returning to main menu to release memory. * Add ExternalCmdSeat Ejection Force (advanced tweakable). * Add Leave Seat KSPAction. +++ Localization * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language. +++ Bugfixes * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden. * Fix temperature renderer messing with child part renderer parameters. * Fix EVA portrait when launching a vessel with Kerbal in external command seat. * Fix kerbal highlighting during mouse over. * Fix radiator panels not rotating properly. * Fix loss of axis and extended action group data when copying parts in the editor. * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled. * Fix part positioning errors on vessel spawning far from Unity Origin. +++ Mods * Part class now has isVesselEVA property which handles when vessel is null. * Add ability to override default flow mode on ModuleResource. * Add activeEditor attribute to BaseAction to allow these to be disabled. * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW. * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving. =================================== v1.7.2 ============================================================ +++ Improvements * Redesign the Action sets icon during flight to make the current action number more visible. * Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups. * MainThrottle axis can be bound, but only in absolute mode. +++ Localization * Fix shadow casting string not displaying correctly if player doesn't have the Breaking Ground Expansion. * Localize the strings for the Axis Actions in the Settings under the vessel Tab. +++ Bugfixes * Fix kerbal flags clipping into backpacks. * Fix lowest part of vessel calculations for Wheels when coming off rails. * Fix localisation for survey waypoint contract objectives. * Fix NRE in maneuver node editor. * Fix PAW displayDirty not working in the editor. * Fix symmetry counterparts (bow-tie) autostrutting. * Fix cutoff string in recovery science report screen. * Fix null reference on ship load when parts have changed their attach nodes. * Fix missing string in Absolute Control / Incremental Control tooltip. * Fix science value of repeat experiments. * Fix EVA portrait clipping in some situations. * Fix EVA portrait texture being transparent. ChangeLog: =================================== v1.7.1 ============================================================ +++ Improvements * Implemented Cargo part category and Inventory processing. * Implemented PAW UI drop-down grouping functionality. * Implemented scrollbars to PAW UI windows. * Added a new type for PAW fields, a double slider to set ranges with a min and max values * Kerbal Portraits now available on EVA. * Implemented Axis groups. * Implemented Action/Axis group override sets (if 'Activate Action Sets' is enabled) * New game setting - Shadow casting for CBs. * Add and apply High Gee settings to wheel suspension. +++ Localization +++ Parts * Fix Bobcat, Wolfhound, Kodiak, Poodle, Terrier, Spark, Flea, Hammer SRBs not recognising thrust obstructions. * Fix Twitch, Spark ISP engine value. * Fix Flea and Hammer white variant using incorrect texture +++ Bugfixes * Fix for maneuver mode UI being interactable while the Pause Menu is active * Fix for maneuver nodes collapsing to delete mode if moused-over quickly after switching nodes with the maneuver mode UI. * Fix maneuver node data being copied across nodes in some circumstances when using the maneuver node editor. * Fix NRE when root part is delete and fuel overlay is turned on. * Fix Menu Navigation when in the Game Difficulty > Advanced menu. * Fixes to wheel suspension spring and damper settings. * Fix wheel damage on docking, undocking and loading on high Gee CBs. * Fix wheel friction. * Fix engineer report showing incorrect mass for vessels containing parts with variable part module mass. * Fix simply clicking on maneuver node resetting the node burn. * Fix science experiment overwrite dialog text. +++ Mods * Added GameSettings.SaveSettingsOnNextGameSave method to flag the settings dirty and trigger a settings save next time the game is saved. * New GameEvents.onPartActionUIShown when PAW window is shown. * PartLoader no longer clears modules and resources from preconfigured parts. * Contracts - contract definitions Nodes are now processed additively. Before subsequent Contract nodes encountered on loading would override each other. * Experience Trait nodes can now handle multiple Effect nodes in different cfg files. =================================== v1.7.0 ============================================================ +++ Improvements * Upgraded Galaxy Textures. * Add new flight UI mode that includes in-depth orbital information. * Add advanced maneuver node editor, allowing player to edit maneuver nodes more precisely. * Add an Altitude toggle function to the Altimeter. The altitude modes can be switched between AGL and ASL. * Part Action Windows (PAW)s now generate scrollbars and keep themselves within the bounds of the screen when there is more data than will fit the screen. * Automatic AGL/ASL toggle values when in orbit. The altimeter value is set as ASL while in orbit, the AGL/ASL setting is preserved. * The altimeter AGL behaviour when underwater calculates the vessel altitude from the sea floor. * Update Addons and Mods external site link from Main Menu. +++ Localization * A localization tag is no longer displayed in the status section of the PAW of the Advanced Grabbing unit in the Asteroid Redirect Mission, Part 2 tutorial. +++ Parts Updated Parts (reskinned): * 24-77 Twitch * LV-1 Ant * LV-1R Spider * O-10 Puff * Place-Anywhere 7 * RV-105 Thruster Block * Vernor Engine Color Variants: * 24-77 Twitch (New "Orange" and "Gray and Orange" color variants) * LV-1 Ant (New "Shrouded " and "Bare" variants) * LV-1R Spider (New "Shrouded " and "Bare" variants) Other Part changes: * Add a 3.75 nose cone. * Rebalanced the following engines: Twitch, Spark, Place-Anywhere 7, RV-105 RCS,Vernor. * Fix IVA external cameras in Mk1 Command Pod, MK2 Lander Can, Mk2 Command Pod. * Fix EVA range on Cupola, HECS2, RC-001S, RC-L01 science containers. * Previously Revamped Parts moved to zDeprecated. Parts revamped in 1.4: - TR-2V Stack Decoupler -> TD-06 Decoupler - TR-18A Stack Decoupler -> TD-12 Decoupler - Rockomax brand decoupler -> TD-25 Decoupler - TR-38-D -> TD-37 Decoupler - TR-2C Stack Separator -> TS-06 Stack Separator - TR-18D Stack Separator -> TS-12 Stack Separator - TR-XL Stack Separator -> TS-25 Stack Separator - ROUND-8 Toroidal Fuel Tank -> R-12 'Doughnut' External Tank - Rockomax X200-8 Fuel Tank -> same name - Rockomax X200-16 Fuel Tank -> same name - Rockomax X200-32 Fuel Tank -> same name - Rockomax Jumbo-64 Fuel Tank -> same name - Mk 1-2 Pod -> Mk 1-3 Pod +++ Bugfixes * Fix PQS normals, stops planets from having mismatched seams when seen from orbit. * Fix bug where symmetry would break animations on some parts. * Fix input locks on Return to KSC button at top of altimeter in flight scene. * Fix typographical error in the description of the vessel 'ComSat Lx'. * Fix typographical error in the Suborbital Flight training tutorial description. * Fix UI issue for purchase button on part tooltips. * Fix vessel default name in rename vessel dialog displaying as an autoloc. * Fix manufacturer localization on the Kerbodyne S4-512 Fuel Tank. * Fix jitter in heading readout on Navball for vessels in prelaunch state. * Fix "Learn More" text exceeding size of window in the Asteroid Redirect scenario descriptions. * Fix flag decal on Male Kerbals Jetpack being off-center. * Fix Kerbal falling off the launchpad flagpole causing the flagpole to explode. * Fix bulkhead profile part filtering on MK-0, 2 & 3 fuel tanks, J-90 "Goliath", Communotron 16-S, RA-2, RA-15, and RA-100 relay antenna. * Fix thermal overlay rendering on parts that have lights. * Fix Debug tool saying LPE for orbit param when its applying Arg of Periapsis. * Fix Atmosphere line appearing from the surface of planets. * Fix Flags and Kerbals loading above terrain (flying) and flags being removed from game. * Fix NaN bug in DV calcs when in orbit around CBs with no atmosphere. * Fix site node waypoints duplicating every scene change. * Fix service bays unable to click parts inside after jettison when part loads. * Fix allow staging of interstage fairings after they are decoupled. * Fix Mk3 cargo bay registering collisions and blowing up parts of vessels inside them. * Fix Engine Plate handling in dV calculations. * Fixed UI scale issue where setting high scale in UI, navball and altimeter would clip off some elements. * Fix Kerbal helmet shadow rendering in "Simple" rendering setting. * Fix decouple node function on docking ports in space. * Fix shrouds being left attached to docking nodes when decoupled (now becomes separate debris). * Fix Responsiveness audio setting appearing in red text in settings menu. * Fix NRE on interstage procedural fairing in editor scenes. * Fix AOORE when Kerbal leaves a command seat on a vessel that has an active ISRU. * Fix issue where Delta-V app menu could become unresponsive in editor scenes. * Fix Navball, funds, science and reputation gauges disappearing when UI scale set > 170% on some resolution settings. * Fix NRE in resources app that could occur when moving the mouse over resources in the app. +++ Mods * Changed Animation behavior of ModuleDeployablePart, ModuleDeployableRadiator, ModuleDeployableAntenna and ModuleDeployableSolarPanel to be WrapMode.ClampForever instead of WrapMode. * ModuleDecouple and ModuleAnchoredDecoupler rebased to a common class - ModuleDecouple. * Add FXModuleAnimateRCS - handles emissives on RCS part modules. * Add EmissiveBumpedSpecularMapped part shader. * Make class DoubleCurve annotate Serializable. * Fix version dependency checking for mods. +++Miscellaneous * None at this time. =================================== v1.6.0 ============================================================ +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it's in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase "Advanced Message App:" in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New "Lander" and "Rover" color variants) * 48-7S Spark (New "Shroud", "Truss Mount" and "Bare" color variants) * LV-909 Terrier (New "Shroud", "Truss Mount" and "Bare" color variants) * FL-A10 (New "White" and "Orange" color variants) * FL-A5 (New "White" and "Orange" color variants) * ADTP-2-3 (New "White", "Black and White" and "Orange" color variants) * Rockomax Brand Adapter (New "Black and White" and "Orange" color variants) * Rockomax Brand Adapter 02 (New "Black and White" and "Orange" color variants) * TVR-200 Stack Bi-Coupler (New "Black and White" and "Orange" color variants) * TVR-1180C MK1 Stack Tri-Coupler (New "White", "Dark" and "Orange" color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New "Black and White" and "Orange" color variants) * TVR-200L Stack Bi-Adapter (New "Black and White" and "Orange" color variants) * TVR-300L Stack Tri-Adapter (New "Black and White" and "Orange" color variants) * TVR-400L Stack Quad-Adapter (New "Black and White" and "Orange" color variants) * Aerodynamic Nose Cone (New "Dark" and "Black and White" color variants) * Advanced Nose Cone - Type B (New "Dark" and "Black and White" and "Orange" color variants) * Advanced Nose Cone - Type A (New "Dark" and "Black and White" and "Orange" color variants) * Protective Rocket Nose Cone MK7 (New "White", "Black and White" and "Orange" color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to "room temperature" - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. =================================== v1.5.1 ============================================================ +++ Bugfixes * Fix Aero body lift in flight integrator. =================================== v1.5.0 ============================================================ +++ Improvements * Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. * Implemented new text for agent descriptions and mentality. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix Community localization feedback for the Fly Through? Node pt.2. * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung". * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New "Black and White" and "Orange" variants) * FL-T200 (New "Black and White" and "Orange" variants) * FL-T400 (New "Black and White" and "Orange" variants) * FL-T800 (New "Black and White" and "Orange" variants) * RT-5 Flea (New "White" and "Yellow" variants) * RT-10 Hammer (New "White" and "Yellow" variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * Fix for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource Display Name in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when the user attempts to write a ship description and a part is selected in te VAB/SPH - the hotkeysfor the part will still trigger if pressed. * Fix in the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates now show short as their first variant choice. * Fix Stations in orbit contract parameters now complete as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. =================================== v1.4.5 ============================================================ +++ Improvements * Make mapnode behind body transparency configurable and improve behavior for pinned/hovered nodes (MAPNODE_BEHINDBODY_OPACITY in gamesettings). * Pop dialogs can now be closed/dismissed with ESC key. * Improvements to wheels/legs bouncing/sliding and oscillations. (Particularly when overloaded). * Removed pop-up which offers to delete incompatible saves and craft files and replaced with a pop-up which only warns of incompatibility when incompatible save/craft files are attempted to be opened. +++ Localization * Fix RnD Archives Biome Filter not showing spaces in biome names. +++ Bugfixes * Fix populating steam items into the wrong tabs in the craft browser/play missions dialog if the user switches tabs whilst waiting for responses from Steam. * Fix Steam Workshop Craft will not download if deleted when subscribed to then resubscribed to when in the VAB. * Fixed a bug where EVA facial animations were corrupted when the kerbal was mid-air and a quicksave was loaded. * Fix settings showing for expansion when expansion not installed. * Fix log message text for gathering subscribed Steam Workshop craft files. * Handle steam item lists with correct Steam Workshop status in craft browser. * Save craft file before exporting to steam to persist Steam Workshop Item Id into the craft file that is shared on steam. * Update Steam Workshop Item Steam Author automatically in UI dialogs. * Fix wheel explosions on docking landed vessels. * Fix vessels jumping when docking landed to a large mass vessel. * Fix Engineers report not taking variants into account for size dimensions. * Fix Engineers report not showing correct part/mass/size restrictions when swapping between different level VAB/SPH using the switch editor button. * Fix Kerbal on EVA occlusion inside all cargo bays as well as when the enter/leave command seats inside cargo bays. * Revised the initial state of the Exploring Gilly scenario, so that vessels don't bounce off the surface out of control on start. * Fix vessels splashed inside another splashed vessel being removed when outside physics bubble. * Fix undo in VAB/SPH not working when you delete all but the root part. * Fix Reentry FX on Fairings. * Adjust SRB Engine FX and Sparks. * Fix NRE on PQSCity if transform has not been parented to a CelestialBody. * Fix Aero FX appearing in IVA mode inside the models. * Fix a localization issue that caused the Station One scenario to be corrupted in asian languages. +++ Mods * Added localScale param and behaviour to EffectDefinitions: PREFAB_PARTICLE, PREFAB_MULTI_PARTICLE, MODEL_MULTI_PARTICLE and MODEL_PARTICLE +++Miscellaneous * Add distinguishing titles between Steam Workshop Author and in-game user supplied Author in UI. * Add warning messages for craft browser craft UI Steam Workshop items. * Add cloud available space and file count checks when exporting craft and mission files to Steam Workshop. * Add Steam Workshop subscribe/unsubscribe button to craft browser VAB/SPH tabs. * Better handling of Steam Workshop items that are not in a valid state to be used in dialog UIs. * Add option to delete in progress mission files when deleting a mission. * Add Unity Analytics dialog and link to the players Unity Privacy Data page for PII opt-out management. =================================== v1.4.4 ============================================================ +++ Improvements * Improve wheel suspension micro-oscillation and sliding. * Added steam controller profiles for officially supported controllers (XB1, PS4) as well as a generic profile for HOTAS-like joysticks. * Added Steam Workshop support for craft files. * Added Steam cloud support for saves (Career, Science and Sandbox) and craft files, as well as helper files. * Increase PQS cache on startup and performance improvements. * Added vessel position data to debug menu. * Updated map nodes to be visually different when behind a celestial body. * Added version display in game to include installed expansion versions. +++ Localization * Localization string changes for German. * KSPedia updates for German. +++ Parts * ModulePartVariants now supports cost and mass modifiers for variants. Note that if this is added to existing variants, the mass of crafts in flight will be preserved at the old value. Only new vessels are affected. +++ Bugfixes * Fix smoke plume VFX issues across all smoke types. * Fix missing Jetpack EVA jets for rotation groups in all suits. * Fix Rapier Smoke plume. * Fix splashdown VFX being on wrong world axis. * Fix splashdown VFX being under the surface. * Fix Smoke VFX velocity being changed by engine input (ie once its emmited its in the world space). * Fix lower quality reentry VFX not displaying. * Fix reentry VFX being too compacted. * Fix reentry VFX showing from hidden side of vessel (ie. showing through the vessel). * Fix various other VFX emitter issues: Flameout VFX, SRB Engine flame VFX, Explosion VFX * Fix screen resolutions list in the main KSP game settings. * Fix timing issue in startup of cargo bays sometimes occluding parts they shouldn't. * Fix parachute breaking RCS when P is pressed while kerbal is EVA in space. * Fix Gilly and Bop scaling in map mode. * Fix Kerbal (EVA) occlusion inside cargo bays, fairings, etc. * Fix Resource contracts unable to complete (in non-English games) due to localized resource name being persisted in saves. * Fix Craft Thumbnails not rendering when tall launchclamps in use. * Fix Tylo crater biomes. * Fix launch site display being unlocalized in tracking station widgets. * Fix fairings and shroud displacement when switching to vessels. * Fix open URL calls so that Steam doesn't think KSP is still running once shutdown and a URL link has been opened. * Fix advanced tweakables in PAW to correctly display all text in Asian languages. +++ Mods * Allow ScenarioModule's to start at MainMenu scene. +++Miscellaneous * Added internal ability to filter and display game settings by DLC Expansion. * Removed Red Shell. =================================== v1.4.3 ============================================================ +++ Improvements * Log messages improved on startup. * Tweak camera system to reduce the green line over water. * Clicking on Launchpad and Runway no longer check/clear them of vessels until you click launch on the vessel launch dialog. * Vessel ground positioning for landed vessels improved (Default is true). * Added kerbal animations when parachute is deployed. * Added ability to deploy parachute when kerbal is in command seat so that players can create paragliders. * Default terrain settings for low detail have been increased to reduce terrain and object issues using this setting. +++ Localization * Fix display name for Crater Bay biome on Laythe. +++ Parts * Gave the white fairing a good washing - it is now a brighter white and more consistent with other similar shaded parts. * Adjusted the node size on the "Dawn" Ion Engine. * Decouplers will now properly remove their icon after staging +++ Bugfixes * Fix an issue that was causing excessive drag in fairings. * Fix UI for Linux offset issues. * Fix Contracts parameter completion log and SMS App firing in all cases. * Fix suspension for wheels and legs when vessel coming off rails from bouncing. * Fix landing legs sometimes exploding on contact with ground. * Fix the context menu when single click on orbits lines allowing to set target. * Fix persistence of data when switching to unloaded vessel via map view. * Fix vessel MOI not being correct when control from here is not the root part of the vessel. * Fix reentry VFX being broken by parts which don't have a scale of one. * Fix IVA overlay camera showing artifacts on high specular parts. * Eliminate possibility of having two tourist/recovery contracts with Kerbals with the same first name. * Fix for missions or saved games names containing invalid characters freezing the game. * Fix for music system to play tracks from the beginning when changing scenes. Music now also correctly pauses when game is paused. * Exclude parts with no crew capacity from recovery contracts. * Fix NRE on flagpole when SC buildings are destroyed. * Fix ground positioning on Tutorials and Scenarios that start with landed vessels. * Fix for KSC markers overlaying launch dialog on return from Astronaut Center. * Fix some Z-Fighting issues with the Rockomax 64 tank +++ Mods * Fix vessels disappearing from map view when procedural drag cubes are generated from root part. * Correct the order of text returned in ConfigNode.ToString. * Allow bypass of PatchedConics CheckEncounter log message for mods. * Add onWillBeCopied and onWasCopied to Part and PartModule class. * Improved difficulty settings scroll panel to accommodate many mod entries. =================================== v1.4.2 ============================================================ +++ Improvements * Variants now support multiple drag cubes. These are calculated automatically on a per-variant basis. * Updated the parachute model to more accurately reflect a real world ram air chute +++ Localization * KSPedia fixes: Fixed a wrong key binding in the English EVA controls page +++ Parts * The Mk1-3 Pod reaction wheel EC cost has been reduced for consistency with other parts. * Fix centering on the Rockomax Jumbo-64. * Tweaks to the EVA parachute shader and texture. +++ Bugfixes * Fix kerbals thinking they're still on a ladder if they get knocked off at high speed. * Fix players not being able to quicksave when knocked off a ladder at high speed. * Fix parachute being loaded in at 1.25x the normal size when controlling a kerbal. * Fix player not being able to repack parachute if they rag dolled with the parachute deployed while hopping across the landscape. * Revised EVA parachute model and shader. * Fix kerbal being able to repack chute in the air while performing recovery maneuver. * Fix surface FX appearing when landing legs deployed even when not on the ground. * Fix LT-1 landing legs clipping the ground. * Fix to the loading screen getting stuck between scenes infinitely in some cases. * Fix contracts app icon to use it's icon - not the new Missions app icon. * Fix switch editor button to check facility is open before switching. * Fix switch editor function to not load backup when all parts on existing vessel have been deleted by the user. * Fix switch editor symmetry setting. * Fix tourist contracts not completing correctly and messages for tourist contracts causing NRE and infinite rewards when failing. * Fix contract parameter completion to catch errors and contract parameters now log info messages when their state changes. * Fix UI layering for Debug menu. * Fix the camera IVA Overlay persistence between camera modes. * Fix NRE spam when vessel destroyed and gameobjects disappear while doing FX. * Fix icons in map overlapping over the Apps dialogs. * Fix NRE spam when launching a vessel on the Island Airfield. =================================== v1.4.1 ============================================================ +++ Improvements * Jet Engine Sounds. * Further Improvements to landed vessel ground positioning. * Vessel Naming is now enabled by default on the external command seat. * Improved suspension oscillations. +++ Localization * Revision of several translation strings for German, French, Italian and Portuguese. * Corrected Kerbal Parachute KSPedia page for Japanese being in a different language. +++ Parts * Fix Mk1-3 IVA model. * Fixes for drag cubes for new decouplers. * Fix drill animation. * Fix ISRU bug with core heat. * Re-introduced side piping to the Rockomax-64 * Corrected wet/dry masses on the foil tanks * Removed the Entry Cost values for deprecated parts +++ Bugfixes * Fixes music briefly playing in loading screens after exiting the Editor. * Fix parachute deployment when JetPack is active. * Fix ability to repack personal parachute where kerbal is on EVA with cut parachute. * Fixes to KSPedia loading order. * Fix variant themes being listed as a custom category. * Fix KSPedia not showing correctly on Linux. * Fixes parts with variants affecting equal child parts in some cases. * Fix Variant switcher icon in advance mode in the VAB/SPH editor. =================================== v1.4.0 ============================================================ +++ Improvements * Upgrade to Unity 2017.1.3p1 * Switch directly between VAB and SPH * EVA Chute - Kerbals of Level 3 and above have a personal steerable chute * Advanced Mode added to Messages App - Toggled via Settings menu. * Added Launchsites to the Map View and Filter * Engine Sounds updated * Particle Engine Upgraded to Shuriken. * VesselNaming - new method to attach naming information to command modules so you can prename portions of a vessel +++ Localization * Four new languages: French, German, Italian and Portuguese-Brazilian * Added support for Portuguese keyboard layout * List of bugfixes * Facility names are now displayed localized in unable to launch dialogs. * Resource names now display localized in screen messages and apps. * Debug and settings menus are now fully localized. * Localized pop-up warning when transmitting experiment data from parts that become inoperable if data is transmitted. * Fixed unlocalized grammar connectors (and, or, of, etc) coming up unlocalized in Contract descriptions. * Textbox size adjusted in various UI elements to account for localized text. * Fixed long vessel names bleeding through the UI in KSC vessel marker dialog. * Overall revision of display names for parts. * Overall revision and improvement of autolocs and grammar rules. * List of KSPedia Fixes and Improvements * Corrected a wrong key binding that was displayed in the EVA controls section. * Localized key binding UI. * Localized example images for most pages. * Properly set symbols that were showing up as HTML encoding. * Overall grammar and syntax check. * Lingoona upgraded to v1.5.6 * TextMeshPro Updated * Localized Debug Screen * Fix localization of KSC vessel markers * Fix Localization of Facility names and strings * Fix localization on sub assembly UI. * Fix localization on category filters. +++ Parts New parts: * Round radial fuel tank (R-11 'Baguette' External Tank) * Cylindrical radial fuel tank (R-4 'Dumpling' External Tank) * TS-37 Stack Separator Updated Parts (changed part files): * 2.5m RCS Tank Reskin * Fairings' texture * Replaced Parts - old parts hidden but still included for continuity of saves. They will be deprecated at a later date * TR-2V Stack Decoupler ? TD-06 Decoupler * TR-18A Stack Decoupler ? TD-12 Decoupler * Rockomax brand decoupler ? TD-25 Decoupler * TR-38-D ? TD-37 Decoupler * TR-2C Stack Separator ? TS-06 Stack Separator * TR-18D Stack Separator ? TS-12 Stack Separator * TR-XL Stack Separator ? TS-25 Stack Separator * ROUND-8 Toroidal Fuel Tank ? R-12 'Doughnut' External Tank * Rockomax X200-8 Fuel Tank ? same name * Rockomax X200-16 Fuel Tank ? same name * Rockomax X200-32 Fuel Tank ? same name * Rockomax Jumbo-64 Fuel Tank ? same name * Mk 1-2 Pod ? Mk 1-3 Pod Variants: * Parts can now have variations like textures and models * The variants can be grouped in Themes Other Part changes: * Adjustments to Xenon and Monoprop capacities on stock tanks * Parts and Vessels now have a PersistentID that lives with them for their entire life * Add TechHidden attrib to AvailablePart so parts can be hidden from R&D +++ Bugfixes * Fix alignment of external scenery in VAB/SPH scenes. * Fix runway not appearing outside the SPH doors when inside the SPH. * Fix a bug in Warp to Next Morning. * Add guard clauses to detect invalid flightstate on vessel launch returning to the editor. * Fix applicant hiring costs appearing in games that don't have funding enabled. * Improve vessel Jumping/positioning coming off rails. * Fix asteroid seed causing them to change shape. +++ Modding * Make dragpanel edge offset configurable * GameEvents added: onKerbalAddComplete, onKerbalNameChanged, onKerbalTypeChanged, onKerbalStatusChanged, onVesselPersistentIdChanged, onPartPersistentIdChanged, OnGameSettingsWritten, OnScenerySettingChanged, OnExpansionSystemLoaded, onPartUndockComplete, onPartCoupleComplete, onPartDeCouple, onPartDeCoupleComplete, onVesselDocking, onDockingComplete, onPartVesselNamingChanged, afterFlagPlanted, OnPQSCityOrientated, onEditorVesselNamingChanged, onEditorVariantApplied, onVesselRecoveryProcessingComplete. * DictionaryValuesList updated to expose the list as well as the dictionary =================================== v1.3.1 ============================================================ +++ Localization * Localization Texts updated. * KSPedia Localization texts and graphics updated. * Fix KerbNet localization strings. * Fix Number and time displays for localization. * Fix Lingoona library for Ubuntu Linux. * Localization Performance improvements. * Fix localization of Tutorials and Scenarios. * Fix localization of planet names in Science Reports. * Resource names on Mining contracts localized. * Removed lingoona Gender tags on Biome filters in RnD archives screen. * Texture update opening scene for Chinese. * Fix Profanity filter for Kerbal Names in Russian. * Fix Custom Category filters in SPH/VAB and localized some missing texts. * Fix tooltip for custom Category filters. * Fix incorrect text on engineer report for Antenna check. * Fix RnD archive biome filter for mini biomes showing lingoona gender tags. * Fix failed file deletion message when overwriting saves. * Fix grammar To the Mun P2 Tutorial for English. * Fix keyboard layouts overwriting EVA Light key from ‘U' to ‘L'. Now U in all cases and G for Dvorak. * Fix key binding display on settings input dialog. * Fix locked facility dialog headings. * Fix format of MET display all languages. * Fix Flag naming dialog text positioning. * Add noun gender indicators to resource names in Russian. * Add localization for shielded parts PAWs in stock saves. * Fix Keyboard layout confirmation dialog to show correct punctuation keys when binding. A reset may be required for exisiting custom layouts. * Fix labels on settings menu for languages to fit. * Fix use of Lastly (all languages) for contract parameters. * Fix Engineers Report text alignment all languages. * Log Celestial Body periods in English in the game logs. * Fix punctuation position on Japanese and Chinese fonts. +++ Enhancements * Default setting for NavBall in Mapmode (default is not to autohide). * Default throttle setting to 0%. * Add ability to tweak endpoints of symmetry struts and fuel lines. * Improvements to symmetry tweaking in the editor scenes. * Add game clock to all KSC Facility Menus. * Game clock in all screens now shows the time in Gray when time is paused. * Add action groups for wheel motors and wheel steering. * Add the shadow fade fix from KSC scene to the editor scenes. * Change the near clipping pane on game camera so it doesn't clip when zoomed in as much. * Add ‘Control from here' to External Seat. * Add action group for ‘Control from here' to ModuleCommand and ModuleDockingNode, External Seat and Grapple. * Exclude wheels from part recovery contracts as some are too hard to grapple. +++ Bug fixes * Fix the deploy/retract actions not showing for drills on custom action groups. * Fix UT/MET display in flight. * Fix control command persistence when changing to map view. * Fix delta time Part Thermal Flux calculations. * Timewarp indicator in all screens now shows no green arrows when time is paused. * Fix MK3 size 2 adapter collider. * Fix issue with compound parts inside fairings causing launched vessels to explode. * Change Settings UI text alignments to be centered. * Fix texture on VAB level 3 floor near the outer door. * FIx the tweakable end of compound parts not getting mirrored when moved. * Fix an incorrect text when a station contract gets completed. * Fix the toggles in the UI at the Main Menu stretching as much as they could. * Fix Flag on Sentinel Telescope Icon in VAB/SPH. * Fix Sun (stepping) movement in Flight whilst retaining sun shadows fix. * Fix opacity issue in editor scenes for unconnected parts. * Jetpack translation is no longer affected when an EVA Kerbal's PAW is open and being dragged. * Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels. * Fix quicksaveload dialog when enter is used in the filename input box. * Fix Grab interaction msg for EVA kerbals when ladders are retracted. * Fix NREs on craft thumbnail creation - added filename sanitizing. * Fix Part highlighting in VAB/SPH interacting with Light Animations on parts. * Fix destructible building on Tracking Station Level 2 dish. * Fix Part highlighting for new and dropped parts in VAB/SPH. * Replace TrackIR with new implementation. * Fix Flight camera issues when active vessel crashes into the ground. * Fix Destructible Building error messages in log. * Disable Save on PauseMenu when active vessel is dead to avoid invalid save files. * Shadow tweak on buildings in KSC scene. * Fix issue with being able to add maneuver nodes to vessels without control. * Remove ability to create maneuver nodes with EVA Kerbals. * Fix an issue where an atmospheric resource harvester would not properly activate. * Fix Loading Scene picture swapping feature. * Fix Grass texture on level 3 RnD building. * Fix MPL cleaning experiments screen messages. * Fix Restart Warning text on main Settings Screen. * Fix Cannot Deploy while stowed messages. * Fix "Toggle Display" button on scientific devices. * Fix floor decal alignment level 2 SPH. * Fix Difficulty settings dialog height for all tabs. * Fix icon visuals on Contracts App when pausing during flight. * Fix empty craft name save expection in VAB/SPH. * Fix Tour contract kerbal gender log messages. * Fix RnD Archives Biome filtering. * Fix rotate and offset on compount parts in VAB/SPH. * Fix drill action groups. * Fix drill disable and mining when lost ground contact. * Improve vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed). * Reduce stutter when flying fast and low over a planet. * Fix kerbal heading calculations - fixes swimming animation jitters. * Fix Duna Rock allows kerbals to climb and plant flags (no more ragdoll). * Turn on Goliath and Wheesley Exhaust damage. * Fix fairing shader not set correctly and overlaying engine FX. * Fix external command seat ejection. * Fix PAW actions and events ordering on pinned PAWs. * Fix NRE on Navball in IVA when doing scenarios and training. * Fix black line low over terrain (unfortunately re-introduces green line low over ocean). * Fix presence of .DS_Store file no longer marks save games as modded. +++ Modding * Restore CelestialBody.theName methods (marked as deprecated). * Fix Part Filter category names capitalization for mods. * Add property to CustomParameterUI to support Localization. * ModuleDeployablePart now finds all animations. * CelestialBody GetRelSurfacePosition now calling correct methods. =================================== v1.3.0 ============================================================ +++ Localization * Keyboard layouts for foreign keyboards in Settings Menu. * Localization of all text in game to Spanish, Russian, Japanese, Chinese-Simplified. * KSP now reads the language from buildID.txt * Debug menu option to log missing Language tags (which is persisted in settings). * All fonts are loaded regardless of selected language to assist in save file language switching and sharing. * Resize PAW menus to fit languages. * Resize Tutorial dialogs to fit languages. * Add ability to scroll KSC facility upgrade stats when hovering over the upgrade button. * Add new debug tool to show Localization tags instead of translations. * Add Resource name display in staging, PAW and Resource App will change to Abbreviations if too long. * Add Resource name tooltips to staging, PAW and Resource App for abbreviated resource icons. * Add scroll sections to KSC Facility Upgrade stats in Facility pop-up windows. * Add button to reload the Localization texts dictionary in the debug menu. * Add hibernation info page to KSPedia. +++ Enhancements * Compound parts can be selected from both ends. * Updated the strut model so the connector does not intersect with the mesh. * Contract back stories have been changed/enhanced. * GUI control for changing Local/Absolute attachment and editing reference. * GUI control for changing symmetry mode. * Change Science Containers to pull from experiments before other science containers. * Increased the size of the PAW title bar and pin button. * Ambient light adjustment. * Asteroid Day Mod merged into stock. * IVAOverlay now has keyboard shortcut - Modifier + ChangeCamera (Alt+C in windows). * Upgraded TMPro. * New PAW pin icon. +++ Bug fixes * Fix logic error in craft list dialog in editor scene. * Fix grammar error in FL-R25 RCS Fuel Tank description. * Fix MPL functions to only work with Scientist trait. * Fix Runway Seams T2 and T3. * Flatten the T1 Runway out. * Fix Flagpole to Astronaut Center and remove upgrade/downgrade/destroy errors. * Fix the math on the ShipConstruct Stage Count. * Fix to highlighter Brightness not getting set on entering flight scene. * Docking mode indicators corrected. * Fix From The Mun tutorial: heatshield on RV jettison via staging. * Fix Terrain seams issue (parity with 1.1.3). * Fix Radiators on Asteroids. * Fix Drill status on Asteroids. * Add Craft name limit to VAB to prevent save issues with file name. Configurable via VAB_CRAFTNAME_CHAR_LIMIT * Fix RnDTechTree refresh not updating un-purchases nodes after purchasing. * Fix Aero GUI window NREs on scene change. * Fix costs for Upgrade nodes being applied in TechTree. * Fix upgraded parts to now display upgraded stats in TechTree and Parts picker in VAB/SPH. * Fix upgrade modules not displaying correctly in expanded part tooltips in TechTree and Part picker. * Fix number of kerbals counter in KSC vessel markers. * Fix Tree shaders - shadows. * Fix an issue where resource system catch-up mechanics would not work due to physics causing vessels to ‘hop'. * Fix an issue where overriding a converter's AutoShutdown property was not working. * Fix to the way vessels were named on Kerbal Rescue contracts. * Fix launch site blocked dialog not clearing on vessel spawn dialog. * Fix green line appearing in water. * Fix shadows of buildings in KSC scene. * Fix manuever node errors for some situations where node is in the past and conics become invalid. * Fix gaps in shadows on KSC buildings. * Improved flickering Sun shadows in flight mode on all objects. * Fix cases for old maneuver nodes with invalid patched conics. * Fix part highlighters showing landing lights flares. * Fix part icons to exclude flags and include lights. * Fix Launchpad tower light to shine on correct Unity Layers. * Fix Currency Widgets disappearing at large scales. * Fix for StageLock persisting between games. * Fix floor decals in level 2 VAB. * Fix to wait for physics easing before updating vessel status. +++ Modding * Localization class added for Localization string processing. * Fix reflected KSPModule attribute on PartModule. * Added GameEvent onCommandSeatInteractionEnter which fires before a Kerbal enters/leaves external command seat. * Added a mod hook in for science values. * Add public accessors to MapView MapNodes for modders. * Event for Kerbal name change (to match with type/status change events). * Some object renames for clashes with Unity classes * Add public accessor to instance of tutorial dialog * Propellent.displayName added for localization. * Resource definitions now have displayName field. * FlightGlobals.GetHomeBodyDisplayName() is the localized equivalent of FlightGlobals.GetHomeBodyName() * Vessel & Protovessel displaylandedAt is the localized equivalent of landedAt string. * Vessel.SetLandedAt() - added two new optional input variables. * CustomParameterNode.LocalizedSection added. * Added displayseatName and displayseatIndex to InternalSeat Node. * CelestialBody has had several variables added and removed for localization. * CBAttributeMaps have also had variables added for localization. * ResearchAndDevelopment.GetExperimentSubject has a new optional displaybiomeID. * ResearchAndDevelopment.GetBiomeTagsLocalized added. * ScienceData.displaytitle added for localization. * Vessel.displaylandedAt field added for localization. * Add an extra parameter on the GenericAppFrame method to receive a displayName separated from the logic. * Add GameEvent onFairingsDeployed when fairings deploy. * Add IscalarModule to ModuleJettison and public Enumerator for DragCubeSystem. * Atmospheric and Exospheric harvesters can now make use of an optional Intake Transform (this can be set via the ‘intakeTransformName' field. * Add GetExperimentBodyName to ScienceUtils to API for mods. =================================== v1.2.2 ============================================================ +++ Bug Fixes * Fix crash to desktop when using Aero Overlay display and Part highlighting in Flight. * Fix one final GUI flickering issue regarding the Parts List Scrollbar. * Fix CommNet occlusion multiplier GUI setting. * Fix to prevent kerbals with existing name being created. * Fix MPL(Science lab) ladder sliding. * Fix Grass textures around Research and Development Facility. * Fix for corrupt save files breaking the resume menu. * Fix where some science experiments only trigger once on action groups. * Fix part action menus remaining on screen when switching to the Astronaut complex. * Fix Building Picker Lines in Space Center not being cleared when application loses focus. * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. * Fix resource converters load percentage display not updating after start/stop. * Fix for several issues with the KSC flagpole outside the Administration Centre. * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. * Model fixes to the large drill part. * Fix some more Text overflows in GUI. * Fix where Fairings Disappears After using settings in flight. * Fix for strut connectors attaching below surface on SRB-KD25k. * Fix edge smoothing on Mk1 Inline. * Fix particle effects on drills. * Fix asteroid drill mass calculations. * Fix for selecting/focusing craft that are very late for maneuver nodes. * Fix for contracts app showing the wrong number of contracts. +++Modding Stuff * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. * Add method for searching for gameevents and mods can register to other mods gameevents. * Add title to ResourceInfo so we can have a displayname that's not the key. +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. +++Miscellaneous Stuff * Biome refresh for Ike, Moho and Dres. * Add Right-Shift as a default secondary binding for editor scroll when not OSX. * Stop inactive aero/thermal data being shown in the editor scenes. * Add display format to difficulty options values. * Vessels now remember active navigation (Waypoints) when loading save games. * Apply Engineer bonuses to drills and ISRU correctly. * Update more details in DOxygen api docs. =================================== v1.2.1 ============================================================ +++ Bug Fixes * Fix Maneuver Nodes not showing dV when target changes. * Fix highlighter chewing memory every frame. * Fix CBs being in different places in 1.2 by adjusting GeeASL. * Fix engine glow not originating from engine thrust location. * Fix for non-resettable experiments listing a reset cost. * Fix KSPedia inaccuracy about reentry friction. * Fix for drills shutting down when you approach. * Fix "Mammoth" collider pushing away parts on stage. * Fix for MysteryGoo container having collider too large. * Fix for ModuleRCSFX KSPField. * Fix for contract weights getting messed up in save files. * Fix for Gas bursts on decouplers being in the wrong place. * Fix for EVA orientation on lab hatches. * Removed duplicate "Lowlands" biomes from Mun. * Fix for revert deleting Messages. * Removed writing from Mk3->Mk2 adapter. * Fix for text overflow, etc for flag plaque. * Miscellaneous KSPedia text tweaks. * Fix for Subassembly DropZone tooltip not closing. * Fix for StackGraph not following links across decouplers if one of the decouplers is a root part (Fuel crossfeed issue). * Fix for ladder slide on Mk1 Inline. * Fix for ScientistBonus in ModuleScienceConverter being broken. * Fix loop using wrong iterator in GetModulesImplementingInterface. +++UI Fixes * Fix UI Flickering in Editor when lots of parts loaded. * Fix UI Flickering in MC when lots of Contracts listed. * Fix for Mapnode text not updating when controls locked. * Fix for UIScaling applying incorrectly to the AppLancher and apps. * Fix for asteroid KB Info text wrapping. * Fix for text missing against some Action Menu items for wheel actions. +++Miscellaneous Stuff * Update to Biome Maps for Bop, Gilly and Pol. * Adjust minimum FoV for enhanced mode on Roverbody and NDS to allow more zoom when landed. * Add Reset All Settings option to settings. * Add customizable binding for Editor Scroll Modifier for Zoom - default to left-command for OSX instead of left-shift. * Add new default binding for precision control of "Return" for OSX instead of capslock. * Change default camera reset binding to not clash with Abort Action group. * Change default eva light binding to not clash with translate left. * Allow mods to circumvent contract weight limits =================================== v1.2.0 ============================================================ +++Unity 5.4 * Engine change from 5.2 to 5.4.0p4 +++Libraries and Packages * Implemented Text Mesh Pro, which basically vectorizes all of our fonts, making them look much better, especially at larger font sizes. Also has a lot of extra utility that we can leverage for various effects. * Upgraded Vectrosity to latest version. * Upgraded Vehicle Physics Pro to latest version. +++Code cleanup * Heavily reduced garbage generation caused by foreach loops, Linq usage, and various other things. * Made sure that all of our singleton classes properly clean themselves up. * Optimized KerbalEVA. * Rewrote CrewManifest and related crew handling (roster, vessel crew list, etc). * Optimized PartModules. * Optimize latitude/longitude/altitude calls to often use a combined get-all method. * Fix how some enumerator interfaces are declared in classes. * Optimized waypoint site name generation to generate a lot less garbage with its string lists. * Many part modules now cache parts instead of polling the entire vessel multiple times per frame. * Revised how most forces and torques are applied (see note on this subject below in Moddability). * Added DoubleCurve * ScenarioModules now awake and load during game load and so are valid in modules' OnStart. * Considerable work to Krakensbane and FloatingOrigin to improve precision and performance and lower garbage. * Various ISRU fixes and performance improvements. * Default KSPEvents and KSPActions to being nonpersistent in terms of state. This means all their fields won't be serialized/deserialized to and from the save game files. * Now always use g0 = 9.80665 and G (big G) = 6.67408e-11 for gravitational constants. +++Flow Overhaul * Rewrote resource flow entirely. Now just four flow modes. Can set per-tank priority for all but AllVessel and NoFlow. Surface crossfeed for rocket engines as well as jets. Fixed priority issues. Much faster. PartResources no longer MonoBehaviours. Can set crossfeed per attach node. Electric Charge now uses STAGE_PRI so can be prioritized. Resource transfer in flight can be set to require valid crossfeed for those resources which obey crossfeed. With Advanced Tweakables on, can see flow graph in VAB/SPH (right-click on a part). +++SAS * Fixed SAS unlocking for all ships in physics range when maneuvering the ship in focus. * The code for the older "Stability Assist" and somewhat newer "Pilot Steering" modes has been unified. * SAS now dynamically adjusts for the vessel's mass properties and available control authority. * SAS uses a "stability decay" method to reduce oscillations (or twitching) when very near the target orientation. * Pilot Steering modes now include a "coast" and "stop" mode when transitioning between steering points. +++Wheels * WheelColliders are now properly handled by collision manager, and no longer require the wheel "blocking" workaround to clip into other parts. * Fix hill "sticking" force overcompensating, resulting in a not so slow drift uphill when parked on one with wheels or legs. * Wheel deployment modules now search along the animation timeline upon retraction for the time closest to where the wheel suspension is located, instead of starting from 100%. This fixes the hop when retracting landing legs. * Added tweakable that allows player to specify whether his wheels deploy while shielded in a cargo bay. * Fix landing legs being exported to the wrong collision layer. * Wheel gravity is now properly handled in a standard manner, which should fix a good deal of instability. * Fix EVA kerbals blowing up wheels on contact. They now go through them. * Fixed landing legs teleporting from a semi-deployed state to a semi-retracted state when retracted. * Wheel damage does not process damage for two seconds after a vessel loads, prevents spontaneous explosions. * Suspension colliders are no longer disabled for 0.5 seconds upon retract, causing them to fall through the ground momenarily, blowing up your engines. * Deployable landing gear and legs now have deployment sounds. +++Communications Networks * Additional functionality and gameplay components to the Antenna and Probe parts through a series of distinct but related mechanics. When CommNet is enabled, probes will require a connection back to Kerbin or to a control point to have full control, and crewed vessels lacking pilots will have slightly limited control without such a connection. Relays can extend the range of such connections and bounce signals around planets and moons that would otherwise occlude. Science transmission receives a bonus for high signal strength. New antenna parts allow building complex networks, which can be visualized in map view. See KSPedia for more details. +++KerbNet * Added KerbNet, which allows the player to see terrain under their satellite, and place custom waypoints with a targeting interface. Allows the player to see biomes and anomalies at higher levels. Scan field of view for KerbNet varies by part and smoothly changes between surface altitude and orbital altitude. * KerbNet allows all probes and labs manned by a scientist to map as long as they have a communications network connection that eventually bounces to Kerbin. * Gave KerbNet visibility modes to hide some of the interface around the map. * Gave KerbNet auto-refresh settings to allow it to refresh without player intervention. * Gave KerbNet enhanced mode, which activates on some vessels such as rovers to give them better sensors in certain situations. * Add game option that allows KerbNet to either orient to the orbit normal, preventing flipping when passing over the poles, or to orient to north, which is less disorienting for some players. * Many aspects of KerbNet given flavor and fluff. Scanning a sun results in yellow and white noise, scanning a gas giant is similar except hued based on that planet. Stars and scan static can appear in the background past the horizon of a scan. * Resources can specify a scientific abbreviation. Utilized in KerbNet for the mode icon. +++Debug Window * Completely overhauled the debug window to utilize new Unity GUI. * New debug console has syntax highlighting that highlights classes with persistent pastel colors if they bracket their names. [Bracket] your class names in debug logs modders. * New debug console has command input support which is moddable, type /help for a full listing of commands, and what they do. * Added new debug screen for creating kerbals with specific names, genders, skills, levels, and classes. * Debug options for displaying errors/exceptions as screen messages. * Added set orbit debug cheat screen. * Added rendezvous controls to set orbit debug cheat screen. +++Orbits * All anomalies (ObT, mean anomaly, eccentric anomaly, true anomaly) are now consistently negative when approaching the periapsis for both elliptical and hyperbolic trajectories (previously, only hyperbolic trajectories used negative anomalies). This means that eccentric anomaly and true anomaly are now in the range -pi..pi instead of 0..2pi for elliptical trajectories. * Reference frames instead of quaternions are used for calculating orbital position and velocity, leading to increased speed when rendering patched conics. * Improved precision in orbit calculations. * Rewrote orbit targeting / closest approach finding. * Fixed issues where objects jump when going on and off rails. * Fix target orientation markers when the target is on rails. * Refactored such that orbital position and velocity and vessel position and velocity are correct for the FixedUpdate cycle. * Made target relative velocity work for celestial bodies. * Trajectories that re-encounter a body just escaped are now detected. * Trajectories that encounter two bodies now correctly show the first encounter even if it is further out (eg, Mun stealing a Minmus encounter). * Elliptical encounter trajectories no longer flicker. * Conic patch settings (draw mode and limit) are now exposed in the Video Settings. * Added game option for legacy orbit targeting. * Map node labels space themselves out nicely when cluttered. * Targeting info for moons in other SoIs now works. +++Contracts * Contracts are now also weighted by celestial body, so if the player starts declining contracts to Jool, they will see them less often. * Contracts now keep track of if they have been viewed. There are three states: unseen, seen but not clicked, and clicked and read. * Contract weighting now applies negative weight if a contract has been viewed when it expires. * Exploration contracts now always appear in Mission Control if there is not one currently available. * Explore contracts overhauled, they now utilize the same logic World Firsts used to use to select a "package" of related objectives. They can appear multiple times per planet now, and should have a much more logical progression than they used to. * Exploration contract progression slowed slightly, now requires science on a planet before allowing a fly by of the next one. Also, in the early game, return from orbit and return from fly by are required before advancing on the Muns of the homeworld. * Removed old single objective World First contracts, other than the initial four. * Waypoint captions for survey contracts now state the altitude band of each waypoint. * Fix contract orbits not cleaning up properly when their contracts are cancelled as opposed to completed. * Grand tour contracts now require a new vessel to complete, so they cannot be cheesed by keeping one around that has seen every planet. * Fix contextual surveys not properly bouncing the navigation waypoint. * Asteroid recovery objective reworded and given a note for clarity. * Asteroid side objectives in facility construction contracts will now not appear unless the same requirements for asteroid recovery contracts to appear are met. * Crew transfer progress tracking objective reworded to make it clear that it does not need to utilize existing crew. * Reworded objective to hold above a waypoint in stationary orbit contracts for clarity. * If Kerbal G limits are enabled, tourists can either require going unconscious or require not going unconscious during the trip. Check the parameter details! * Adjusted Exploration contract flavor text to work better in multi-objective scenarios. +++Biomes * Biomes for many bodies have been redesigned for clarity, beauty, and utility. And we've hidden a few extra surprises around as well! +++Easter Eggs * Added hidden fun stuff to almost every planet. * Mohole given an empty PQSCity, which allows it to appear in KerbNet. * Gave many easter eggs colliders. * Fix Duna's SSTV not playing. * Unburied Duna's MSL. +++Other Work * Advanced Tweakables option in Gameplay Settings. With it off, some advanced features are hidden. Defaults off. * Autostrutting available for all parts (AT). * Autostruts can be gated behind a technology in career and science mode defined in Physics.cfg, by default it is the same technology regular struts are on. * Add grandparent mode to auto-struts. * Parachutes can have automatic holding of deployment until safe (AT). * Actuation toggles now affect symmetry counterparts in editor (some other RCS/gimbal bits do too). Also hidden under Advanced Tweakables (AT). * Utilize HSV color space in more locations. * Quadrupled the amount of loading screen messages. You know, the important stuff. * Loads of new options in the difficulty settings. * Science data can be transferred by the part-part transfer mechanic (for certain probe cores). * Added physics easing for when landed/splashed vessels come off rails. * Certain probe cores (and the new science container part) can transfer data with no EVA required. * There is an additional drag curve whose function is to raise drag coefficient to a power based on the mach number. This leads to blunter things having (relatively) more drag supersonic than they did and pointier things having (relatively) less than they did. Pods will slow down better on steep reentries and planes will produce drag in better proportion to how streamlined they are (less overpowered airplane drag). * Fairings now include support for placing multiple payloads in them (and showing trusses for said payloads). * Tourist contracts work better with the Kerbal Gee Tolerance option. * Add a small negative contract weight for contracts that are read but not accepted. * Existing resource narrow band scanner ported to KerbNet interface, allowing it to zoom, among other things. * Removed biome readout information and flag rendering on narrow band scanner. * Added ellipsis to many text labels and fields, to prevent overflow while looking nice. * Input keys in the settings screen automatically expand with screen resolution. * Default parachute deployment mode set to "when safe" - players everywhere rejoice. * All tooltips cooked to a nice golden color. * Added Viewmatic Survey Satellite stock relay craft. * Added /b4d455 command, which starts a game off with basically everything. * Background ambiance in the space center scene now fades smoothly between birds by day and crickets by night. * Background ambiance in the space center scene now fades out when at max time warp. * Background ambiance in general no longer always starts at zero, it randomly seeks when the scene loads. Hence, loading a game no longer immediately plays the exact same bird trill. * Most stock planes given a look over based on player feedback. * Added editor part categories for ground, electrical, communication, thermal, payload, and coupling parts. * Screen message text given much higher visibility. * Facilities in the space center now have verbose context menus in sandbox mode, allowing you to see their upgrades. They always show the maximum level of upgrades. * "Require Complete" on antennae is now persistent and its state is saved. * Added community contest winner kerbal and unique waypoint names. * Camera can now be pointed at parts, not just vessel center of mass. * Added Plane and Relay vessel types/icons. * Airbrakes now have deployment limits. * Rebalance fairing panel mass downwards slightly. * Difficulty options for limiting part pressure and G-force tolerance. * Difficulty option for kerbal G-force tolerance. Kerbals go unconscious if their tolerance is exceeded. * Slight performance tweaks to some early 1.25m engines. * Swap around some early science parts in the tech tree. * Redid Eve's atmospheric pressure curve to smooth it out and remove errors. Eve's atmosphere thins out much faster now, so the high atmosphere is thinner. Also tweaked Jool's atmosphere so it rapidly goes from 15 atmospheres to 50 in the last few kilometers to achieve crushing pressures. * Can right-click on icons in the staging list to trigger the Part Action Window. * Support Rigid Attachment (non-bendy) option for part joints in cfg and in the PAW. * Added an "Action Groups Always Allowed" advanced difficulty option. * Add 0.625m heat shield. * Lift from capsules and heat shields better handled to make lifting reentries better (easier). * Restructured in-flight pause menu to better show all options. * Don't lock all controls when using Warp To, only some. * Fix terrain vanishing at 1000m depth. * Allow targeting of close vessels by double-clicking. * Angle the canopies of parachutes in symmetry away from each other. * Resource transfer rate when transferring between parts now based on ingame time (taking warp into account) not realtime. * Fix issues with TR-2L stats. * Show tooltips on kerbal portraits. * Fix scientist skill text. * Fix issue with ladders not being re-grab-able if you board a seat, retract a ladder, leave the seat, then extend the ladder. * Update maneuver node patches (for targeting) when the vessel target changes. * The runway lights now follow the day/night cycle. * Moved a low tech wheel to a lower tech tier. * Moved an atmospheric sensor down to the science tech branch. +++Misc Fixes and Changes * Fixed issue where disabled RCS would enable during staging. Mods need to set stagingEnabled=False in their ModuleRCS blocks (unless they want staging on). * Catch exceptions during part loading so the loading process doesn't come to a halt. * Fix some issues with decouple modules, allow specifying the ejection force vector. * Try/catch the other PartModule update loops so one bad module doesn't interrupt others. * Don't try to set constant KSPFields. * Null check when getting resource mass on unloaded vessels with removed resources. * Remove some debug spam when querying Science Subjects by ID. * Fix Resource Display to show all resources correctly. * Improve launch clamp stability on revert. * Fix an issue with ModuleTripLogger not applying to kerbals in non-root parts. * Ablative shields with Ablator tweaked down in the VAB no longer show up pre-scorched in flight. * Ablative shields no longer show solid black when reaching zero ablator. * Fix serious regression with flow multipliers in ModuleEnginesFX. * Fix a wrong rotation in Moment of Intertia calculations. * Correct stock temperature gauges to use gauge threshold. * Fixed currency symbols not displaying properly when UI scale is changed by using inline Text Mesh Pro sprites. * Probe cores now have a hibernate feature which offers only partial control when activated but draws much less electricity. Can be set to automatically hibernate in warp (advanced tweakable). * Added a game setting for default throttle (rather than keeping it in Physics.cfg). * Fix bug where space center view can be messed up on loading a save from the main menu if the game was switched away from during load (old workaround was clear the input locks). * Renamed Science Tech to Scanning Tech since that's what it's for. * Fixed where CoPOffset and CoLOffset had CoMOffset added to them during application. * Fixed where an exception during loading of parts would stop the game loading. * IVA navball works like normal navball (vectors hidden when velocity is too small, radial and normal cues show only in Orbit mode). * Fix an issue where prop requirement met (on engine menus) was not being intuitively correct. See note in Moddability, below, for how to update jet parts. * Fix kerbals sliding on ladders. * For EVA kerbals, 'SAS' light shows whether the kerbal will reorient when a translate key is pressed (as set in Input Settings). T toggles this behavior when in EVA mode. * Several dialogs (such as quicksave) now accept Escape and Enter keys for dismissing or accepting contents. Science reports accept Tab to cycle messages. * Quicksave and Quickload hotkeys (F5/F9) work in KSC view. * The VAB/SPH part search tool now clears when pressing Escape. * Crossfeed toggle module can now require a technology researched to enable itself. Radial decouplers now cannot toggle crossfeed until Fuel Systems. * Fixed loader info in saves to not contaminate a stock save if you load a modded save while playing pure stock. * Can toggle whether navball hides going into map view. * Can now use antenna's Start Transmission action in control groups. * Added ability to register credit for Kerbal experience gains in the MPL * When a Kerbal plants a flag, credit is given to all landed/splashed Kerbals in physics range. Prevents the need to have flag-planting parties with large crews. * Made celestial bodies rotate in the R&D archives again * Updated in flight Pause Menu to include Load, Save and Exit options * Updated in flight quickloads to show more detailed load dialog * Fix CBAttributeMapSO (biome detection) to use only nearby biomes as candidates, not all biomes. * Fix for vessels not retaining targets on quickload * Fix for targeting hanging up in limbo state when reverting to launch * Fix for losing targeting when switching vessels (such as when docking) * Targeting properly restores for individual parts (i.e. docking ports) during quickload and vessel switching * Fix for Tracking station list deselcting active vessel on list changes * Fix for Map filter hiding the current and/or targetted vessel * Fix an issue with stars fading in/out instantly. * Add lift and drag displays back to wings/control surfaces. * Fix some EVA state issues not updating correctly, leading to kerbals getting stuck 'floating'. * Retractable landing gear produce less drag than they used to when retracted and much more when extended. * Enable staging toggling on fairings. * Fix ModuleSAS in standalone mode using real time not game time for resource requests. * Properly format facility name in editor exit dialog. * Stopping near things no longer keeps EVA interaction messages open in map. * Corrected usage of the word "topology" in ScienceDefs. * Settings screen does not actually set the resolution unless the resolution actually changes. * Mark 2 docking port given the same tooltips as other docking ports. * World First speed, distance, and altitude records can no longer be set while in a prelaunch state. * Fix engineer report entries not updating when their icons change. * Fix Skywinder stock vessel having no description. * Fix typos in stock "SatelliteLauncher" craft file. * Fix early game progression cheat not unlocking the science progress node. * Manufacturer added to mystery goo. * Part search now splits search terms on dashes, fixing searches for several engine designations, and things like "Convert-O-Tron". * Version text made more visible in experimental builds. * Using curly braces in a vessel name no longer obliterates the universe. * Resource scanners now show "0%" rather than "Unknown" if the area is known, but the resource abundance is super low. * Remove roll torque on docking ports (by default). * Fix pod lights not being in Lights action group by default. * Fix some zeroed attachment vectors on parts leading to log spam. * Fix drag from struts and fuel lines. * Vessel G-force is now reported correctly when on rails. * Fix issue with ModuleDeployablePart (and solar panels, which derive from it) always reporting multiple drag cubes even when the animation isn't the panel's and it doesn't track the sun. * Fix long-standing bug with FlightLogger not logging Gs right. * Fix missing manufacturer for Mystery Goo. * Ion engine now has resource bars, and will leave a tiny bit of EC remaining when drawing EC so the vessel can still be controlled. * Fix issue with ladder tests in Engineer's Report. * Fix explosions moving with vessel. * Fix issue with command seat and docking port joints. * Fix vessel counts in vessel type filters. * Fix shielded docking ports to not be stageable. * Fix issue where parts would play their staging FX on load, not just on staging. * Fix an issue with zero drag area breaking physics. * Deactivate Lab if it is activated and no scientists are present. * Improve stars' fade-in-fade-out during dawn and dusk. * Fix issue where loading an unloaded vessel with a converter will lead to it not processing all ore. * Default to not logging (to flight logger or to the log file) when engine exhaust heats a part. * Show negative funds and negative altitudes (depth) by turning the widget red. * Fix issue with screen rotating when KSP is not the active application. * Ignore launch clamps when getting craft size for facility checks. * Fix CoP/CoL on two fins being off. * When finding first vessel control source, require crewed parts to also have the command module on them before they are valid candidates. * IVA radar altitude gauge shows height from seabed when underwater. * Fix initial rotation of LT-1 and LT-2 landing legs. * Don't allow docking port shields to be closed while docked. * RCS thrust forces array properly zeroed when RCS is not firing. * Fix Offset Gizmo issue for surface mounted parts with colliders that don't cover the entire visual model (like the LY-01). They will no longer jump when an offset is attempted. * Fix vessels/kerbals landed on other vessels teleporting to the ground on load. * Fix issue with a kerbal targeting a vessel and boarding it leading to maneuver node functionality being broken. * Fix wrong vessel being made dominant during docking if the docking is so fast as to skip the acquire phase. * Fix Aero FX being improperly applied to some explosion FX causing square particles and slowdown. * Fix planet orbits sometimes not responding to clicks (or responding when clicked off-orbit). * Empty science containers (or containers with limited capacity) may show experiment count/capacity. * Fix problems with sliding maneuver nodes. * Fix landing legs exploding when landing on Gilly. * Fix handling of mouse interaction with solar escape trajectories (for maneuver node placement). * Fix bad things happening when quickloading while warping. * Fix IVA overlay button not always responding. * Fix offset target markers when more than 200m away. * Tweaks to wheel autoboost to help with wheels. * Increased allowable gizmo offset when holding SHIFT. * Fix bug when transferring fuel from an empty to an empty tank (causing the universe to come unglued). * Added highlighter brightness factor to game settings. * Added settingsload and settingssave commands to debug console. * Added highlighter colors to settings.cfg so they can be edited as well. * Added in flight UI for highlighter setting. * Add Mouselook mapping to settings screen. * Add shielding status to parts. * Add Lights to MPL. * Fix occlusion shielding radius values for Cargo Bays. * Add version stamps to save files for version save created in and version last saved in. * Fix issue with WarpTo orbit jumping. * Add "Always show closest approach for target" markers option. * Fix AppLauncher not having global scale applied. +++Moddability API Docs: https://kerbalspaceprogram.com/api/index.html * Added FlightGlobals.VesselsLoaded and FlightGlobals.VesselsUnloaded which lets us iterate over a specific portion of Vessels without checking the entire list. * Added onVesselPartCountChanged event, fires any time a part is added or removed, the moment it happens, unlike onVesselModified. * Added onVesselStandardModification event, collects various vessel events and fires them off with a single one. (onVesselPartCountChanged, onVesselModified, docked, undocked, et al) * Added onScreenResolutionModified event, fires when the screen resolution is modified. * Added many accessors/setters. * Vessel control level can be clamped to a field in Vessel (so can be restricted to Partial even if otherwise would be Full). * GetModuleMass/Cost methods can now be passed the situation. * Fix where kerbal mass (if set to nonzero) was not applied in the editor. * Added two new dictionary-related classes (DictionaryValueList and ListDictionary). * Celestial bodies now cache all of their PQS Cities. * All game root nodes now generate a random persistent seed, which is different from game to game. * All forces on valid parts except wheel forces are now done via Part.AddForce/Torque/AddForceAtPosition. Note that the forcemode used is Force; to use a different forcemode, convert the force to the correct amount. It is the job of the Flight Integrator to then apply all these forces to actual rigidbodies (rather than all the disparate modules' job). * Use mass-weighted average angular velocity of parts for vessel angular velocity. * ITorqueProvider now reports two Vector3s, positive torque (that produced by control actuation 1,1,1) and negative torque (that produced by -1,-1,-1). * Added various accessors. * Node definitions can take an extra digit after size, either 0 or 1: that sets whether the node can crossfeed. Defaults to 1 (yes). NODE definitions can take crossfeed = True/False * ModuleEngines now supports `clampPropReceived = True`. This will clamp the ratio of propellant requested based on prior results, so if IntakeAir is listed first and less than the full requirement is returned, it will request only that ratio of further propellants. In this case the "Prop Req Met" display will show the minimum requirement-met ratio rather than the average. Engines that use IntakeAir (or other cases like that) need to have `clampPropReceived = True` in each of their MODULEs that do that, and need to have that PROPELLANT first and the other PROPELLANTs later. See stock jet cfgs for examples. * Added another crew transfer event. * Added more startup options for KSPAddon * Allow kerbals to have/save/load arbitrary experience points. * ResearchAndDevelopment.GetTechnologyTitle(string id) will convert a tech ID to a tech title and is available as soon as parts start loading (can be used in GetInfo() ). * Support max pressure (dynamic + static), `maxPressure`, and max G, `gTolerance`, for parts. * Added system to allow mods to add custom difficulty settings. * Added CelestialBody.hasSurface so mods that add a PQSController to gas giant don't cause silly things such as "Plant a flag on Jool" contracts. * Replaced all checks for experience traits (Pilot, Scientist, Engineer) with individual experience effects. They are now loaded before part loading so can be queried in GetInfo(). * Icons in TechTree.cfg can now use a relative path (allows mod icons to live outside the Squad directory). * Added KSPAssemblyDependencyEqualMajor as an attribute. Use instead of KSPAssemblyDependency if you want to force requiring the stated major version, not >= the major version, from your dependency. * If you are setting a vessel's position and/or changing its orbit, call Vessel.IgnoreGForces(framecount) on the vessel for the number of frames that g forces should be ignored (try 1, then 2 if that doesn't work, etc). * ModuleDeployablePart (covers antennas, solars, radiators) also has a gResistance (for Gs) as well as windResistance (for Q). * Crew transfer now derives from a generic abstract PartItemTransfer class. Classes can derive from it to implement any kind of (crew transfer-style) part-part transfer. Also we fire an event right before a crew transfer is created so mods can just kill it and easily create their own CrewTransfer-derived class and have that be called on that event. * Extended ModuleScienceContainer to allow sending and, (from ModuleScienceExperiment) receiving, experiment data. Also added support for a Collect All option to such containers. * ModuleColorChanger supports changing arbitrary shader colors and implements IScalarModule. ModuleAnimationSetter works similarly and is used to more directly link an animation to being set by IScalarModule. * PartModules now support upgrades. In a MODULE node, add an UPGRADE node. Inside that add one node per techID you wish to provide upgrades, in ascending order. Inside that place keys and nodes you wish to upgrade. e.g. `UPGRADES { basicRocketry { maxThrust = 250 } }` will change maxThrust to 250 once basicRocketry unlocks. Upgrades will never override persistent data. Further, by default they overwrite each other; to make a node apply on a clean slate (so you can, say, add two PROPELLANT nodes and not have them conflict due to the overwrite logic) set `IsExclusiveUpgrade__ = True` in the upgrade's node. That will clear the upgrade state and apply that upgrade fresh. Upgrades are applied only when you add a part to a craft in the VAB/SPH, they don't magically apply in flight. When a part on a craft is upgraded, a new option will appear in the PAW (when in VAB/SPH) where you can view the current stats of all those modules with upgrades. * ModuleEngines now supports alternate (RealFuels-style) throttling and rates. * ModuleEngines now supports throttle-Isp interactions. Turn on with useThrottleIspCurve = True and set the throttleIspCurve and throttleIspCurveAtmStrength curves. Final Isp = input Isp * Lerp(1, throttleIspCurve.Eval(throttle state), throttleIspCurveAtmStrength.Eval(atms of pressure)) * Support part upgrades, see docs. * Added events dealing with kerbals going on/off ladders on parts and added a new vessel field for accessing the vessel of the part of the ladder the kerbal is climbing (if all of those are valid). * CelestialBody now has thermo/atmo stats methods so FlightIntegrator's temperature calcs can be called from anywhere / any mod. * Events that throw an exception now print the full stack trace. * PartModuleUtil.PrintResourceSI() is now just KSPUtil.PrintSI(). * Add ModuleDragAreaModifier with field areaFactor. Note: this will also affect buoyancy and thermo. * Added ModuleHeatEffects and FXModuleThrottleEffects which can take any number of IScalarModules and are set by skin temp and throttle respectively. * AvailablePart.entryCost is now get-only and calls a static delegate so they can be * FindEngineNearby and FindEngineInterface are now PartModuleList methods instead of being duplicates in FXModuleAnimateThrottle and ModuleAlternator. * Many KerbalEVA, Kerbal, and KerbalExpressionSystem methods made virtual, and kerbal spawning in ProtoCrewMember and EVA spawning in FlightEVA made delegates. * Added IContractObjectiveModule, which allows mods to specify valid parts for contract objectives, rather than it being configuration based. * Waypoint captions on the map are now moddable. * Added game events for CommNet status changes both for the connection in general and the connection to KSC. * Added game event that fires when PQS starts, just before the sphere is started. * Added game event that fires when PQSCities start. * Added game event for orbital resource survey completion. * Added game event for vessel control state changing. * Orbit now has a constructor that clones another orbit. * Vessel now has a method to kill all parts in permanent ground contact (eg: launch clamps). * Added ModuleGenerator.isGroundFixture for launch clamps. * The "escape" progress milestone now uses standard World First award methods, which allows it to be disabled by mods properly. * Icon_Hidden tag now hides all children of the transform so tagged. * Add requiresFullControl to events, actions, and UI controls. If false, will work normally in full and partial control and refuse to work only with no control. If true, will work only with full control. * AssemblyLoader ignores abstract classes. * Support symbols in the font. * Made Kerbals and EVA kerbals more moddable. EVAs and the flag now have partial part cfgs which can be modded. All Kerbal and KerbalEVA methods are virtual and the FSM is opened up. New hooks added. * Made vessel load/unload/pack/unpack ranges changeable in Physics.cfg. * Support adding options to the game difficulty screen. * Vessel now has radarAltitude. Use it for min(altitude, heightFromTerrain) * add PartModule.OnIconCreate which runs just before the partmodule is stripped from the icon gameobject when the editor part icon is being created. * Particle systems can be registered with FloatingOrigin for handling origin/krakensbane offsetting natively. * ProtoPartResourceSnapshot no longer relies on strings, and its resourceValues node is now inaccessible. Instead, directly get / set the amount/maxAmount/flowState. * PartModules now come with a resHandler object (of type ModuleResourceHandler) for handling ModuleResource / RESOURCE nodes, so code need not be duplicated. * When a landed vessel goes off rails and is detected to be landed on parts, not the ground, it is offset up slightly, controlled by one static Vessel field HeightFromPartOffsetGlobal (default 0.5 meters) and one instance field heightFromPartOffsetLocal (default 0 meters). The vessel is offset upwards the sum of those two fields. * Fix OnVesselSwitching always sending a null reference, add OnVesselSwitchingUnloaded. * Allow reference to Kerbal's animator cache and renderer cache. * Add map toggle interface for mods. * OrbitTargeter opened up, delegate added for creating the on-click context menus so they can be modded. * Add delegates so KB apps can be modded. * Add currency-agnostic CanAfford method. * Add many more options to ModuleLiftingSurface and for customizing body lift. * ModuleAnimateGeneric now supports defaultActionGroup. * ConfigNode now formats float and double values such that no data is lost. * ConfigNode AddValue/SetValue now support most types. * Flag decals in IVAs (InternalFlagDecal module) * Add Crew counts to Vessels =================================== v1.1.3 ============================================================ Editor: * Fixed game crashing during deletion of parts under certain conditions. * Fixed Gizmos buttons not properly highlighting after loading a craft. * Fixed Fuel tank Part Action Window sliders to dynamically update symmetry partners when adjusted in editor. * Fixed frozen parts showing up in front of the main vessel. * Fixed fairings being see-through when a part inside or behind is highlighted. * Fixed certain fairing configurations causing inputlocks. * Fixed interstage fairing panels not being properly deleted when an interstage is removed from the ship. * Fixed Abnormal lighting and contrast. * Fixed Re-rooting and attaching frozen parts causing improper part selection. * Fixed an exception in FXModuleAnimateThrottle when in the editor. * Fixed inputlock preventing pressing [Delete] key from deleting a part. * Subassemblies can now be used as the start of a craft (fixes editor being non-responsive). * CoM indicator now accounts for mass of physicsless parts added to parent. * "Ground Crew" option now toggles off all animated components of VAB/SPH. Fixes increased CPU Load and Temp. * "Place" gizmo now provides onscreen message in editor to be consistent with other gizmos. Orbit: * Fixed Circular Orbit Ap/Pe jump on exiting timewarp. * Fixed on-rails SoI transition message to properly report both SoIs. * Greatly reduce Apoapsis/Periapsis changing with no input, with thanks to ferram4 and eggrobin. option is toggleable in Settings->Gameplay and tunable in Physics.cfg. * Lower the thresholds for floating origin shift and krakensbane when above the inverse rotation threshold, and use doubles when recomputing velocity during change (and do so immediately rather than via PhysxX). * GetEccentricAnomaly now correctly returns negative eccentric (hyperbolic) anomaly values when the true anomaly is before the hyperbola's periapsis, and should be more numerically stable. * GetEccentricAnomaly no longer spams E is NaN. * Conic patch creation is a little more efficient. * Ignore G spike on the frame where SoIs switch. * Orbit reported position will no longer be a frame ahead of velocity. Misc. Fixes: * [KSPedia] Fixed Bug with KSPedia asset bundle Dependancies. * Fixed symmetric part stage icons not expanding in stage manager. * Fixed Quicksave filename accessibility. * Fixed Multiple core heat producers not being properly cooled by radiator panels. * Fixed NRE when trying to overwrite or cancel out of save folder overwrite dialog. * Fixed E is NaN! tA: (pi) spam with some generated contracts. * Fixed Flags no longer displaying properly in the Tracking Station Info Box.. * Fixed Flag transparency issues in editor. * Fixed Science lab spamming the log with "Updating" warnings whenever right-click menu is open. * Fixed funds penalties not being applied when Hiring Kerbals. * Fixed being unable to rename vessels via Knowledge Base. * Fixed NRE in ModuleGrappleNode.Release when parent is null. * Fixed UI_ChooseOption - onFieldChanged being called even when the field value hasn't changed. * Fixed Body lift missing when loading the Physics.cfg file. * Fixed Parts Tooltip window location being misplaced when changing UI scale. * Fixed issue with the sea level pressure display in the Knowledge Base. * Fixed an exception in PartModule OnLoad and OnStart causing vessel load failure. * Fixed a NaN in FlightIntegrator atmospheric thermo. * Fixed issue in Moment of Inertia calculations. * Fixed Rocket Exhaust FX not being moved by FloatingOrigin/Krakensbane when emitters are disabled. * Fixed missing parachute deployment sound. * Fixed VesselModules not being properly destroyed when a vessel object is destroyed. * Fixed unit tests from main menu causing every test to be run 4 times. * Fixed having an abstract UnitTest type causing TestManager to throw an exception. * Fixed regression that was causing global gravity to be non-zero, which should help with phantom drifting, especially with wheels. * Fixed a logical issue causing crew rotation objectives to be much rarer than intended on station and outpost contracts. * Fixed staging requiring two activation's when resuming in flight mode. * Fixed navigation waypoint getting stuck if a survey is killed in the middle of the flight scene. * Fixed Waypoint Markers not showing on Navball in IVA view. * Fixed potential error from generating if attempting to IVA an EVA kerbal that has just been loaded outside of a vessel. * Fixed RCS TorqueProvider implementation to take thrust limiting and alternate precision mode into account. * Fixed an issue where the NBS dialog was not resetting its coordinates properly. * Fixed reported typos and grammatical issues in various areas of the game. * Fixed ITargetable FlightCoMTracker.GetVessel always returning null. * Fixed Asteroids all spawning with a mass of 150t, regardless of class. * Fixed race condition with map filters causing asteroids to be invisible in new games until they were modified. * Fixed asteroids sometimes appearing to be pitch black while being seemingly immune to light when rotated at certain angles. * Adjusted science data collection range of Mk1 cabin to match other science options. * Kerbals can no longer "Take surface sample" while in command seat. * Fairing base purchase and entry costs adjusted to vary by size. * Part Action Window for symmetric parts no longer needs modkey to open when a sibling window is open. Misc. Tweaks: * [Modding] Additional access to fields in Mission Control. * [EVA, Gameplay] R&D upgrade text adjusted. * Added onVesselCrewWasModified, which consolidates many events in which crew changes on a specific vessel. Use this to fix a few issues with crew rotation objectives. * Added ITargetable.GetActiveTargetable, which allows us to specify if a target should be allowed on something that is part of the active vessel. * Added AeroFXIgnore layer so some parts (Gigantor e.g.) can have parts of their model ignored by AeroFX. Fixes an issue with odd Aero FX streamers. * Added "EVA" layer, added it to various cameras, physics casts, lights, and collision matrices to behave exactly like normal parts, except suspension raycasts ignore it entirely. Prevents violent interactions when kerbals touch wheels. * Added alwaysRecomputeLift to ModuleControlSurface so it can be set to not ignore slight actuation. * Added wheel weight stress and slip stress multipliers to game settings, allowing players that do not want these stresses to disable them globally. * Added onCommandSeatInteraction GameEvent, and deployableSeated to science experiments. Use these to disable scooping up surface samples when seated. * Added Felipe to crew name generation. * Satellite contract orbit generation made much more modular and maintainable, allowing us to validate generated orbits now. If an orbit parameter becomes corrupt through save manipulation or other means, that parameter can be regenerated without affecting the rest of the orbit. * Clarify R&D facility upgrade text to make it clear that Kerbin is still fair game for surface samples without the astronaut complex upgrades. * Crew Transfer more moddable. * Game is now paused going to MissionControl, AstronautComplex, Admin, R&D and unpaused when closing them. * Renamed Telus ladder to Kelus Ladder to avoid naming conflicts. * Improvements to flag rendering in KB. * Improvements in Tutorial input locks and Error checking * Adjustments to the Repair/Downgrade costs of the Facilities * Changed "Cancel warp" to use forward slash instead of Esc. * When repaired, wheels become temporarily immune to weight and slip stresses, slowly rising back to normal over a period of between 30 to 90 seconds. * Reduction in the creation of Garbage Objects in Flight scene. * Reduction in the creation of Garbage Objects in Space Center. * Optimize Part.GetConnectedResources and Vessel.GetActiveResources for speed and to not create garbage. * Dramatically improve resolution of asteroid textures, while simultaneously improving their shader performance by 400%. New shader can have very subtle desaturated brown/red hues sometimes. =================================== v1.1.2 ============================================================ * Fixed an issue with triggers and convexity in loading models. * Fixed exception in the Stage Only mode of Vessel Resources panel. * Fixed for LT-1 and LT-2 landing legs causing a physics jerk when retracting. * Fixed an issue where some vessels might explode on go to pad (introduced in 1.1.1). * Fixed an issue with PQS shader accessibility. * Optimized moment of inertia calculations and some matrix operations. * Fixed an issue with an offset in the small landing gear part. * Optimized drag calculations. * Made wheel autostrutting more configurable. * Fixed some display issues in KSPedia. * Fixed an issue in FlightLogger regarding reverting / loading saves. * Increased brake torque tweakable's upper limit to 200%. * Added editor tweakables for spring and damper strength for suspension. * Removed non-working "disable suspension" tweakable. * Fixed issue with popup dialogs sharing the same title which broke game loading when loading multiple vessels all lacking parts. * Removed unneeded image effects on UI camera for increased performance. * Fixed issue where IVA field of view changes applied to flight camera on exiting IVA. * Remove some garbage creation in Part.Update. * Fixed an issue where Kerbals on EVA rescue contracts weren't fully destroyed if the contract was not done. Added a check to clear any 'empty' EVA'd Kerbal vessels in existing saves. * Fixed an issue where Kerbals were able to be renamed through KB. =================================== v1.1.1 ============================================================ UI: * Added FlightUI Element Scaling and Navball Position Slider. Wheels: * Added auto-struts to every wheel, similar to fairing payload struts. They attach to the most massive part on the vessel. This prevents wheel suspensions from becoming unstable when the wheel is attached to a weaker part. (Attaching legs to pylons no longer causes vessels to bounce and/or break dance.) * Fix suspension distance and offset being inversely proportional to the rescaleFactor of a wheel. Fixes LT-1 and LT-2 leg suspensions actually getting smaller despite scale being larger, causing them to visually sink into the ground, and have shorter useful suspensions. * Some configuration tweaks suggested by GoSlash27 for the free and fixed landing gears have been integrated, which dramatically improve issues with instability on those gears. Thank you GoSlash27! * Fixed some model hierarchy issues with small and medium retractable landing gears, which fixes some odd suspension forces, an animation issue, and the inability to lock the suspension on these gears. * Raise the default integration substeps on wheels from 4 to 8, which should dramatically improve the accuracy of the wheel simulation without affecting performance too much. * Added separate settings for wheel integrator substep accuracy for active and inactive vessels, which can be tweaked in each wheel's part configuration, or globally from settings.cfg. Inactive vessels get slightly less accuracy to improve performance. * "No crash damage" cheat now prevents wheels from blowing up their parts due to gratuitously large impacts. It does not, however, prevent the wheel from entering the damaged state. * Halved the deflection magnitude of free and fixed gears, as they are technically much more rigid than other gears, but their lack of suspension travel makes them much more vulnerable to deflection stress, making them twice as tough. Editor: * Performed significant optimisation of performance intensive areas such as part attaching and dettaching. * Implemented general optimisation throughout editor. * Implemented automatic temporary symmetry when the logic expects the symmetry mode or method to be different. I.e when placing engines on tri-couplers in SPH using mirror mode. Fixes part initialization issues. Bug Fixes and Tweaks: * Made Kerbal Portrait and ScreenMessage lists public. * Show complete cost (base cost + module cost) in part tooltips in editor. * Add optional PQS shader using all mappings (for modders). * Tweak skin<->internal conduction, slightly increase internal max temps of Mk1 cockpits. * No longer spam the log when parsing plugin data. * Tweak default exhaust heating upwards slightly. * Change building impact damage to be based on kinetic energy by default, not momentum. Make damage configurable in Physics.cfg. Fixes an issue with building damage and wheels. * Improve orbit calculation when in 1x warp. Orbit info no longer flickers. * Show specified rather than calculated sea level temperature when viewing a planet's page in the knowledge base window in map view. * Add more checks (flameout or port disabled) to RCS's Torque Provider. * Optimizations to vessel stat-finding and orbital force calculations. * Add the missing extension method, uncomment the bits that needed it * Admin facility now with vertical scrolling. * Adjusted Career Widget Z Pos for higher scaling. * Restore part delete sound when deleting parts in editor. * Considerable tweaks to building damage to avoid wheels insta-popping them. * Renamed the editor filter for Surface Attach to Surface Attach Only to avoid confusion. * Optimized getGeeForceAtPosition to not recalculate things it shouldn't. * Increased stability in orbital calculation when off rails. * Added UI Element scaling for all in-flight UI elements. * Removed a fix for a 5.1.1 unity bug which had a unefficient complexity. * Check if the body has an ocean before checking if we're under water! * Removed text length on input device name. * Fixed NRE from Underwater Fog. * Fixed gigantor solar panel showing through the main craft. * Fixed a bug with science lab science/day display. * Fixed where the target could be unset in tutorials. * Fixed latitude not displaying in AeroGUI. * Fixed an issue where missing directories could break save/load. * Fixed an exception in Procedural Fairing interstages. * Fixed inability to timewarp near Jool. * Fixed some miscellaneous tutorial bugs. * Fixed an issue with RequestResource on EVA kerbals. * Fixed an issue with the underwater FX applying even if the body does not have an ocean. * Fixed issue with decouple action firing jettison in ModuleJettison. * Fixed lab display rate to count scientist multiplier. * Fixed memory leak in part highlighter and attach node icon destruction. * Fixed inability to target things by using map context menu. * Fixed targeting being improperly locked in map view. * Fixed typo in science tutorial. * Fixed an oversight when computing duration/deadline text. * Fixed for NRE in UIPartActionController * Fixed colour tint on some parts. * Fixed multiple docking port joint weakness. * Fixed KSPedia page corruption from switching scenes. * Fixed issue with decouple action on jettison. * Fixed Ap/Pe flickering. * Fixed an issue where scientist bonus was counted twice in labs. =================================== v1.1.0 ============================================================ Unity5: * KSP now runs on Unity5, a massive upgrade from Unity4. New UI: * The game UI has been completely rebuilt from the ground up on Unity's new native UI system. * All UI components and graphics have been improved or reworked to look and feel as they did before. * Removed expensive render-texture driven rendering scheme from before, expect performance increases everywhere. * The map view splines have been significantly overhauled, massively increasing performance on map view. * Map View orbit splines now fade gradually towards the trailing side to indicate orbit direction. * Completely revised MapView icons implementation for a much cleaner and faster solution that is much more expandable and robust. * Added search field in Editors. * Crew Portraits in flight scroll smoothly, allow tweaking how many are displayed at once, show extra crewmember info on hovering. * Part Temperature gauges reworked and given new graphics. * Fixed IVA atmosphere gauges to match the UI gauge. * Fix altitude tumbler saturation when under physical warp. * Fix negative funds/science, display bugs with strategies affecting costs. * Action group cluster buttons (gear, lights, sas, rcs) disable with loss of control source (probe without EC, empty pod, etc). * Landing gear button detects state of landing gear/legs during rollout (no gear or all gear up, and the light will be off). * The tooltip on the EVA button is now much more verbose if there is a problem. * Fix some bugs with building unlock abilities text. * Fix craft thumbnail saving for special characters. * Astronaut complex and editor action group part names now display the title, rather than the internal part ID. * All ModuleResource entries now print the same way, offer additional flexibility there for printing (non-default units, SI prefixes). * Auto-warp (eg, warp to point in orbit and warp to next morning) can be canceled via the GUI (warp triangles or next morning button). * Date/time formatting is now in a replaceable interface and can be customized by mods. * True anomaly is now always in radians. * Tweakables get locked along with Events. * Update community link in main menu to point directly to new forum. * Sped up cheat menu delays, and made them autohide cheat menus if held down twice as long. * Filter debug menu cheats by game mode. * Part highlighting now respects F2 (hide UI). Graphics: * Enhanced ocean water surface shader in Kerbin, Eve and Laythe, greatly reduces visible tiling, and looks much more watery. * Most parts have been upgraded to use Unity5's new PBR lighting model for more subtle, nuanced lighting. * Editor interior lighting was redone for all interior scenes, using Unity's new lightmapping engine. * Improved underwater FX tinting/fogging system. * Moved underwater tinting into the atmosphere shader. * Improved atmospheric halo/corona at low altitude thanks to blackrack/SkyToneMapper. IVA: * Added Interior Overlay View mode, draws the interior spaces of a vessel on top of the normal external view. * All IVA spaces revised and improved to look good in IVA Overlay mode. * Masking geometry added to IVA spaces so they aren't visible from nonsensible angles or show backface geometry. * Fixed incorrect sun light direction in IVA space. * Added new IVA model for the Mk2 inline cockpit. Wheels: * Completely overhauled wheels, landing gears and landing legs with a new from-scratch modular implementation. * Bespoke wheels physics, largely replaces PhysX's stock vehicle physics model. * Greatly improved tire friction model and general handling. * Wheel damage module/model which does not require damage meshes to work. All wheels (including landing gear) can now be damaged from overstress. * Steering model features true Ackermann steering. * Steering model is much smarter in relation to wheel placement on the vessel, requiring much less tinkering to line up steering on multiple wheels. * Wheel Motor module drains resources in proportion to torque output, as opposed to the old fixed EC drain when driving. * Wheel Motor module features automatic, tweakable, overrideable traction control. * Wheel friction is also tweakable. * Suspensions are smart and self-adaptive, tuning themselves to always be smooth and springy independently of vessel mass and weight distribution. * New Extra-Large 6-wheeled landing gear. * Fix Unity bug that prevents us from ignoring collisions between wheel colliders and parts on the same vessel by disabling wheels that are within a certain range of other parts on a vessel. Where this sphere is and how large it is are configurable in the settings file. * Add clipping/blocking indicator to wheels. * Added ability to toggle wheel suspension. * Balanced spring, damper, and damage ratios for all gears, wheels, and legs. * Use suspension displacement for true wheel load, rather than contact depth. * Differentiate impact and deflection stress in wheel damage modules. * Re-exported all wheels with proper collision layers that ignore their own housing colliders, and other wheels. * Destroy wheels when not in use, recreate when necessary. * Clip tips of landing legs when wheel colliders exist, to prevent them from hitting before the collider and blowing up the part. * Added identifier to wheels, now that legs, gears, and wheels are all the same module. * Fixed Unity 5 upgrade making our landing legs tiny. * Reset wheel caliper when steering goes inoperative. * Fix ground detection issues with wheels. * Doubled bogey range of landing leg feat, to get them to properly line up with the ground. * Added game event when wheels are repaired. * Made wheel grounded state, and type persistent, so contracts could access landed states. * Allow deployment standin colliders to work with our new collision manager. New Stock Vessels: * VAB - Jumping Flea - AeroEquus - ComSat Lx - GDLV3 - Kerbal 1 - Kerbal 1-5 - Orbiter One - PT Series Munsplorer - Science Jr. * SPH - Bug-E Buggy Rover - Crater Crawler Rover - Prospector Rover Tutorials: * All tutorials have either been updated for 1.1 or completely rewritten, and some new ones have been added. The flight and editor tutorials have been replaced by six new tutorials. -Basic Construction/Getting Started covers the KSC itself and simple vessel construction. -Basic Flight covers launching that vehicle on a simple flight. -Intermediate Construction covers building a suborbital craft and adding science instruments, fuel, etc. -Suborbital Flight covers flying that vessel, using science parts, and reentry. -Advanced Construction covers building an orbit-capable craft, including tweakables, solar panels, batteries, multiple stages, different engine types, etc. -Go For Orbit covers flying that craft to orbit (gravity turns, circularization, etc). -Orbit 101 and Science Basics have been fixed to use 1.1-correct code and information. -The Mun tutorials are replaced by three new Mun tutorials: one that covers - trans-munar injection and Munar orbit insertion - landing on the Mun (including reverse gravity turns) - taking off from the Mun and returning to Kerbin (and how to EVA on another world). - Docking and the two asteroid tutorials have been fixed to use 1.1-correct code and information. - Disable saving and loading in tutorials. - Can blacklist scenarios/tutorials from showing up by editing a public static list of filenames. - Add a direction target and a position target for use in tuts and elsewhere. - Fix an issue where the player could create saves that overwrite tutorials and scenarios. Scenarios: * Added several new scenarios and upgraded the old ones. - Land the Dynawing on the runway. - Experience a fiery re-entry with the Dynawing from Kerbin orbit. - Beat SpaceX at their own game by landing a flyback booster at the KSC, boat not included. - Return from Duna in a very basic vessel (no heat shield!). - Traverse the Mun with the Crater Crawler roving base. - Enjoy the low gravity delights of Gilly. - Aerobrake at Jool, then explore the Jool system. - Look for ore on Eeloo. - Top up your tanks at Minmus. - Fly the new Aeris4A from Space Station 1. KSPedia: * A new UI which features all-new content explaining every aspect of the game in depth. - Access via AppLauncher button - Tree of Screens down left - Navigation buttons across top for Forward and Back Editor: * Symmetry partner action groups now propagate when removing/replacing parts in the editor. * Symmetric partners no longer get "lost" during build. * Offset and rotation gizmos now work properly for radial symmetry forks. * Fix improper symmetry propagation when building singular wings, then mirror attaching in SPH. * Fix node/stack attach in editor to connect proper nodes (especially with thin parts and cargo bays). * Editor now displays preference for surface attach first, then node/stack attach. * Multiple changes for re-root tool. New text message and ability to re-root arbitrary part branches (merged, subassembly, and branches in stand-by). * Editor now selects proper root for merged craft that have been re-rooted. * Fix offset gizmo when using on parts attached to hollow parts such as cargo bays, service bays, and structural fuselages. * Offset gizmo now allows slightly larger offset distance when holding Shift. * WASDQE no longer corrupts rotations when using the offset tool. * Parts rotated with rotate gizmo now properly maintain rotation when removed or copied. * Make editor gizmo input locks matter. * Make a public property for which action group is selected in the editor. * Fixed a part highlighting issue when moving the mouse from child to parent part. * Fixed an issue when copying ghosted parts and attaching them to the main ship. * Engineer Report recognizes new wheels. * Fixed part action group editor highlights disappearing at odd times. Map View: * Touched up the colors of all icons and orbits in map view. * Warp To Next Day now functions in every scene, including the tracking station, and deals properly with inclination. * Contract waypoints revised to run on Unity 5 canvases, and generally look more consistent with the other icons on the map. * Saved vessels with maneuver nodes set in the future will now alternate between displaying their MET and the time until their next maneuver node in the tracking station. * Fixed coordinate display to properly wrap around east/west. * Split map control lock into two different ones (MAP_UI and MAP_TOGGLE). * Changing camera angle and zoom no longer causes AN/DN lines to disappear (as much) * Maneuver nodes can be placed on nearly any orbit patch. * Targeting information is now available when on an escaping trajectory. * Encounter information now accurately portrays the target's position at time of intercept when the target is on a flyby: the position markers will be in the correct SoI. * Point at which celestial bodies' meshes are disabled is now tunable in plugins. * Orbit line fading can be controlled in Settings. * Conic patches when leaving an SoI are now correct. * Many drunken relative mode patches fixed. * Moving a maneuver node that has been set to a future orbit no longer loses track of the setting. * "Warp to here" and maneuver node placement work on all patches prior to the first maneuver node, not just the patch on which the manuever node has been placed. * Fix a bug where entering an SoI with an existing manuever node would not allow the above anyway. Contracts and Milestones: * Contract types are now weighted, this means as you accept a contract type, it will become more common over time, and appear more often in mission control. As you decline them, they will become less common. * Satellite contracts no longer utilize waypoints to display node information. They use a regular orbit renderer, and animate the spline to show the direction of the orbit. * Flybys for tourism contracts and flyby milestones now trigger properly on unfocused vessels. * Science milestones and contracts now respond to lab and orbital surveyor transmissions. * Contextual contracts that ask you to add an amount of something to a vessel now display the current amount that the vessel has. * MiniISRU now counts as ISRU for contract requests. * Station contracts no longer consider asteroids a vessel is docked to when deciding if it is "new". * Contextual contracts no longer generate on active vessels. * Manned vessels with no crew and unmanned vessels with no power do not generate contextual surveys. * Part test parts are now also highlighted in the technology tree. * The mobile base contract objective now actually checks if the base is sitting on motorized wheels. * Fix some contextual contracts mis-identifying certain vessels. * Add part test subject for new inflatable heat shield. * Hide failure penalties on contracts that cannot be failed. * Fix survey contracts displaying waypoints for cancelled contracts. * Contracts recognize new wheels modules. * Slightly reworded focused and contextual survey briefings for grammar and readability. * Fix crew sensitive game progression not being applied in some cheats. Physics: * Use absolute path for Physics.cfg, fixes some path-related bugs. * Fix a bug with drag cubes and skinned mesh renderers. * Resources take heat with them on transfer. * Disable Aero FX when thermo debug colors is enabled. * Support (correctly) making occlusion change convective coefficient not temperature. * Fix sun-based temperature curves to properly deal with tilt (basing it off true anomaly) and vary with latitude. * Make Eve's upper atmosphere slightly gentler. * Tune engine exhaust heating. * Rework blackbody glow slightly for more flexibility and less obvious glow. * Speed up buoyancy calculations. * Fix an issue with moment of inertia calculations thanks to the kOS and RemoteTech teams. Vessels: * Splashed vessels touching or with kerbals standing on them no longer warp to the ocean floor when loading. * Debris that gets automatically cleaned up in the space center will now attempt to recover for funds, science, reputation, and crew. Free launch clamps! * Extended range for switching vessels in-flight. * Fix an issue with vessel destruction and vessel markers. * Vessels within physics range of active vessel are no longer deleted during quickload. * Fix for kerbals entering zombie state when crashing and/or ragdolling in external command seat. * Refactor asteroid spawning to remove duplicate code, fire events. * A vessel's root part overhanging the edge of the launchpad no longer causes the vessel to be forced into the pad. * The root part's cached transform is now set correctly, fixing some issues with loading vessels. * Vessel spawn dialog automatically selects "Auto-Saved Ship" when brought up. * Vessel spawn dialog automatically tries to put a pilot in the first seat of a vessel. * Fix vessel spawn dialog not properly sorting in some instances. * Add Vessel.LandedInKSC in a centralized location. Parts: * Integrated the Probodobodyne HECS2, Communotron HG-55, and OX-STAT-XL Photovoltaic Panels from the Asteroid Day official addon. * Part search has been integrated with a new part tagging feature that lets part configuration files be tagged with arbitrary meta data. * Every part in the game tagged with arbitrary meta data, to make them more easily searchable. * Parts are autotagged with certain tags based on their physical characteristics, so even new parts and untagged modded parts are searchable to some extent. * Launch clamps now use raycasts instead of collisions to determine where they are landed. * Added toggle option action group for fuel cells. * Move radial drogue parachute to Survivability, with the first heat shield. * Tweak heat and aero stress resistance of drogue parachutes. * Added flight control authority tweak (which also allows inverted control). * Antenna now retain their state after transmitting (i.e. extended antenna stay extended). * Fix a bug in parachutes that will not go from active to deployed if below deploy alt if they were not at semi-deploy pressure. * Fix for guiActiveUncommanded being ignored when building part action windows. * Airbrakes now properly retain their deployed state when rolling out or quickloading. * Added callback support when changing a button on a part action window. * Fix issue with the Twin Boar not providing roll control. * Add warning to non-retractable solar panel descriptions that they can't. * Fix bug with rescaleFactor of not 1.0 and MODEL nodes. * IPartMassModifier now affects part mass as well as display. PartModules should not set mass directly. * Added an inflatable heat shield. This combines excellent aerobraking with a reasonable level of thermal tolerance (though it is not ablative). * Reaction Wheels can be set to respond to input from SAS Only, Pilot Only, or both. * Added keybinding for part searching in the editor. * Add ten part search algorithms, controlled by prefixing each tag with a symbol. * Enable the EVA button on parts with noAutoEVA if they are single part vessels, like recovery craft. * attachRules now have an 8th flag: allowRoot (defaults to 1). If it is 0, the part can neither be the first part placed, nor become the root part using the reroot tool. Part Modules: * Save/Load (and KSPField) support for VesselModules. * Fix issues with ModuleRCS where some fields weren't hooked up right. * Added staging toggle support to all our stageable modules. * Support different portions of thrust per transform in ModuleEngines. * Force a dragcube update when ModuleJettison jettisons. * Correct typo in ModuleAnimateGeneric field names. * Allow ModuleAblator to create a resource as it consumes the ablator (i.e. cracked ablator). * Fix an issue with ModuleLight and symmetry. * Default engines to working while shielded. * Control surface actuation speed lerps now, like other speeds, instead of being displaced by a constant delta. * Fix an issue with engines not properly saving throttle. * Fix issue with engines disabling when below "sea level" on bodies with no ocean. * Docking ports no longer become unusable if saved when acquiring, and automatically recover when loading from old saves. * The grapple is more robust when grabbing the active vessel. * Added an option to ModuleAnimateGeneric that allows animations to be disabled after a single execution in flight mode. * You can now customize the menu name shown for ModuleDecouple. * You can now customize the menu name for jettisoning a fairing. * ModuleJettison now defaults to 'Jettison Shroud' for its menu name * Fixed an issue in ModuleReactionWheel where EC was being drained when input was being received from the player even if SAS was off. * Both deployable and non-deployable radiators have an option to activate/deactivate cooling (and corresponding EC consumption). * Fixed a regression where static radiators were not respecting their parent/sibling cooling limitations. * Gimbal reworked. Supports explicit +/-X, +/-Y ranges. Can enable/disable pitch, yaw, roll activation. Fix gimbal not working when an engine is activated rather than staged. Fix gimbal to use gimbal transform not part origin when computing inversing inputs. * RCS and Gimbals can now have actuation toggled per axis. * Engines and RCS now support thrust curves (based on percentage of propellant remaining). * Fixed an issue with exhaust heating and non-full-physics parts. * Fixed target speed running away when grappling onto a targeted vessel. * Fixed easting coordinates not wrapping properly for ISRU instruments. * Changed the method for deploying control surfaces. Mirror attached parts deploy mirrored, Radial attached parts deploy radially. * Flight control deployment direction is no longer dependent on CoM, so they will not flip or jitter in-flight. * Fixed a bug in FXAnimateThrottle and multiple animator components. * Alternators default to not showing their resource bars, instead showing effective output rate. * Fix bug when attempting to transmit more science while antenna animation is playing. * Fix bug when attempting science experiment in incorrect locations causing the "run experiment" option to disappear. * Fix bug with "Transmit Science" option disappearing when transmission aborts. * UI_FloatEdit, UI_ScaleEdit and UI_ChooseOption field attributes (tweakables) added. * All field UI controls now have an optional callback and can be made to not fire GameEvents.onEditorVesselModified event. Science Labs: * Vessels can now utilize multiple labs at once. * Labs no longer duplicate science data. * Labs with science can now be recovered for science. * Lab button on experiment results dialog always shows if a lab is present, but greys out when it cannot be used. * When a lab cannot be used, a very specific reason is shown in the lab button's tooltip. * Lab button tooltip no longer shows just data amounts, but rather the total data, science you will get, and how long it will take to get it (based on current data load) * Lab processing is now instantaneous * Fixed a few lab errors that were displaying despite actions being successful. * Science Labs now have 750 units of data storage to account for large return values from Eeloo Fairings: * Clamshell fairings, fixed fairing bugs. Thanks to xEvilReeperx for inspiration! * Fix fairing center of lift placement. * Fix infinite recursion state when attaching inverted fairings together * Fix interstage fairings not connecting/closing nearby overlapping parts. * Fix interstage "cannot activate while stowed" issue when decoupling with intact fairing. * Fix fairing not wanting to close in the editor if the wall ever detected a collision. * Increased fairing transparency in editor when fairing is in standby. * Fix editor lockup when copying an interstage fairing. * Fairings now use two collider systems. * Fairing connection node can now be specified in the .cfg file. Resources and ISRU: * Fixed a bug where resource data was unavailable in the Tracking Center. * Converted the Narrow Band Scanner to a Unity 5 UI. * Drills should be less prone to shutdown due to physics hops. * Fixed a drag cube issue with deployable drills that caused them to always be treated as if they were in their extended state. * Fixed an issue where, upon load, radiators would be extremely hot due to core heat. * Fixed a bug where resource data would be persisted when saves were changed without re-loading the game. * Drills now respect InfiniteElectricity and InfinitePropellant cheats. Note that for resource converters, toggling infinitePropellant removes ALL input requirements. This is to better facilitate modder testing. * Resources now have a volume field (in liters) that can be used by modders where volume calculations are required vs. mass. * ModuleResourceConverter can now be configured to take inputs in mass (metric tons) vs. units. * Condense infinite resource cheats into Infinite Propellant and Infinite Electricity. * Drill action group names now consistent with right-click options. Miscellaneous Improvements & Fixes: * Added new Save Upgrading system, automatically upgrades save data from previous version formats into 1.1 and beyond. - Added Wheel save data upgrade script - Added part offset upgrade scripts for LT-1, LT-2 and SmallGearBay parts * Comments can now be directly injected into the debug log. * Added a new cheat to enable stock vessel usage in career mode saves * KSP's logging now intercepts log calls from child threads as well. In addition, the log now includes basic information about what mod DLLs are loaded and what folders/files exist in the root of GameData. * Cached the components of most animated kerbals, like EVA kerbals or the space center ground crew, much more efficient implementation. * Many, many performance optimizations. Some thermal things are now cached in part or precalculated, gauges refactored, slight PQS improvement. * ITorqueProvider interface to identify modules that create torque. * Events for part resource flow state, amount state change. * Add events for going to/from, saving/loading protovessel/crew/part/progressnode. * Science experiments can have optional cooldown timers. They can be set to not work when shielded. * Facility upgrades have more fields and methods exposed for modding. * Fix an issue with ConfigNode.ParseVector2 not returning one. * Fix so that all GameParameters are respected. * Fix an issue with parsing ulong enums. * Add a debug override to enable quicksaving even when not clear to save. * Fix a bug with events that remove themselves (was killing docking and other things). * Add event when vessel reference transform changes. * Add type-based contains and get to PartModuleList. * Fix light dimming/brightening rates to use proper .cfg values. * Warp-to-morning fixed for inclined launch sites. Now warps to a specified time of day regardless of inclination/tilt. * Fix mysterious bright spots on the terrain with certain vessels. * Crawlerway and SPH now properly report their names when being crashed into. * The auto-deletion of debris at KSC can be turned off (settings menu) * Long saves (> 68 Earth years, 233 Kerbin years) no longer cause negative dates. The date is good for over 140Gyr (though other problems will manifest) * Quick-loading via alt-F9 a save made in the space center now returns to the space center if the save is not too ancient (pre 0.24). * Fix issue with certain airlock hatches not properly detecting obstructions. * Fix an issue with settings.cfg not properly importing or updating from previous installs. * Added a "Return to 1x time warp" keybinding, default is / * Fix instances where kerbals could sometimes not plant flags after bounding on low-g worlds. * Add Config Node Extensions and other nice parsing additions thanks to stupid_chris * Allow crew respawn time to be configured globally and per part the crew dies in. * Fix a serious issue with PPFX not properly disabling thanks to Agathorn. * Added a rolling list of save backups for auto saves and quick saves. Defaults to five backups. * Cached component calls in many areas of the game. * Made onCollisionEnhancerHit an actual game event. * Added Mouse.HoveredPart, and utilized it in many scenes to have a more consistent way to select parts without doing lots of performance intensive raycasts. * Added utility to CameraManager to grab the current relevant camera regardless of mode and scene. * Add HighLogic.CurrentGame.CurrenciesAvailable, which flags when all currency scenarios for the current mode are up. * Max Experience cheat recognizes new UI elements. * Slight optimizations to KerbalRoster. * Added ability to cancel build of compound parts (struts and fuel lines) using Delete. * Fixed "open/close" right-click actions for SciJr while on EVA. * Added ability to open and close SciJr doors from the ship (to control thermal issues during reentry). * Fixed issue with splashed vessels being deleted when entering physics range when using NBS. * Fixed NaNs on hyperbolic solar trajectories. =================================== v1.0.5 ============================================================ Hotfixed (build 1028+): * Reduced engine heating: less explosive decoupling. * Fixed NRE on Kerbal when the part it's on dies. * Fixed IVA breaking on crew transfer. * Fixed typo on Dynawing craft. * IntakeAir resource is now fully hidden in Resources App. * Fixed body lift (it now exists again). * Fixed every instance of part name, so root parts can be detected in all contractual instances. * Used Unity drag to avoid integration errors on splashdown. * Clamped parachute radiation. * Upgrade outdated instances of vessel situations in career saves * Included layer 19 objects in potential enclosing colliders for cargo bays Parts: * Added 'Juno' 0.625m jet engine * Added 0.625m air intake * Added 0.625m Liquid Fuel tank * Added 'Panther' afterburning jet engine * Added 'Goliath' giant turbofan engine * Added S3 KS-25-1 'Vector' Rocket engine, with super-large gimballing range * Added Mk3 size Cargo Ramp * Added Mk3 engine mount piece * Added Mk1 crew cabin, seats two * Added new Mini-ISRU part * Mk1 Cockpit model overhauled * Mk1 Cockpit IVA space overhauled * XM-G50 Air intake model overhauled * Mk1 Fuel, Structural and Intake Fuselage parts overhauled * T1 Toroidal Aerospike engine model overhauled * J-33 'Wheesley' Jet engine model overhauled * J-X4 'Whiplash' Jet engine model overhauled * Engine Nacelle and Engine Precooler parts overhauled Contracts: * Added Station and Base Contextual Contracts, requiring you to modify/expand existing bases and stations * Added Satellite Contextual Contracts, requiring maintenance operations to previously deployed satellites * Added Survey Contextual Contracts, which target existing landed vessels to request (applicable) survey missions of them * Part Test contract generation logic has been modified. Each part now has a much more specific set of constraints before it generates, to give it much more consistent and realistic altitudes, speeds, and envelopes. * Passive Progress Rewards: gives a light reward automatically to any new achievement. These are given independently of accepted World-Firsts Contracts, but are not as substantial. * Contract Decline Penalty: A small reputation penalty is incurred when a contract is declined, to prevent Mission Control from being abused as a slot machine. * New early game part haul contracts - easier part tests that only require you to bring the payload to a designated location. * Early game focused surveys balanced to be much more forgiving. * New part tests added for fairings and heat shields. * Many milestones added that involve the player doing hidden fun stuff. Strategies: * Added Leadership Initiative Strategy: increases passive rewards for achievements, at the cost of reduced contract rewards. Useful to boost self-driven playstyles. Progress Tracking: * Added new World First contract types for space walking, crew transfers, and flight on atmospheric planets. * There is also now a fourth record "track" for oceanic depth. * Many progress nodes now track progress in separate manned and unmanned tracks. This allows several contracts to appear at more relevant times. * Base and Station, plant flag, kerbal recoveries (rescues), crewed surveys, tourism, and some World Firsts contracts now require manned progress. * Satellite contracts now require unmanned progress. * The algorithm to choose planets for all contracts is now more reliable. Max CB "distance" has been reduced to two. This means you will no longer see contracts for Duna and Eve right after taking off from Kerbin. Science and Comms: * Science Transmission messages now show strategy changes to science, funds, and reputation. * All antennae now cut a transmission that has been interrupted due to power loss to prevent severely devaluing the resulting science. * Added an option to antenna context menus to manually enable partial transmissions. * Interrupted transmissions no longer delete science data. The data will attempt to return to the container it came from. * Transmission from orbital surveyors and science labs was tweaked slightly to look and behave more like standard science transmissions. NavBall: * The navball is now available on EVA to assist in surveys. * The EVA NavBall follows the orientation of the camera, rather than that of the Kerbal. This allows looking around to get your bearings. * The navball throttle and RCS lights are hooked up to the EVA jetpack. * The IVA navball now functions with survey navigation. * Survey navigation icon will now automatically target the next/closest adjacent waypoint in a survey upon completion of a targeted waypoint Thermodynamics: * Introduced the concept of 'Core Heat'. Allowing part systems to work much more expressively with temperatures, reducing unwanted cross-talk between temp effects on internal logic and heat transfer to other parts. * Radiators should have a significant impact on core heat, allowing ISRU modules to operate at peak efficiency. * Incredibly hot cores should bleed off some of their heat to the parent part, with the vessel very slowly getting warmer over time. * Parts should not explode from core overheating, but ISRU modules may shut down. * Thermal efficiency should be consistent across all warp levels - no cheating! * The mini-ISRU is balanced in that it cannot operate indefinitely. It will eventually shut down due to overheat and have to be allowed a cool-off period. * The RTG is also part of this mechanic, making it a viable heater (Kerbals have the added advantage of not requiring any potatoes for unplanned long-duration stays on desolate planets). * Fixed thermodynamics issues from 1.0.4 regarding unclamped conduction, shielded conduction, and other runaway cases. * Reworked upper atmospheres of planets for better aerocapture experience. Added convection and shockwave temperature multipliers per body. * EVA kerbals handled properly. * Lowered max internal temperatures of crewed parts. * Heating from engine exhaust rebalanced. * Thermo at high warp is now no longer instantaneous, and is moddable via new interfaces. * Unloaded vessels will have thermo applied for the unloaded time on reload. Buoyancy and Water: * Displacement is now calculated per part using dragcube information to estimate total actual volume of the part. * Bodies now have an ocean density: Kerbin/Laythe is 1 tonne/m^3, Eve is 1.5. * The lowest and highest points of parts are calculated with respect to the water, and a submerged fraction of volume is calculated to modify buoyancy force. * Impact speed (tested against crashTolerance) depends on impact angle, with a configurable minimum multiplier. * Drag in water uses drag cubes and an accurate dynamic pressure calculation. * Drag scales from high on first vessel contact down to a lower value after a few seconds. * Drag also ramps back up when the vessel is below a minimum velocity (to model the highly turbulent flow when starting from a stop, and to make sure vessels do come to a stop). * Lift behaves similarly, starting near zero for the madly turbulent flow of initial contact or first movement, up to a reasonable value. * Various hollow parts have their displacement tuned to account for hollowness. * Solar panels lose flow rate underwater, rocket engines lose Isp. * Added underwater fog and tint, fixed camera issues underwater. Physics: * PhysicsGlobals now properly create the default values when Physics.cfg is removed. It includes many new values. * Drag coefficient changes based on the same factors as turbulent convection (a Pseudo-Reynolds number). This means higher drag high up in the atmosphere, and slightly lower drag when going very fast very low. * Asteroids have correct drag cubes now. * Fixed issue with radiator dragcubes being incorrect when the panels rotate. * Add missing drag cube overrides for hollow parts. * Kerbal EVA drag cube can now be specified in Physics.cfg. * Fix issues with override drag cubes and root parts during revert/quickload/vessel switch. * Fixed issues with female kerbal ragdoll rigidbodies. * Fixed a bug in calculating how solar flux diminishes in atmosphere. * Jettisoned Fairing panels now exist in a new layer (L19) dedicated to non-part physical objects. * Contact with L19 objects does not cause vessels to shift into 'landed' state. * Kerbals are allowed to stand on L19 objects, regardless of their own landed state (similar to how they behave when on ladders). * Contact with L19 objects only allows Kerbals to stand and walk while within a surface-level altitude/speed envelope. (contact with these objects in orbit has the same effect as bumping into anything else). * Eve and Jool had upper atmosphere changes to thin the top band. Duna now shares the molar mass of Eve but has a lower presure than before, leading to the same density (and drag) at sea level but better physical characteristics. Misc: * Fix surface horizontal velocity being incorrectly calculated. * Launch clamps are now properly kept at the launch pad, they will not follow the current vessel. * Fix an issue with localisation and settings.cfg. Fix an issue with plugging/unplugging controllers breaking/losing settings. * Save and load kerbal trait in save games, trait is generated from name hash only if not specified in the save. * Fix issue with solar day length not being calculated correctly when setting Kerbin's rotational period. * Workaround for kerbals becoming debris added, to prevent serious issues. * Sped up finding a given AvailablePart (especially relevant when populating the Load Craft menu). * Sped up craft loading slightly. * Sped up FlightIntegrator and in particular the Occlusion part. * Fix some bugs in resource requests that would lower throttle or miss resources. Optimized resource calls. * Jets now use a fuel mode that draws an equal percentage from all reachable parts (no-crossfeed parts will block crossfeed). * Fixed an issue with camera pitch underwater. * Fixed an issue with error spam from failed raycasts when >600m under water. * Fix an issue with fast EVAing kerbals leading to NaNs. * Fix an issue with compound parts and zero look rotation vector logspam, also slight speedup. * Optimized several contract/progress parameters to not require any code running in update-loops (they're event-driven now) * Fixed orientation of the sun light in IVA * All older careers will have their contracts upgraded to new versions, maintaining compatibility. * Many new career cheats added. * Contracts.cfg now fully comments itself. Editor: * Fix an issue where non-root parts spawned in the editor did not have their partInfo set correctly. * Fix an issue where symmetry mode could be increased past its limits. Part Class and Modules: * Fixed some issues in RCS, made RCS toggleable in the editor and gave it a thrust percentage slider. * Solar panels and radiators: fixed curve issue with solar panel efficiency where when at high temperatures the generated EC could go negative. * Solar panels and radiators now use dynamic pressure instead of (linear) velocity when calculating breakage. * Fix Solar panels and radiators to support sun tracking drag cube changes even if no extend/retract animation is specified, add support for an offset angle when tracking the sun. * Solar panels can now extend and retract in the editor. * Solar panels now respect aero shielding regarding EC generation. * Parachutes: fixed exception spam in parachute module in the editor, fix where parachutes would cut on decouple. * Parachutes now have a disarm option when armed and not yet deployed * Parachute stack icon background shows red when unsafe and yellow when risky. * Parachutes no longer flutter identically. * Parachutes no longer instantly snap to the velocity vector. * Parachute tooltip in the editor shows safe deployment speed near sea level on Kerbin. * Allow alternators and FXAnimateThrottle to be bound to MultiModeEngine, to an indexed engine module, or to a named engine module. * Fix some issues in ModuleAlternator, add support for a threshold below which no resource will be pushed/pulled. * FXAnimateThrottle can now optionally depend on engine output or engine currentThrottle, not on the vessel/UI throttle state. Can also modify anim speed rather than time. * Added support for layers to ModuleAnimateGeneric, ModuleAnimateHeat, and FXModuleAnimateThrottle. * FXModuleAnimateThrottle can now weight its animation based on wether the engine is active or not (used with multimode engines). * Allow MultiMode engines to share throttle state when switching and to have automatic switching be disabled (and the toggle for it not show up). * Made ModuleAnimateHeat more tunable due to new thermo. * Docking ports now have gendered as an option, and support limited docking angles. * Docking ports crossfeed state is now persistent and can be toggled in the editor and by action group. * Docking ports can have their 'decouple' mode set to stageable. * Docking ports node type field supports comma-delimited lists of valid types. * Fix an issue with shielded docking port orientation causing logspam in the editor. * Various Claw bugs that could break games are fixed. * Fix Airbrake action group persistence. * Give airbrakes the same thermal tolerance as other airliner parts. * Fix issue where the airbrake had no orientation vector set, thus resulting in continues "Look rotation vector is zero" messages when trying to attach in the editor. * Lower some out-of-norm crash tolerances for aero parts. * Ladders now properly have multiple drag cubes (due to their animations). * Fixed ladder extend/retract failing after a load in the editor. * Shrouds no longer glow on revert and can be set to only detach when the node opens, not just when the part is activated by staging. * Shrouds can be toggled off in the editor. * Control surfaces deploy state is now properly persistent. * Offset cargo bay interior nodes so the inside and outside nodes do not precisely overlap, to aid in part placement. * Procedural fairings set part mass in the editor as well as in flight, properly offset CoL, CoP, CoM depending on fairing state, properly reset drag cube after deploying. * Fixed issues with intake logic and display airspeed. Intakes can now have mach curves which can affect their efficiency at different mach numbers. * IntakeAir is no longer displayed, since it was confusing, instead engines show whether their current requirements are being met. * Engine modules support new curves for modify Isp based on air density and current mach number, so multFlow no longer exists as a toggle. * Fixed an issue where throttle was not reset to zero on flameout. * Engine modules now show percentage of their current propellant requirements being met. * Fix flow cap not being used in tooltip info. * Corrected an issue with the 'fuel flow' display. * ModuleAnimateGeneric events and action can be independently enabled/disabled per scene. * Make hatch obstruction check distance tunable per part. * Allow no-activation-when-shielded to be toggleable in cfg for engines and RCS. * Fix bandwidth calculation typo for ModuleDataTransmitter. * Activate gimbals when an engine activates, not only when an engine activates from staging the part. * Fix Brake Torque tweakable on wheels to have fuller range, allow adjusting stiffness in cfg. * Fix flow cap not being set in jet engine cfgs. * Intakes and engines can be set in their MODULE config to be disabled when under water (disableUnderwater). * Decouplers can have their staging and their crossfeed toggleable. * Fixed several edge cases where CargoBays would not update the shielded status of contained parts correctly. * Connected cargo bays now propagate any state updates to all bays in the connected space, ensuring all bays refresh when any of them does. UI: * Units have been added to various part tooltips and Thermal Data, and the part tooltip has more and better information shown. * Thermal Data shows when skin temp shown is the exposed temperature only or the unified skin temperature. * Heatshields now show data when Thermal Data is enabled. * Fixed temperature gauges bug where it was using internal max temperature, not skin max temperature, despite comparing that against the current skin temperature. * Made edge highlight separately toggleable from the gauges. * The settings menu now shows the various settings, and F10 toggles through all four possible arrangements. * Flags no longer count as active flights on the Resume Game interface in the Main Menu. * Fix issues with FlightLogger's values not accounting for reference shifts. * If a part on a vessel is targeted, display the vessel label over the part, not the center of the vessel. * Fix Center of Thrust marker in the editor (was not properly calculating direction). * Fix an issue where loading a save via the Load Save menu would not properly clear, nor load, AppLauncher messages. * Fix an issue where an unreadable agent texture would break agent loading (and contracts generally). * Made crew transfer available from the part right-click menu. * Made 'rename vessel' available in flight for a vessel whether or not it is under command (though a ModuleCommand still must be present for renaming in the flight scene). * Fix issues where partname not part title was used. * Fix vector to target (on navball) to calculate from current control-from-here transform to target transform, rather than vessel root transform to target transform. * Fix an issue where a tweakable being open might spam OnVesselModified events in the editor. This also lowers memory leaks. Input: * Double-tapping RMB now enables a mouselook-toggle mode, similar to RMB behaviour in IVA views. * Added independent key binding [backslash] for mouselook toggle * Mouselook mode can be cancelled by double-tapping LMB, MMB, or by tapping RMB or Esc. * Mouselook mode will also self-cancel on any scene changes, but persists through camera mode changes, for uninterrupted panning through multiple view modes. * Tapping ModKey no longer releases mouselook in IVA. Graphics: * AeroFX now tuned better (and more tunable), leading to mach effects down low without flaming rockets at mid-altitude. * The glow parts make when they heat too much (not the same as the highlighting they get when near maximum temperature) has been tuned. * Fix issues with flags resetting to default, flags never changing for first two Pad tiers. * Fix Val's missing visor in the main menu scene. * Add RenderType to some PQS and Scaled shaders to aid in visual modding. * Allow eye position offsets specified for seats in IVA, both for normal view and for the portrait view (different variables). * Allow IVA and IVA-kerbal rescaling. * Credits scene now has column bars on screen aspects wider than 16:9 (clamping max aspect ratio to 16:9) Modding Support: * Support having KSPEvents available even when the vessel is not under command (defaults to false, can be set true for an event). * Fix an issue with VesselModule / PartModule instantiation order differing for fresh and loaded vessels. * Fix an issue where VesselModule order could not be set, they now can override GetOrder, by which all VesselModules are sorted. * VesselModules default to order = 999 but FlightIntegrator has order 0 (this will allow easy setting of some modules to run before FlightIntegrator and some afterwards, 0 is a good delimeter). * GameVariables are now aware whether they are called from the rocket (VAB/Pad) or spaceplane (SPH/runway) side. * Catch errors during ScenarioModule and Contract loading, preventing breakage when mods throw exceptions during these times. * Fix an issue in assembly dependency version checking. * Added a new interface IActivateOnDecouple that will call the stated method when the part decouples on the stated node. * ConfigNodes/values support comments (which will be serialized on write). * Add fallback tech tree URL in case the main URL fails to find a valid tech tree. * PartModules can toggle their part being in the staging list or not. * Decouplers (and docking ports, but it defaults unstaged) have it on by default. This is part of the base PartModule so all that is needed to implement is add some settings to the MODULE. * Resources now have an isVisible flag, which determines whether the resource is visible on the right-click menu. Applied it (as false) to IntakeAir. * KerbalEVA now uses the rotPower member. * Fix enum parsing in BaseFields (i.e. KSPFields). It should now work. * Support tagging models with Drag_Hidden (like Icon_Hidden) so they will not be rendered when rendering drag cubes. * Added OnFlightUIModeChanged event, fired from FlightUIModeManager. (notifies of changing between Staging, Docking and Map modes in flight) * High-warp (analytic) thermo supports three interfaces, IAnalyticTemperatureModifier, IAnalyticPreview, and IAnalyticOverheatModule for better customization, and uses new fields in Part for tuning. =================================== v1.0.4 ============================================================ Bug Fixes: * Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.0.3 saves would cause the game to crash. =================================== v1.0.3 ============================================================ New: Parts: * Added five new Radiator parts, three of which are deployable. Bug Fixes and Tweaks: Misc: * Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial. * Made part's internal highlighter much more efficient. * Disabled flashing highlighter in temperature gauges. (fixes memory leak with temperature overlay) * Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values. * Fix for horizontalSrfSpd being incorrectly calculated. * Fixed unfortunate typo in the Docking Tutorial. * Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors. Thermal: * 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes. * Parts now have separate internal temperature and skin temperatures. * Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage. * Part internal temperature is increased by modules that generate heat and is used for part-part conduction. * Part internal and skin temperature also conduct between each other. * Solar panel efficiency is now calculated based on skin temperature. * When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures. * When not in an atmosphere, only one skin temperature is tracked. the two temperatures are unified on atmosphere exit. * Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature). Physics: * Added curve to control drag coefficient exponent to DCL and Physics.cs * With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match. * Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor. * Convection min area typo corrected. * Newtonian convection kept pace with hypersonic convection. * Drag curves modified to lower transonic hump. * Wing curves modified to lower change in drag based on deflection. * Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat. * Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater. * Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is. * Clamped convection correctly so you will never pass external temperature. * Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). That corrects so steep reentries are in fact deadlier than shallow ones. * Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for drogue chutes. * Parachute module updated to use the new convection code. * Skin temperature variables are controllable on per-part basis. * Sped up Flight Integrator slightly by minimizing repeated loops through parts. * Better compute various vessel values This should lower phantom orbit changing and wobble! * Remove thermal mass as a factor in conduction rate: what matters is area. * Add conduction between parts' skins (as well as between the internals of parts, between a part's internals and its skin, and between the exposed and unexposed skin of a part, all of which were already in.) * Fix some small issues in conduction (better clamping), sped it up slightly. * Fixed issue with radiation (no longer have to use dirty hack to prevent parts blowing up). * Lowered skin thickness slightly globally, made magic number sane (part.skinMassPerArea is now in kg/m^2). * Added Hsp (resource thermal mass value) to Ore resource. Parts: * Updated Mk1 Inline Cockpit model. * Further decrease in LV-N heat production. * Rebalance of SRB for the new drag changes. * KR-2L description updated, mass to 9t, SL Isp to 255. * Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet Isp halved due to increased fuel quantity and lower drag. * Lowered LV-N heat a bit, still a bit hot. * Edited KS-25x4 "Mammoth" engine description. * Update description of radial-mount engines to recommend use for extra attitude control. * Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its LFO counterpart as Mk2 parts do. * Radial attachment point cost lowered. * Shielded docking port radial attach node fixed. * Aerospike mass lowered as a buff (it needed a buff to compete with late-tier engines) and tangents fixed. * Heat shield thermal mass modifier increased to 0.05 to deal with increased heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss. * Mk3 cargo bays have override cubes (they got missed when cargo bays got custom cubes) - should now have expected drag. * New large landing gear have override cubes (cubes were reversed). * Mk3 parts have breaking forces/torques specified and should no longer break on landing. * Mk2 cockpits have same breaking force/torque as other Mk2 parts. * Ablator resource heat capacity increased. * Rebalanced LV-1 to have Sea Level ISP of 80. * Rebalanced Poodle to have Sea Level ISP of 90. * To fix spaceplane vs pod reentry and better allow hot reentries, temp is separated between part internal temperature and part skin temperature. * Fixed some occlusion issues. Occlusion is now over-generous rather than under-generous. * Buffed heat resistance of spaceplane parts. * Added in CoL and CoP offsets for wing parts, no longer at the attach node. * Fix for ablator and configs not taking skin temp into account. * Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent. * Fixed potential exploits with sci lab. * Removed transparency and added direct-attach node to heat shields. * Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the shield. * Added a tuning factor to conduction between parts with different shielded states, so a cargo/service bay won't conduct much to parts within it. Since radiation is disabled for parts within bays, they'd just increase in temperature with no way to cool during reentry, and parts in bays would be the first to blow up on reentry. * Upped non-drogue chute default full-deploy altitude since pods were crashing before the chute fully opened. * Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now around 290m/s at sea level rather than 250). Increased the time to fully deploy slightly so less of a G shock. * Increased max temp of linear RCS, slightly decreased max temp of RCS quad. * Tweaks to fairings to change the skin:internal thermal mass distribution, and better protect parts inside fairings and cargo bays. * Not-Rockomax Micronode side stack nodes corrected. * Parachutes now have deployment warnings in the Part Action menu, when it's safe to deploy etc. * Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly helps mitigate flameouts due to resource transfer issues. * Balanced thermal mass of drogue chutes to correct max opening velocities. * Attach node refinements on Wing Connector Type A and Structural Wing Type A. * Removed drag from Intake context UI. Modding API: * flow multiplier curves can multiply thrust rather than flow. * Added method to convert string to ConfigNode. * Un-hardcoded altitude for navball velocity indicator to change modes. FX: * Heat animations for engine nacelles and 1.25m intakes. * SR-71 style exhaust flame for TurboRamjet. * Nose and tail cones heat animation. * Fixed incorrect transparency on the letter P on the UKSA flag. =================================== v1.0.2 ============================================================ Bug Fixes and Tweaks: Thermal: * Fixed ships potentially overheating when splashed down. Parts: * Small tweak to Mk16 parachute drag. =================================== v1.0.1 ============================================================ Bug Fixes and Tweaks: Thermal: * Temperature gauge system. * Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster. * Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts. * Parachute heating/burning. * Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates. * Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated * Updated emissivity for spaceplane configs. * Lowered heat production on LV-N. Resources: * Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic. * Removed Overheat Throttle mechanic. * Increased mass of Ore tanks to match wet/dry ratio of stock tanks. * Aerodynamics * New values for physics global drag and lift multipliers. * Added a CoP offset calculation to procedural fairings * Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan) * Fixed occlusion on mk2 docking port. * Fix for Laythe's atmosphere. Solar Panels: * Solar panels now use the proper inv square from FI's solar flux. * Removed obsolete power curves from solar panels. * Rebalanced solar panels against each other. Career: * Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker. * Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment. * Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour. * Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety. * Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears. * ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity. * Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight. * If the game cannot find an agent listed in the save file, it will pick a random agent. * Remove some debug information from survey waypoint generation. Parts: * Added Tier 0 rocket fin. * Added RescaleFactor to the RT-5 (preventing a potential regression bug). * Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part. * Fixed an issue where the physicsSignificance flag was set to 1 for heat shields. * Added an option to clamp the lower bound of the deploy pressure of parachutes. * Adjusted parachutes to open at a slightly higher atmospheric pressure. * Fixed fairings not initializing their masses in flight properly. * Added module info section for fairings. * Rebalanced engine entry costs. Miscellaneous: * Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part's drag cube information in their info. * MapSO and CBAttributeMapSO methods made virtual and member variables protected. * Made physics-less part mass effect KB mass value. * Zero part count vessels will not be run through Flight Integrator. * Increased mass on some wings. * Fixed a nullref being caused when clicking between vessels and empty space in map view. * Vessels that blow up in atmosphere properly kill off their crew members. * Added Part temperature gauges/highlighting (toggle with F10). * Part temperature overlay can now be toggled with F11 * Part aerodynamic forces overlay can now be toggled with F12 =================================== v1.0.0 ============================================================ * New: Editor: - New Engineer's Report Toolbar App, provides warnings and advice during construction, notifying players of possible design issues with their ships. - Added 'Cross-Section Profile' Filter to Parts List. - Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser screens. - Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one - Added confirmation dialogs when overwriting a save, launching or leaving editor without saving. Aerodynamics: - Complete overhaul of the flight model. - Lift is now correctly calculated and applied for all lift-generating parts. - Drag is now pre-calculated automatically based on part geometry, and applied based on part orientation in flight. - Both lift and drag are dependant on density and the speed of sound. both properly calculated from temperature and pressure. - Stack-mounted parts can occlude each other for drag calculations. - Lift-Induced drag now properly simulated. - Stalls are now properly simulated. - A new body-lift system meaning parts can induce lift even if they are not designed to do so. Heat Simulation: - Completely revised part heating model, energy flux is considered, not merely temperature. - All game temperatures changed from ‘Kervin' to proper Kelvin. - Radiative, conductive, and convective heating and cooling are simulated. - Parts can have individual radiative, conductive, and convective properties. - All parts now emit a blackbody radiation glow if they get hot enough. - Conduction between attached parts is more accurately modelled. - Parts can occlude other parts from being exposed to sunlight, celestial body albedo/radiation and supersonic flow. - Reentry/hypersonic flight heating is now simulated. - Added difficulty Setting to scale aerodynamic heating. - Atmospheric temperature, and thus density, takes latitude and sun position into account. - Celestial bodies accurately emit thermal radiation making nearby craft warmer. - Service modules, fairings and cargo bays can be used to protect parts inside from heat. - Heat shields provide (finite) ablation-based protection for parts behind them. Parts: - New procedural Fairings added, in 3 sizes - New Heat Shields added, in 3 sizes - Service Bay parts added in 1.25m and 2.5m sizes - Several new Landing Gear parts added, in many sizes. - Many New large airliner and shuttle style wing sections added. - Large wing sections have internal fuel tanks. - All old spaceplane parts overhauled with a more up-to-date style. - Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomous SAS module. - New atmosphere scanner part added. - New Inline Xenon Tank part added. - New RT-5 'Flea' Solid Rocket Booster added. - New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer into Electricity when turned on. - New models for Circular and Ram air intake parts. - New models for Engine Nacelle parts. - Several new nose cones and tail sections. - New Airbrake part. - New module for Airbrake parts, responds to Brakes input and can also be used as pitch/yaw actuator. Internal Spaces: - Added new IVA space for the Mk1 Inline cockpit - Added new IVA space for the Science Lab - Added new IVA space for Mk3 Shuttle Cockpit - Added new IVA space for Mk3 Passenger Cabin - Added new IVA space for Mk2 Passenger Cabin Resources: - Added 'Ore' resource, which can be mined across the Solar System - New drill part added - Ore container tanks added - ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or MonoProp - Three new Ore scanner parts added - Added new MapView overlays displaying Ore density for all Celestial Bodies. - Support for moddability of resources added (including atmospheric and oceanic) - New Difficulty Setting to scale resource abundance (both stock and modded). - Asteroids can also be mined for Ore. - Engineer Kerbals are able to ‘overdrive' drilling equipment for increased yield (and less safety). Kerbals: - Female Kerbals added, with new randomly-generated female names - Valentina Kerman (Pilot) added to initial Crew Roster - Kerbals are now able to clamber onto ledges within reach, because their jobs weren't dangerous enough already. - Kerbals can now climb out of ladders onto ledges. - Tourist Kerbals added. They have zero skills, are unable to control vessels, and are required to keep their heads inside the vessel at all times. - Kerbals now cost increasingly larger amounts of Funds to hire in Career Games. R&D: - R&D Tech Tree completely revised. Several new nodes added. many, many parts reassigned for a better progression. - Kerbal Scientists are now able to restore inoperable experiment modules. - The Science Lab has been retooled to run long-term research on experiment data, providing much higher amounts of science over time. Graphics: - New Smoke effects added to Launchpads - New Surface Effects added whenever rocket engines fire near terrain - New Water Effect added whenever rocket engine fire near water - Revised all part shaders for improved rendering of lighting effects and shadows. - Main Flight UI can now be made transparent. Career: - Added new Tourism contracts and tourist kerbals. - Added ISRU resource extraction contracts. - Added Grand Tour contracts. - Replaced Rescue contracts with Recovery contracts, which can ask the player to recover a part, a kerbal, or both, and can spawn on the surface of planets, with "props" nearby. - Added two 'immediate' Strategies to convert existing Reputation and Science into Funds. - World First contract line now extends all the way out to Eeloo, and is dependent on player progression. - Record contracts are now always active, and will complete in order even over the course of a single mission. Tutorials: - All tutorials revised and rewritten to explain most game features. - Expanded Flight Basics Tutorial to cover the essentials of launching into orbit. - Added new Return from Mun tutorial. - Added new Science and R&D Tutorial. - Added new Docking tutorial. Flight: - 'Warp To' action added to orbit context menu. Allows warping to a specific spot along your trajectory. - 'Warp to next morning' button added to KSC toolbar. - Asteroids can now be found orbiting near Dres. - Engine thrust now varies according to Isp and throttle setting, instead of the other way around. Controls: - Completely revised Input Mapping system. - Flight input bindings is now much more straightforward and more flexible as well. - Duplicate control bindings for Docking/Staging modes now replaced by a much more robust system based on secondary key bindings. - Joystick Axes are now consistently enumerated and persist across sessions. - Up to 10 joysticks with 20 axes each now supported. - Added secondary channels for Axis Bindings. Cameras: - New 'Chase' Camera mode added, old mode now called 'Locked'. - Added Camera wobble/vibration effects during flight (engine vibration, explosions, ground roll, G-force, and many more) - TrackIR support added to all game views (toggleable independently in game settings). (FreeTrack also reported to work) - Added FOV control to main flight camera. (Hold ModKey and zoom) * Bug Fixes and Tweaks: Editor: - Fixed several issues with editor attachments, attachment node orientation and symmetry. - Shift+Clicking a 'frozen' part in the editor will detach it from its parent. - Fixed several bugs with cloned parts and persistence. - The editor no longer requires a full scene reload to load new craft files. UI: - The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields. - Several part context menu actions now properly apply to symmetry counterparts automatically. - Added new custom cursors. Simulation: - Fixed 'infiniglide' bug. - Switching SOIs no longer causes the next orbit to change at high time warp rates. - Added a warp speed limit when approaching an SOI transition. - Kerbal EVAs should no longer fly off when disembarking in space. - SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly. - Parachute deployment should no longer cause vessel disassembly at high physics warp rates. - Deployed parachute sway now actually has an effect on the vessel. Parts: - LV-N "Nerv" Engine now runs solely on Liquid Fuel and has no gimbal. - OSCAR-B tank can now be surface attached - Air-breathing engines now drain fuel evenly from all tanks in a vessel. - Fixed radial decouplers not applying ejection forces correctly. - Parachutes no longer cause massive G spikes when opening. - Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups. - Stats of Antennas revised for a proper progression with the more advanced models. - Added nicknames to all engine parts. - Revised and balanced part costs. - Balanced fuel amounts for Mk2 and Mk3 tanks. - Balanced engines (Isp/thrust/mass) in line with the new aerodynamics. - Added fuel gauge to LV-1 "Ant" engine. - Materials Bay now faces away from the part it's radially attached to. - RoveMate rover body is now a probe body as well. - The unshrouded solar panels are now non-retractable. - Balanced probes electric charge usage, mass and crash tolerance. - Lowered crash tolerance of the Structural Pylon to 70 from 999! - All parts given ‘bulkhead profile' tags in cfg files. Profile tags inferred automatically for parts missing this field. - Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays. - Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay. - RCS thrusters will not function if stowed inside a closed cargo area (or fairing). - Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing). Audio: - Much improved flight ambience sounds for Kerbin and other bodies with atmospheres - Added new sound effect when pulling high G forces. - Eliminated audible gaps on several looping clips. Effects: - Improved sound/particle effects for all Air-Breathing engines - Splashdown effects no longer spawn underwater. General: - All part textures converted to DDS format, load times are now 3x faster. - Fixed a serious persistence bug which prevented Scenario/Training saves from updating scenario modules properly. - Fixed persistence bugs which caused state data from Upgradeable Facilities to carry over to other saves. - Fixed an issue which caused Kerbals to not be generated randomly enough, which led to slowdowns with larger Crew Rosters. - Fixed issues with the terrain during scene switching making scene load times faster. - Fixed terrain scatter generation which was causing memory leaks. - ‘Elon Kerman' added to name pool. - Crew name generator can now output 10,000+ female names - Fixed an issue with markers in the KSC scene potentially causing the game to lock up. - Restructured GameData folder, integrated the NASA folder into the Squad one. - Valentina Kerman added to Main Menu's Space scene. Gameplay: - All contracts other than World Firsts or Records are halted until the player reaches space. - Prevent "stacking" of various contract types. - Resource parts added into satellite, station, and outpost contracts. - Prose of contracts involving kerbals re-evaluated with gender appropriate text. - All contracts in career given balanced income for all three currencies. - Science and reputation no longer scale with the celestial body of a contract, and are handed out more conservatively in general. - All strategies in career given equivalent exchange rates. - Aggressive Negotiations strategy given a discount on building repair/upgrade. - Recovery Transponder strategy now lowers maximum recovery rate, while raising minimum recovery rate. - Facility upgrade costs re-evaluated, lowered by about a quarter overall. - Kerbals now properly receive experience for suborbital flights. - Part Test contracts now request much saner flight parameters. - Survey contracts choose much saner locations to survey. - Sensor Experiment Modules are now able to perform experiments in all situations. Debugging/Modding: - The R&D Tech tree is now defined in a cfg-file. - The cfg file for the Tech Tree is defined separately for each save. - GameVariables methods are now all virtual and can be overwritten by mods. - Added a new set of debug tools to tweak Physics parameters. - Added a new set of debug tools to tweak R&D tech tree nodes and part assignments. =================================== v0.90.0 Beta ======================================================= New: Editor Overhaul (Gizmos): * Added Offset and Rotation Gizmos to Editor ([2] and [3] keys) * Added Re-root tool to Editor ([4] key) * Gizmo coordinate system can be toggled between Absolute and Local with the [F] key. * Rotation and Offset gizmos can also snap to angles and to a 3D grid. * Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame. * Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo) * WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations. Editor Overhaul (Parts List): * Fully overhauled Parts List UI. * Added Filters system to allow new methods to find parts, apart from the existing category tabs. * Existing categories overhauled into 'By Function' Filter. * Split Propulsion category into Engines and Fuel Tanks. * Added 'By Resource' Part Filter: Lists parts based on resources they contain/use * Added 'By Manufacturer' Filter: Lists parts based on their manufacturers * Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement. * Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree. * Custom Filters (and subcategories) can also be created and edited for user-made collections of parts. * The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering). * Added Sorting by Size to parts list * Added Sorting by Cost to parts list * Added Sorting by Mass to parts list * Added Sorting by Name to parts list (default) * Subassemblies can also be sorted and arranged into custom categories. Editor Overhaul (General): * The VAB and SPH are now based on a single scene. * Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game. * Most editor Keyboard inputs are now remappable. * All Craft files can now be cross-loaded in the VAB and SPH. * Crew assignment is now fully persistent during construction, including detached parts. * Vastly improved placement logic for angle-snapped parts. * Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key * Radial Symmetry coordinate frame can also be toggled with [F] key. Upgradeable Space Center Facilities: * All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities). * Added new models for KSC facilities at each level. * KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately. * Upgrading Facilities costs Funds, lots of Funds. * Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair) KSC Facility Upgrade Effects: * Vehicle Assembly Building / Spaceplane Hangar: - Increase part count limit - Unlock Basic and Custom Action groups * Launchpad / Runway: - Increase Mass Limit for launched vessels - Increase Size Limit for launched vessels * Tracking Station: - Unlock Patched Conics in Map View - Unlock Unowned Object Tracking * Astronaut Complex: - Unlock EVAs off of Kerbin's surface. - Increase Active Crew Limit - Unlock Flag-Planting during EVA * Administration: - Increase Active Strategy Limit - Increase Strategy Commitment Limit * Research And Development: - Increase Max Science Cost Limit - Unlock part-to-part Fuel Transfer - Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex) * Mission Control: - Increase Max Active Contract Limit - Unlock Flight Planning (Requires Patched Conics in Tracking Station) Space Center (General): * All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible). * Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels. * Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats. * Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level. * Space Center ground sections and Crawlerway change levels based on level of neighboring facilities. * The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures. Facility Interiors: * Editor scenery now loads independently of the editor scene. * Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH) * The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside. * Interior Scenery loads based on current editor Facility and Facility Level. * Added new 3D interior scenery for Level 1 and 2 VAB * Added new 3D interior scenery for Level 1 and 2 SPH * Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI * Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab) * Added new 2D interior backdrops for Level 1 and 2 Mission Control UI * Added new 2D interior backdrops for Level 1 and 2 Administration UI Parts (Mk3 Spaceplane Set): * Added 15 new 'Mk3' parts: - Mk3 Cockpit (IVA is blank atm) - 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions) - 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions) - Mk3 MonoProp Tank - Mk3 Crew Tank (holds 16 Kerbals, IVA is blank) - Mk3 - Mk2 Adapter - Mk3 - 1.25m Adapter - Mk3 - 2.5m Adapter (slanted) - 1.25m to Mk2 Adapter - 1.25m to 2.5m Adapter - 1.25m to 2.5m Adapter (slanted) - 3.75m to Mk3 Adapter - Mk3 Cargo Bay Long - Mk3 Cargo Bay Medium - Mk3 Cargo Bay Short * Old Mk3 cockpit, fuselage and adapter removed. Parts (General): * Struts and Fuel Lines now use a common base system called CompoundPart. * New CompoundPartModule base class added to provide functionality for parts based on CompoundPart. * Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart. * Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart * Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart. * LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted. * Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly) Kerbals: * Kerbals now have Skills they can develop. * Kerbals now gain experience after returning from missions. * Kerbal Experience is needed to level up crew skills. * Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab). * Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes. * Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard. * Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing). SAS Overhaul: * SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available. * Level 0 pilots and basic probes provide basic SAS functionality (kill rotation) * Higher level pilots and more advanced probes provide new Autopilot Functions. * Added new Autopilot System featuring 8 modes: - Stability Assist (Basic SAS) - Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors. - Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors. - Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target. - Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector. * AP modes respect the current reference frame on the navball (surface, orbit or target). * Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level. * Removed ModuleSAS from all parts except probe cores. * Tweaked the R&D tech tree progression for all probe cores. * Tweaked costs and descriptions for all probe cores. * Probe cores set up with progressing levels of SAS service. New Contracts (Fine Print Mod by Arsonide): * Added asteroid redirection contracts. * Added surface outpost construction contracts. * Added orbital station construction contracts. * Added satellite deployment contracts. * Added survey contracts at specified locations on the map. * Fine Print contracts revised and overhauled with new graphics and to follow Career progression. * Fine Print contracts unlock based on KSC Facility level when applicable. * Existing contracts also revised to better follow progression of KSC facilities. * Existing and new contracts revised to be configurable. New Biomes: * Added new Biome Maps to all celestial bodies. * Over a hundred new biomes available in total. * Added cheat menu option to visualize biomes in map view. Misc: * Added a one-page 'Welcome Intro' tutorial module to all newly-started games. * Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to. * Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas. * Added new ESA flags. * Improved some of the Loading Screen images. * Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size. * Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level. * Added new sound fx for gizmos and re-root in editors. * Added new destruction FX for all new facility models. * Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior. Bug Fixes and Tweaks: * KSPScenario 'Remove' creation options now work. * Added new PreSAS and PostSAS callbacks to vessel API. * Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can. * Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway) * Fixed several issues with destructible building persistence. * KSC grounds grass shader now uses worldspace UV coords for consistent tiling. * KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain. * Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales. * Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors. * Tweaked sideslip factor in landing gear (was much too strong). * Increased Mk55 Engine's ISP and gimbal range. * Fixed an issue with part rotation and placement using Mirror symmetry. * Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry. * Re-saved all stock craft so they are fully compatible with this version. * Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data. * Crew auto-hire will respect Astronaut Complex crew limit. ====================================== v0.25.0 ========================================================= Highlights: Destructible Facilties at KSC: * Crashing into buildings at KSC can now cause them to collapse, which although satisfying, is very counter-productive to the Space Program. * Destroyed Facilities won't function until repaired, although most facilities can still operate with some degree of damage. * Repairing broken facilities will cost you in Career Mode. * Added a new Context Menu to Facilities at KSC which show extra info and to repair when necessary. New Explosion Particle and Sound FX: * We've added a huge new set of sounds and effects, which can be seen (and heard) whenever a facility at KSC gets destroyed or repaired. * Part explosions have also been overhauled for much more violent and better-looking fireworks. New Difficulty Options Menu: * A new panel is now available when starting a new game (and also through the in-game settings menu) to allow configuring difficulty settings, like whether or not crews can respawn, whether facilities can be destroyed, and several other parameters. Administration Facility: * Added a new facility near the Astronaut Complex, and lets you access the Strategies screen. * Added a new music track to play in the background of the Admin Facility, called "Stratejazz". Strategies: * Managing your Career is greatly expanded with the addition of Strategies. Strategies let you take control over how your Space Program is managed, allowing you to tune it to best fit your own playing style. * Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, Linus Kerman, Science rep and Wernher's intern (because Wernher is too important to be bothered with these meetings) and Walt Kerman, PR representative who takes his job very literally sometimes, and Gus Kerman, head of Operations, who hopefully cleaned his boots before showing up this time. * Strategies are of course, completely mod-friendly, and defined through cfg. So are the departments, in fact. Crew Transfer: * Kerbals in the same vessel don't need a spacesuit anymore to switch seats. Just click the crew hatch and select Transfer to tell them to go sit somewhere else. Spaceplane Parts Overhaul: * We've incorporated many parts fromthe very awesome SpacePlane Plus mod by Chris Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul. * Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage Sections and even Cargo Bays added. * All parts in the Mk2 set were redesigned to be symmetrical in 3 axes. They also act as lifting surfaces too. * The Mk1 Cockpit and Mk1 fuselage sets were also overhauled, and we've also added a new Inline intake part. * Rebuilt all stock vessels using the new parts. * Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, Structural wind, Wing Connector, Mk2 fuselages) KSC Vessel Markers: * You can now see (and focus/recover) vessels landed near the Space Center directly from the Space Center scene. Markers will show their positions and expand to show extra information when clicked. NavBall Vectors: * The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, Radial In/Out, Normal and Antinormal. * Off-screen maneuver vectors now have an arrow which points towards them so they're easier to find. New: Flight: * Added a new stock craft, the Learstar A1: A hybrid multistage vessel that functions very much like the Shuttle did. * MapView Filtering state is now persistent. * Added a Full Throttle Key (Z) * New "Space Center" Button above the altimeter allows you to return to the Space Center without having to go through the Pause Menu. * Added MonoProp gauge to OMS engines on staging stack * Added 'Return to Editor' buttons to flight end dialog when Reverting isn't allowed (due to difficulty settings). Editors: * VAB and SPH scenes now show visible KSC facilities in their current states (as in destroyed). * Hold ModKey to override surface attachment in editors (when you want to stack to a node but can't because the part insists on sticking to the surface). Crew Management: * Automatic Crew Hiring is now disabled depending on difficulty setting. Scenery: * Tweaked the main terrain shader to use worldspace triplanar mapping on near detail textures. This means we now have enough texture accuracy to texture small rocks or even blades of grass. This is still an ongoing project though, not all Celestial Bodies use this new shader yet. R&D: * Entry Purchases in R&D are now required depending on difficulty mode. * Added a 'Purchase All' button to purchase all parts after researching a node in R&D. * Science Results in Sandbox Mode. They may not be worth much Science (or any at all), but running science experiments in Sandbox Mode will now show you the same results as in other game modes. * Recovering/Transmitting Science Data requires an operational R&D Facility (as in not destroyed). Misc: * GameDatabase code tweaked to allow modders to write their own asset loaders. * Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving and boarding * Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-res (multisampled) screenshots. * Application Launcher added to tracking station (Messages and Contracts App visible). Bug Fixes and Tweaks: * Fixed a small bug where entering the KSC scene for the first time in a session would cause it to jitter from FP inaccuracy. This fixed itself after going into other scenes, but was annoying nonetheless. * Tweaked text on Editor Cost Widget, so characters align with the Funds widget below. * Funds Widget now has commas to separate groups of 3 digits. * Fixed a bug in the Editor which prevented some parts from attaching properly to n-couplers using symmetry (like the RamJet Turbines) * Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's official mod site. * Massive reorganization of the part folders in the GameData directory. * Inline Reaction wheel rescaled to size 0, since it was redundant with the Advanced Reaction Wheel module before. * Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is now 1.8 * Tweaked the intake area of several intakes for better consistency. * Fixed Experimental parts not being available in cases where the node was researched but the part itself not purchased. * Set up a transition matrix system to bypass unnecessary loading screens on some scene transitions. * Improved number formatting on all Contract values, from "F1" (123456789.0) to "N1" (123,456,789.0) * Overhauled the in-game settings dialog UI, which was sorely in need of some attention. * Removed useless 'None' option for Docking Lin/Rot state when assigning a key or axis in the Input Screen. * Revised and updated in-game and readme credits. * Fixed mouse detection for KSC facilities not working if camera was zoomed too far out. * Fixed a bug where crew portraits would draw out of place after switching vessels. * Fixed a bug which could cause a general game breakdown on rare occasions when vessels planted themselves into the ground. * Fixed Index Out of Range exception and general crash on moving to flight after deleting a crewed part in a certain way. * Kerbal recovery reward set to zero for the time being, to stop reputation exploit from recovery at the launchpad. * Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a Mk1 type part anyway). * Fixed several cases of UIs not stopping mouse clicks on objects behind themselves. * Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and possibly other dialogs too. * Contracts App panel is now scalable in the VAB/SPH * Fixed missing title bar on VAB/SPH on larger resolutions * Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used. * Fixed scaling issues with OMS Engine. * Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship design. * Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurface instead. * Fixed minor visual issue with galaxy backdrop. * Moved over ion engine and xenon tanks to Propulsion from Utility. * Fixed Staging input locks not clearing if leaving the Editors while hovering over staging icons. (resulted in total game freeze) * Improved GUI skin for input page in Game Settings scene. * Editor sidebar panel transition speed increased. ============================ First Contract (v0.24.2) =================================================== HOTFIX: * Fixed a critical issue which prevented opening the right-click menus for several parts. ============================ First Contract (v0.24.1) =================================================== Bug Fixes and Tweaks: Parts: * Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft. * O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller). * Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly. * Fixed an issue with some decoupler modules failing to apply ejection forces when activated. * Fixed missing FX components on root parts after resuming a saved game or reverting. * Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules. UI: * Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB. * Fixed an issue with custom staging icons and switching vessels. * Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages. Contracts: * Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract. Tutorials: * Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete. Flight: * Fixed vessels not leaving 'pre-launch' condition during take-off roll. * Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state. Game Balance: * Tweaked costs for several spaceplane and aerodynamic parts: - Advanced Canard: 900 -> 800 - Standard Canard: 1500 -> 720 - Delta Wing: 500 -> 680 - Swept Wing: 500 -> 620 - Wing Connector: 500 -> 560 - R8 Winglet: 500 -> 640 - Structural Wing: 500 -> 540 - Aerodynamic Nose Cone: 680 -> 240 - C7 NCS Nose Cone: 680 -> 320 - Rocket Nose Cone (large): 1000 -> 450 - Standard NC (small): 680 -> 180 Modding: * Added IPartCostModifier interface, to allow part modules to tweak a part's cost. ========================= First Contract (v0.24.0) ======================================================= New: * Currencies: - Added Funds and Reputation as new Career Mode Currencies. - Funds are required to launch vessels. - Part Costs are now in use in Career Mode. - Resources like Liquid Fuel and Mono Propellant now have costs of their own, which figure into the cost of a launch. - Tweaking a part's resource sliders in the Editors will adjust the cost of the vessel accordingly. * Mission Control: - The Mission Control Facility is now active in Career Games. - Mission Control allows you to select Contracts, review them, and either accept or decline them. - Added Gene Kerman as advisor in the Mission Control screen, ready to give his opinion about what you're doing. - The Mission Control screen also features an 'archives' tab, where you can review previously-completed contracts. * Contracts: - Contracts require you to complete objectives, in order to gain Funds, Science and Reputation - Once accepted, contracts must be completed before the deadline expires. - Contracts will fail if the deadline expires or if some critical parameter fails (like killing a Kerbal in a mission to rescue him). - Added procedurally generated 'mission briefings' for contracts, which may even make sense sometimes. - Contracts come in three levels of Prestige ("Trivial", "Significant" and "Exceptional"). Higher levels offer greater rewards and are usually more ambitious. - Reputation regulates the amounts of each level of contracts on offer. * Early 'Starter' Contracts: - First Launch: Launch any vessel. - Altitude Records: Set a new altitude record. - Reach Space: Escape Kerbin's atmosphere - Achieve Orbit: Achieve a stable orbit around Kerbin. * Dynamically Generated Contracts: - Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable). - Collect Science: Return or transmit any scientific data from a specific location. - Rescue Kerbal: Rescue a Kerbal who is stuck in orbit. - Plant Flag: Plant the Agency's flag on the surface of a given location. - Explore: Complete several exploration goals for an unexplored location. * Agencies: - Added Agencies, which offer contracts. - Each agency has its own personality traits, which affects the generation of the contracts they offer. - Agency Logos added from the winners of the Community Logo Design Contest. - Clicking the agency logo in the Mission Control screen will display extra info about the Agency. * Vessel Recovery: - Recovering vessels now refunds you for the value of recovered parts and resources. - Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value. * Space Center: - Added a universal time clock to the KSC scene UI. - Added a Pause Menu to the KSC scene, instead of leaving to the main menu immediately on pressing the Quit button. - The KSC Pause Menu allows saving and loading with a custom filename. * UI: - Added new UI Toolbar, which exists in all game scenes and is mod-friendly. - Added new UI Widget to display state of ongoing Contracts in Flight, KSC and the Construction Facilities. - Added new UI Widgets to display the current amount of Science, Reputation and Funds. - Added Messages UI App, shows messages about contracts and such. - Redesigned the Resources Panel from flight as a toolbar app, overhauled panel graphics. - Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary', displaying information about recovered Experiments, Parts and Crew. * Parts: - Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel + Oxidizer. - Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopropellant. - Gimballing Engines now respond to roll input. - 4x Engine Cluster and RAPIER Engine have gimbal roll authority even if stacked over the centerline (due to multiple nozzles). * Builds: - Added Windows 64-bit executable. * Tutorials: - Added several new tutorials. * Game: - Added 'Science' Game Mode, where Science is the only currency and Mission Control is closed (as in pre-0.24 'Classic' Career). Bug Fixes and Tweaks: * Flight: - Asteroids are now able to collide with other asteroids. - New launches now start with throttle set to 50%, like in the old days. - Saving restriction when throttled up removed. - Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle. - Improved logic for detecting a vessel in 'orbiting' situations. * Editors: - Fixed a bug in the editors where dragging a part off the ship and deleting it straight away would not generate an undo state. - Fixed a bug where ctrl+clicking over a part in the build area would not reveal the part in the parts list. - Orientation of VAB scenery rotated so spacecraft orientation is consistent at launchpad. - VAB Flag moved to the opposite wall. - Redesigned the Parts List UI 'Footer' section. * Tracking Station: - Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind. * Space Center: - Launchpad and Runway Launch Dialogs now show vessel costs. - Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit the selected vessel. - Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts' (for editing). - Added new Pre-Flight Checks to prevent launching vessels containing invalid parts or with costs exceeding available Funds. * Solar System: - Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 seconds shorter). - Slight optimization to Kerbin, Mun and Eve surface shaders. * Parts: - Resource flow mode can now be defined for each propellant on Engine, EngineFX and RCS Modules in the part config. - Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air intake + fuel tank combos. - Tweaked Costs for almost every part. - Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components. - Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel. - Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active. - Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations. - ModuleRCS can now use multiple resources. - Fixed an issue where decoupling Physicsless parts while moving at speeds up to 700 m/s could result in unplanned vessel disassembly. * Tech Tree: - Revised R&D node layout so 'control' type nodes have a more logical progression. - Moved basic RCS parts to tier 4 (from tier 5). - Added more connections into aerodynamic parts from other nodes on tiers 5 and 6. * Progress Tracking: - Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes. - Fixed AltitudeRecord progress node (now used for contract generation). * Crews: - Fixed crewmembers not being properly flagged as dead if their vessel was destroyed while unloaded. - Crewmembers are now keyed by name in the roster, and can properly be added and removed. - Added reputation reward and penalty for recovering and killing crewmembers. - Added new unique names for Kerbals, suggested by the Community Logo Design Contest winners. * Misc: - Fixed issue with persistence when reverting to flight. - Added rich text support to several UI text fields. - Fixed several cases of texture point-filtering issues resulting in crooked text. - Fixed potential crash related to reentry FX on Linux when no depthtexture hardware support is available. - Overhauled all UI screens and text. All text fields using Arial font now use proper Calibri. - Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar. - Updated Credits Scene. - Fixed permission issues with KSPLauncher which prevented it from properly launching the game on Linux. - Messages displayed on the upper-right corner in flight are now displayed above the crew portraits instead. - Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH. ========================= Asteroid Redirect Mission (v0.23.5.460+) HOTFIX ================================ * This build is a quick hotfix patch to address some issues that managed to slip by testing Bug Fixes: * Fixed an issue with loading existing games, which would cause scenario modules (like R&D) to not load properly. * Fixed an issue which caused Kerbals on EVA to become unresponsive after resuming a save. ========================= Asteroid Redirect Mission (v0.23.5.459) ==================================== The Asteroid Redirect Mission Patch is a special update in many ways. This time, we've partnered with NASA to produce a completely new set of features for the game. Main Features: * Asteroids: Kerbin is no longer alone in its orbit. Nearby are countless objects that buzz in and out of its sphere of influence, some flying by harmlessly, others on impact trajectories. Ranging in size from just a few meters through 5 size classes up to gigantic objects weighing thousands of tons, these new objects should provide a new challenge for both new and veteran players. Each asteroid is procedurally generated, so no two are the same. Also, asteroids can have samples taken from them by EVAs, providing a constant source of valuable science data, right on the edge of Kerbin's SOI. * Object Discovery and Tracking: Before you set out after an asteroid, you first need to identify and track them using the Tracking and Discovery features on the Tracking Station Facility. Select one of the unknown objects spotted near Kerbin, and start tracking it actively to reveal more information about it. Also mind that untracked objects can be lost if they're left unobserved for too long. * The Advanced Grabbing Unit (aka "The Claw") As the name probably implies, this new part is the means by which asteroids can be captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need for a mate node on the other side. Better still, the AGU can be used to grab on to much more than just asteroids. In fact, it can pick up just about anything, even Kerbals. * New SLS-inspired Size 3 parts: We've added a host of new parts, featuring the largest engines and fuel tanks ever seen in KSP. These new parts were designed based on NASA's upcoming Space Launch System, and they pack a huge amount of rocket power. Here they are: - Size 3 Liquid Fuel + Oxy Tanks, in Full, Half and Quarter-Sized Variants - 4x Size 3 Engine Cluster. The single most powerful piece of rocketry we've ever added to KSP. - Advanced Size 3 Single-Nozzle Engine, for when you need immense amounts of thrust in your upper stages - New Liquid Fuel Booster: A new way to boost your spacecraft, the LFB is a single part featuring twin engines, plus a very respectable amount of fuel. What more, you can even stack more liquid fuel tanks on top of it. - The Launch Escape System: Modelled after the Apollo LES, this new escape tower can save your crew should you underestimate the sheer power of your new rockets. * Completely Overhauled Part Joints: We have completely re-done the way parts attach to one another, to allow for much greater flexibility and control over each joint. Joints are also more accurate and stable, as both jointed sides are now anchored at the attachment node (this wasn't possible before the Unity 4.3 update). - Large parts also have a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required. - Increased PhysX's global max angular velocity settings to improve joint stability. - Angular inertia values for parts now properly scale with mass. Some ships may feel heavier to fly now, but handling feels much more realistic overall. This also improves joint stability a lot. - Re-did the Strut Connector joints as well, to use the new joints system instead of their old ones. This dramatically improved their reliability and significantly reduced the number of ocurrences where ships spontaneously disassemble themselves on the launchpad. New Features: * Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject type vessels. * Focusing vessels on the Tracking Station will now display their patched conics trajectory. * Added Time Warp controls to the Tracking Station and Space Center scenes. * Added a button to the Time quadrant in the main flight UI to allow switching betwen Mission Time and Universal Time. * Targeted vessels now display their trajectories as patched conics instead of single orbits. * Maneuver Nodes are now persistent. * Targeted Objects are now persistent. * Added buttons to discard/accept maneuvers on the delta-v gauge by the navball. * Added buttons to add/remove an orbit to the date of a maneuver node, allowing nodes to be planned for several orbits ahead. * Maneuver handles can now be fine-tweaked with the mousewheel when hovering over them. * RCS and XenonGas containers on earlier stages are now drained before containers on later stages. * Celestial Bodies now show a 'Focus View' button on their context menus in Map View. Bug Fixes and Tweaks: * Celestial bodies you have an encounter patch with will display that patch in local mode when they are focused on the Map View or Tracking Station. * Switching between Linear and Rotation controls in Docking UI mode no longer toggles SAS. * Fixed a bug where patched conics on extremely eccentric orbits could break the simulation at very high warp speeds. * Fixed incorrect rendering of ascending and descending nodes when targeting a non-closed orbit. * Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display rendezvous information on the map. * Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engines. All were severely underpowered to be of any practical use. * Quicksaving is now allowed at all times. In unstable situations, an autosave won't be created at the same time. * Greatly improved the accuracy of the physics->rails transition, eliminating drift on nearby vessels when warping during a rendezvous situation, especially high-velocity ones. * The Map Filtering buttons now toggle independently on left click, and toggle single/all on right click. * Fixed several cases where Kerbals on EVA would glitch out in very painful ways, mostly when the game changed reference frames while they were in ragdoll state. * Intersection nodes between orbits no longer 'skip' the closest intersection when placing a maneuver node near the player's position. ==================================== v0.23.0 ========================================================= New: * The Science Archives: - Browse through all the science you've done in your Career games in this new section of the R&D Facility. * Tweakables: - Several parts can now be tweaked individually by right-clicking them during construction. - Landing Gear can be set to start out deployed or retracted, and can also be made steerable. - Engines can have a thrust limiter set on them, so you can balance out asymmetrical thruster configurations (or use differential thrust for taxiing). - Wheels can be tweaked to have their engines toggled, steering locked, all before launch (and after, of course). - Control Surfaces can be tweaked to toggle response to pitch, roll and yaw input individually. * Science Revisited: - Transmitting scientific data no longer allows you to max out the value of a subject just by repeating the transmission multiple time. - Removing the experiment data from some experiment modules (for transmission or by EVA) will render them inoperable. - Resetting an experiment can still be done freely as long as the data is not removed from the module. * Solar System: - Added a new Biome Map for Minmus. - Cleaned up the Biome Maps for Kerbin and the Mun, to remove areas where Biomes would be detected incorrectly. * The Lab Module: - Added a new part called a Laboratory Module, which allows experiment data and samples to be processed before transmission, increasing their science value. - The Lab Module requires 2 crews inside to operate and a whole lot of power as well. - Added a new button to the experiment review dialog to process collected data on the Lab if one is available (and operational) on your vessel. * EVA Data Transport: - Kerbals on EVA can now collect the data from experiment modules and store them on crew-carrying modules. - Kerbals can also collect data from other data container modules, including other Kerbals. - EVAs can also store samples collected from other experiments on the Lab. * Part Tooltips Overhaul: - The tooltips that pop up when mousing over a part on the editors have been completely redesigned. - The tooltips show essential info only at first, but can be expanded to show more info with RMB. - Once expanded, you can right-click again to collapse, or to pin other tooltips if you hover over other parts. - Re-organized the part information to group stats for each module and resource container on a part. - Added a larger icon for the part on the tooltip itself, featuring a scale to give an idea of size before picking. * All-around Optimizations: - We've gone over all our code to make sure it runs as efficiently as possible. - Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and tweaks. - Texture loading has been sped up, loading times are noticeably reduced. * [Windows-Only] 6-DOF Device Support: - 6-DOF input devices such as the Space Navigator are now supported both as camera and flight controllers. - Scroll Lock will toggle the device mode in flight. - Due to driver limitations this is a Windows-only feature for now. We're ready to implement support in OSX and Linux as soon as those drivers become available. Bug Fixes and Tweaks: * Parts: - The logic for all-vessel resource flow (such as Electric Charge and MonoPropellant) has been re-done. - Fixed those resource containers not being able to drain fully or store an amount larger than their current available space. * Docking: - Fixed an issue that caused docking ports to resume their states incorrectly after docking, making it impossible to undock afterwards. - Fixed a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root. * EVAs: - EVAs now use actual MonoPropellant for their jetpacks, instead of their own fuel. - Fixed an issue with collision resolution that caused EVAs to sometimes fall over and become uncontrollable. - Kerbals other than you will now pick themselves up from ragdoll state if they are involved in any 'accidents' or are flat out being used as Kerbowling pins. - Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms. * Other Fixes: - The Return key will no longer reset the staging sequence in the Editors, or return you to the Main Menu at KSC. - The Main Menu now remembers the 'page' you were at when you left it, so if you return from a loaded game, you'll find it still at the "Start Game" screen. - Fixed several issues with joystick axis mapping and indexing. - Updated the Input settings screen to expose a few new control options that weren't accessible before. - Fixed an issue that could lead to loss of GUI responsiveness after leaving flight during reentry or supersonic flight. ==================================== v0.22.0 ========================================================= New: * Career Mode: - Career Mode is now open! Although still very much under development, you can now start new Career saves. - Sandbox mode, of course, is also available from the start. * Research and Development: - Added the Research & Development Facility to the Space Center. - R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode). * Science: - Researching requires Science, which must be earned by performing experiments during your missions. - You can now collect surface samples while on EVA, and process them to do Science. - Science experiments return results, which are different for each situation in which the experiment is performed. - Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System. - Added a new dialog to show the results of experiments when reviewing the collected data. - Added a new dialog to show a breakdown of all scientific progress made after recovering a mission. * Parts: - Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts. - The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data. - The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option. - Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in. - Added a new deployable antenna, which is an intermediate model compared to the two original ones. - Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it. - Nose Cones now actually help with improving stability during atmospheric flight. - Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future. - Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions. * Editor: - Added a system to allow saving and loading of Sub-Assemblies. - Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used. * Space Center: - The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements. - Greatly improved the Island Airfield. - Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night. - Added a new backdrop and soundtrack for the Astronaut Complex Facility. - Added a new music track for the R&D Facility. * Flight: - It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter. - The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever. * Solar System: - Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments. - Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates. * Launcher: - We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game. * Windows and OSX Installers: - The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX. Bug Fixes and Tweaks: * Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map. * Fixed several minor and not-so-minor issues with scene transitions. * Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced. * The SAS indicator on the UI now changes colors to indicate when your input is overriding it. ==================================== v0.21.1 ========================================================= Bug Fixes and Tweaks: * Removed some unused assets from KSP/Parts. * Fixed an issue with some scenery meshes that could cause bits of the UI to become unresponsive in some cases (mainly in the VAB and SPH). * Tweaked some object scales slightly. * Tweaked the ocean color at sea level on Kerbin (was way too dark). * Fixed an issue that would cause lag while moving parts around the editor scenes if too many crews were hired at the same time. * Fixed an issue with the new SAS not properly maintaining attitude. Should be much better now. * Tweaked some parameters on the SAS to make it more responsive. ==================================== v0.21.0 ========================================================= New: * Space Center Scene: - The Space Center scene now uses the same terrain as in flight. - Time now passes in the Space Center scene, and day/night is consistent with in-flight. - The game terrain persists across scene transitions, making loading scenes much faster. * Construction: - Completely overhauled the interior models for the VAB and SPH buildings, complete with animated trucks and cargo lifts. - All-new exterior models for the VAB, SPH and Tracking Station. - New Astronaut Complex building. - Added a description field where you can write up a few lines to describe your space-faring contraptions. * Crew Management: - It is now possible to assign crew manually to missions before launch, both from the Construction Facilities and from Launch Sites. - Added completely new Launch Dialogs on the Runway and Launchpad at the Space center. - The new Astronaut Complex dialog allows you to hire crews from a list of Applicants, and view the status of all your crewmembers. - Revised the crew handling game logic, for a much more reliable and robust system. * SAS Modules: - Rewrote the SAS control logic from the ground up. - SAS is now enabled for the entire vessel, and requires actuators like winglets, RCS or others to actually have an effect. - Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque while consuming electricity. - The new SAS logic allows applying manual input while SAS is on, letting you set the ship's attitude without having to constantly toggle it. * Procedural Terrain: - Added a new module to generate craters procedurally on the Mun. - Largely revised Kerbin's terrain to produce much more interesting mountains, hills, valleys and coastlines. * Flight Re-Flow: - Removed the physically-impossible "End Flight" button. - Added new options to "Revert" a mission back to launch or to construction. - Added new 'Recover' button on the Tracking Station, to allow recovering a vessel (as opposed to Terminating it) when possible. - Recovering vessels makes its crew available again, while Terminating kills them. - The 'Space Center' button now allows you to leave flight at any time, warning when necessary about saving restrictions. * Progress Tracking: - The game now tracks your progress as you play, providing essential data for the upcoming Career Mode features. - Progress data is (optionally) uploaded to our servers, * Misc: - Improved the in-game shadowing to enable shadows at much larger distances. - Added several new parts from the KSPX pack as stock content. Bug Fixes and Tweaks: - Scenario Modules now properly save and load when the rest of the game saves and loads. - Scenario Modules can now have multiple target scenes set. - Improved the internal logic for switching to nearby vessels, it shouldn't refuse to switch with valid vessels nearby anymore. - Added a system to attempt upgrading incompatible save files if/when possible. - Tweaked PQS on other planets and moons to not initialize until approached. Improved performance a bit. - Added a new system on PQS to clamp terrain subdivision while moving very fast. Orbiting low near the surface is a lot smoother now. - Many more small tweaks and improvements. ==================================== v0.20.2 ========================================================= Bug Fixes and Tweaks: - Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory. - Fixed the issues with mousewheel input on Linux. ==================================== v0.20.1 ========================================================= Bug Fixes and Tweaks: - Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact. - Reverted the Mun's height values, so landmarks and bases shouldn't spawn below ground anymore (mind 20.0 saves though). - Tweaked part components on EVA so they start up with the right values. - Tweaked the suspension on the new Medium Rover Wheels, to fix jittering. - Fixed the too-low resolution on planetary diffuse and normal maps. - Fixed the screen resolution not being properly applied on game start. - Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save. - Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly. - Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources. - Fixed the scale of Gilly in the Tracking Station scene. - Fixed a few issues with flags behaving weirdly after they were toppled down. - Fixed the camera jitter when walking around on EVA. ==================================== v0.20.0 Exp====================================================== Bug Fixes and Tweaks: - Decoupled vessels now properly inherit the action group state of the original vessel. - "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel. - Fixed the EVA flags looking weird during the initial part of the flag-plant animation. - Fixed staging icons on decoupled parts not being removed from the staging list. - Fixed the suspension jitter on the Medium Wheels. - Several improvements to how collisions are detected and handled in the editors. - Symmetrical counterparts now properly glow red or green based on whether they can attach or not. - Added a sound for when placing/releasing parts in the editor isn't possible. - Added the flag pole to the editor scene background. - Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher. - Adjusted wheel breaking logic to take into account the relative velocities of rigidbodies. ==================================== v0.20.0 ========================================================= New: * Parts: - Command Seats for Kerbals on EVA. - New Cupola pod with IVA. - New Small Lander pod with IVA. - 2 new Probe Cores. - New Large Docking Clamp. - New Medium Wheel. * Flags: - Kerbals on EVA can now plant Flags on terrain. - Several Stock flags to choose from. - Flags are moddable. Create your own! - Planting a Flag allows you to name the site, which becomes a focusable object in flight and on the Tracking Station. - Planted flags have a Plaque, which can be written during placement, and read only when approached by an EVA. - Added a Flag selector to the Game Start Dialog. - Added a Flag Pole Facility to the Space Center. - Added a FlagDecal part module. Allows any part to have a part of its model textured with the selected flag. * Editor: - Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag). - The Editor no longer requires that the first part on a vessel be a Command Pod. - Any part which allows both stacking and surface-attaching can be used as the vessel root. - Added a new part filtering system to the parts list, which allows excluding and greying-out parts based on any criteria. - It is now possible to delete the first part on a vessel, and replace it. * UI: - Added the first iteration of the Kerbal Knowledge Base: A collection of vessel and planetary information on the Map and Tracking Station. - The Knowledge Base shows information about known Celestial Bodies, displays the crews inside vessels, and much more. - Added Filtering by vessel type on the Tracking Station. - Added Filtering to the Map View as well (hover around the top-center of the screen) - New Loading Screens, with hints. * I/O: - GameDatabase: Completely overhauled the loading process with a completely new system. - Mods and Stock Parts can now have their own separate folders for organization. - Added a Flags folder to collect flag bitmaps. - Added a scene transition buffer system, to ensure optimal memory cleanup when switching scenes. * Controls: - Switching vessels no longer resets throttle and other input whenever possible. - Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the vessel's input state. - Decoupled vessels inherit the old vessel's control state. - All parts on a stage will get activated now, even if that stage causes some of those parts to get jettisoned away. Bug Fixes and Tweaks: - Streamlined PQS Terrain Assets, reduced memory usage by up to 30%. - Upgraded Debug Menu, allows reloading parts and cfg files while playing. - The Map View now properly prioritizes selecting moused-over map nodes when multiple orbits overlap. - It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away. - Removed the Splash Screen scene. Now the game starts loading as soon as the application starts. - Rewrote and organized many scattered game events into a single coherent GameEvents System, which plugins can use. - If you crash/explode, focus now shifts to the nearest controllable vessel (if any) instead of going straight to the End Flight dialog. - Many more small bug fixes and tweaks. ==================================== v0.19.1 ========================================================= Bug Fixes and Tweaks: * Fixed re-entry shader failing on highly scaled parts * Corrected an issue that would prevent large rover wheels from applying brakes * Tweaked braking speed and power on rover wheels * Adjusted how rover wheels display resource usage * Changed Ladders on the launchpad ladders to make it easier to climb them. * Changed the names of launchpad and runway objects to be more descriptive when you crash into them. ==================================== v0.19.0 ========================================================= New: * Added visual (and sound) effects for re-entry and supersonic flight. * Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA. * Added wheel parts and modules for the construction of rovers. * Added several new general purpose structural parts. * New mesh for the launch pad area, now with 100% less launch tower. * New mesh for the Runway, with sloping edges to drive on and off it. Bug Fixes and Tweaks: * The sun no longer shines from below on ships and scenery objects at night, or while in orbit over the dark side of a planet. * Fixed the airspeed sound not looping properly, and adjusted the pitch range for it. * Various minor balance tweaks. * More texture variety added to probe cores, to better determine their positioning. * Fixed a few objects that were on the wrong layer. * Fixed an issue when comparing versions, which could result in false 'incompatible' warnings. * Fixed an issue with velocity changes when resuming 1x time while on a hyperbolic orbit inside a rotating reference frame. ==================================== v0.18.4 L3 ====================================================== Bug Fixes and Tweaks: * Changed the debug toolbar key combo to ModifierKey+F12 (RShift+F12 by default) * Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 before) * Removed an unused shader that caused the game to crash on Linux systems with AMD video drivers. ==================================== v0.18.4 L2 ====================================================== Bug Fixes and Tweaks: * The Alt modifier key is now remappable, and defaults to RightShift on Linux. * Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-reserved on most distros). * Fixed double-clicks not working properly. ==================================== v0.18.4 L1 ====================================================== * Linux Version Release Bug Fixes and Tweaks: * Added a setting to tweak the mouse wheel axis scaling. * Input Axes now support linear scaling. * The Debug console can now also be toggled using the Grave and AltGr keys ==================================== v0.18.4 RC3======================================================= Bug Fixes and Tweaks: * Fixed the latest version checking. * Fixed some places that were using an old and inaccurate value for the vessel's G-force, preventing entering warp sometimes. * Fixed an issue which caused DAE model loading to fail. ==================================== v0.18.4 RC2======================================================= Bug Fixes and Tweaks: * Fixed an issue where controls could become locked when switching focus out of a dead uncontrollable vessel. * Fixed a collision issue with the large RCS Tank. * Fixed a transparency issue with smoke FX and explosions. * Boarding a vessel from EVA no longer toggles the SAS on the vessel. * The VAB and SPH now show decoupler ejection forces on the part stats. * Removed a part that wasn't ready and had sneaked its way into the build. * Fixed a few typos on part descriptions and tutorials. * Increased Jool's rotating frame threshold altitude to prevent entering its atmosphere with the rotating frame disabled. * Fixed an issue with the UI background not scaling correctly on the SPH. * Fixed winglet colliders. * Fixed EVA light orientations. * Updated Copyright dates. * Fixed vab transparency issue. * Fixed Explosion Shader Transparency issues. * Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up. ==================================== v0.18.4 RC1======================================================= New: * Ported the game over to Unity 4. Expect improved performance. * Added a new stock spaceplane: The Ravenspear Mk4. Bug Fixes and Tweaks: * Fixed some buttons not being locked out properly on the Tracking Station and possibly other scenes. * The Staging Stack now automatically scrolls back into view if a staging operation sends it off screen. * Stage groups and icons now accurately follow the mouse when dragging. * Fixed some UI controls and keys being responsive during pause. * Fixed some sounds (mainly voices) being affected by 3D effects when they shouldn't. * Fixed an issue when going in and out of Map View after crashing the ship. * Fixed the EVA map icons not showing. * Fixed the planetary terrain not starting up properly sometimes. * Fixed the error messages when exiting the game from the flight scene. * Added a bad name filter for the Kerbal name generator. * Fixed issues with the popup dialogs that allowed them to spawn a massive number of duplicates. * Parts on the parts list no longer show the author on their tooltips (that broke immersion). * Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching). * fixed the non-persistent StateName field on MunFlight Tutorial. ==================================== v0.18.3 (Demo)==================================================== * Demo release ==================================== v0.18.2 ========================================================== * Official Release New: * Scenarios: - Added a scenario called Station One, where a refueling station is already in orbit. ==================================== v0.18.2 RC6======================================================= Bug Fixes and Tweaks: * Main Menu: - Fixed an issue which caused the Load Game dialog to give false positives when checking for invalid saves. * Graphics: - 800x600 is no longer a valid resolution option. Minimum possible resolution is now 960x720. ==================================== v0.18.2 RC5======================================================= Bug Fixes and Tweaks: * Tutorials: - Fixed the Construction Tutorial erroring out with an "incompatible" sfs when launching after completing the tutorial. - Tutorial Scenarios now delete the instructor objects when the ScenarioModule is destroyed. - The Construction Tutorial now allows launching the constructed vessel, and going back to edit it later. * Controls: - Action groups are now locked when in map view, to prevent accidental activation without being able to see the ship. - Map View won't lock RCS off anymore when the navball is up. * UI: - Added some sanity checking to text fields (vessel names and saves), so illegal characters don't cause trouble. ==================================== v0.18.2 RC4======================================================= Bug Fixes and Tweaks: * Controls: - Added input locks to action groups and part context UIs, so they lock when appropriate. * UI: - Part Resource Context Gauges now correctly go away when the corresponding part gets detached from the current ship. * Parts: - Fixed an issue that could cause RCS thrusters to fly off on their own because of numerical spikes. - Landing gear now remember to set the brakes when resuming flight. * Gameplay: - Added a rule to prevent saving the game or switching vessels while the current one is throttled up. - Unrestricted vessel switching is now only allowed if the vessel to be focused is loaded and unpacked. ==================================== v0.18.2 RC3======================================================= New: * Training: - Added a Basic Flight Tutorial. - Added a Basic Vessel Construction Tutorial. * Solar System: - Added a new icy planet called Eeloo, somewhere out past Jool. Bug Fixes and Tweaks: * Gameplay: - Fixed an issue where crashing a ship wouldn't properly remove the root part and cause weird "physics" sometimes. - Fixed an issue with renaming vessels from symmetrically-placed command pods. * Maneuver Nodes: - Fixed a small but annoying issue where maneuver gizmos would switch modes when rotating the camera just after creating a maneuver. * Training: - Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 tutorial. * Parts: - Fixed an issue where the root part of a vessel would live on in a weird state after crashing. * Docking: - Fixed an issue where docking ports wouldn't resume their fuel crossfeed properly sometimes. ==================================== v0.18.2 RC2======================================================= Bug Fixes and Tweaks: * Parts: - Fixed an issue with the engine fairings which caused engines to lose mass on save/load cycles. - RCS thrusters no longer try (and fail) to do lever arm compensation. * Music: - Fixed an issue where some tracks were subject to doppler effects in flight. * Solar System: - Pol's gravity increased slightly - Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's) ==================================== v0.18.2 RC1======================================================= New: * UI: - Added a button to open the SpacePort site on the Main Menu (opens on the default browser) * Music: - Added two new tracks for space and another one for construction. Bug Fixes and Tweaks: * Docking: - Fixed ejected debris being incorrectly typed as "Unknown". * UI: - Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder was missing its persistent.sfs file. - The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible files if any are detected. - Incompatible/Invalid entries on those dialogs are now greyed out, and the reason why they can't be loaded is displayed. - Fixed an issue with popup dialogs cutting out content (text and buttons) when multiple dialogs were spawned at once. - The Resources panel is now visible while in the Map View. * Parts: - Decouplers now break the connection at a specific node, instead of breaking the connection to the parent part. This enables choosing which side will remain attached. - Physicsless parts now get "promoted" to physical ones if they become the root of a vessel (by decoupling) * Persistence: - Vessel rotation is now stored relative to the universe, instead of in worldspace. This fixes vessels having seemingly random rotations upon resuming a save. ==================================== v0.18.1 ========================================================== Bug Fixes and Tweaks: * Docking: - Fixed an issue which could cause an error when undocking if the undocked vessel was missing its original root part. - Fixed the vessel snapping when docking, which could cause misaligned docking connections sometimes. - Fixed an issue where docking to docked vessels could cause trouble when undocking again in a different order. - Fixed manually-defined vessel types getting lost after docking. * Parts - Fixed a misspelled parameter on the smallRadialEngine cfg - Fixed an issue with the solar panels exposure detection maths. - Fixed a case where RCS could become activated by ASAS during time warp and eat all propellant - Adjusted Solar Panel raycasting to prevent false positives on planetary occlusion - Gimbal module now displays vectoring information in the VAB - Adjusted initialization of the gimbal module for better mod support - gimbals now have an optional movement speed parameter - Changed Airflow Display during timewarp on the intakes - Gave Launch Pad Clamps power, so probes don't die waiting for a launch window. * Many other small tweaks and fixes. ==================================== v0.18.0 RC4 ====================================================== Bug Fixes and Tweaks: * Controls: - Fixed an issue with ASAS which could cause unfocused vessels to start correcting for the wrong vessel's rotation. * Part Loader: - Fixed an issue with DAE loading. * UI: - Fixed the resources button on the Map. * Docking: - Exposed docking node acquire and capture thresholds to the cfg. ==================================== v0.18.0 RC3 ====================================================== New: * Stock Craft: - Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane. Bug Fixes and Tweaks: * Docking: - Docking nodes now have a "Control from Here" option, to make off-axis docking procedures easier. - Docking nodes can now specify a transform for the "control from here" action in the cfg. * PartModules: - A few tweaks to enhance modability on Engines, Solar Panels and generic animation modules. * Parts: - Tweaked a few cfg values for air intakes, landing legs and the sepratron motors. * Credits: - Updated credits scene to add music information and generally sped it up a bit. ==================================== v0.18.0 RC2 ====================================================== Bug Fixes and Tweaks: * UI: - Fixed the Action Groups menu not working. - Fixed an issue with the resource transfer UI coming up in an invalid state when a resource was pinned to the screen. - Fixed the Action Groups panel not scaling to the bottom of the screen. * Parts: - Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel from flowing across stacks. ==================================== v0.18.0 RC1 ====================================================== New: * Flight Planning: - Implemented map cues for close approaches when targeting celestial bodies. Bug Fixes and Tweaks: * Docking: - Fixed an issue which caused docking nodes to sometimes not be selectable as targets. - Fixed an issue where very large/wobbly docked vessels could become misaligned after reloading. * UI: - Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the screen on some resolutions. - Fixed the Stats Tracking and Version Prompt dialogs fighting for window focus when the running the game for the first time. - Fixed the gauges on engine icons reading 50% when no fuel was available. * Flight Planning: - Fixed an issue which made maneuver gizmos non-draggable sometimes. - Fixed an issue where placing a second maneuver after having passed the first one would get it placed incorrectly. - Map cues for target objects will now only appear if the cues are inside the patch bounds. * Parts: - Corrected a misspelled parameter on some parts. ==================================== v0.18.0 x6 ===================================================== Bug Fixes and Tweaks: * Physics: - Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw and roll controls after switching vessels. * Part Modules: - Improved the part description texts on the editor tooltips. - The Engine Nacelle part now has a functional air intake. - Alternator Modules now produce resources based on the final engine thrust output, and only when they are operating properly. - Command Modules no longer wait for their vessels to become focused before setting the part as an input source. - Fixed the Decoupler module not properly saving its state (could cause a null ref on resume). - Unmanned command pods now hold a small amount of electric charge on them. * VAB/SPH: - Part icons on the list are now rotated again. - Part tooltips now keep a few pixels away from the cursor itself. - Fixed the editor UI becoming active on refocus or cancelling load without a selected initial part. - Fixed the editor camera becoming active on the same cases as above. * Controls: - Fixed the SAS toggle and hold keys not working properly. - Fixed unfocused vessels not receiving control updates properly after resuming the game. - Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually while in docking mode. * Main Menu: - Fixed the "flights in progress" count on the game load dialog not counting all commandable vessels properly. * Docking: - Preattached Nodes now also have the option to enable/disable crossfeed. * Flight Planning: - Fixed the Burn Vector on the navball and DeltaV reading being incorrect if the maneuver was in a different SOI than you. * Tutorials And Scenarios: - Updated the tutorials and scenarios from 0.17 to be compatible with 0.18. - Updated all stock craft to be compatible with 0.18 ==================================== v0.18.0 x5 ===================================================== Bug Fixes And Tweaks: * Docking: - Undocking the primary docking node on a multiple-docking-port system will no longer undock other ports. - When the primary docking node undocks, other docked nodes reset so that one of them can dock as primary. - All docked nodes now have the "Undock" action available (and that will undock only that node). - Updated IVA nav ball to have working target and maneuver node indicators. * Persistence: - Loading an sfs or craft file that contains more part module defs than the part has at loading time won't crash the game anymore (the surplus modules just won't load) * PartModules: - Manned Command Pods no longer generate power. They can store some amount of charge on themselves though. - Engines from the LV-T 45 and above are now fitted with alternators, which will produce electricity while the engine is running. - Fixed an issue with RCS thrusters and the ship center of mass which could cause them to not work properly if the vessel was moving quickly. - Fixed an issue with the OX-4B solar panels that could cause a null ref spam if they got ripped off in an airstream. - Improved the triggering logic on the Launch Clamps a bit. * Control: - It is now possible to leave SAS on and focus another vessel. - ASAS modules run automatically on unfocused vessels. - Fixed an issue which caused ASAS to not function properly after decoupling a secondary vessel. * Resources: - Fixed an issue with all-vessel-flow resources which caused resources to not flow properly if a few containers had very low but non-zero amounts on them. - Fixed a problem with the IntakeAir resource which made radial intake parts stop working. - Fixed a glitch with fuel lines that allowed disconnected parts to continue providing fuel to engines. - Flow rates on the Resource UI aren't affected by time warp anymore. * VAB/SPH: - Fixed an issue which made it possible to start the editors with an empty ship. - The Part Rotation keys now have their own bindings in the settings. * Physics: - Fixed an issue where animated parts wouldn't ignore collisions on the same vessel properly, causing "phantom forces" even when they weren't animating. ==================================== v0.18.0 x4 ===================================================== Bug Fixes And Tweaks: * General - On rails warping not allowed when the ship is throttled up. * VAB/SPH: - Remapping the Staging Mode Pitch, Yaw and Roll keys won't affect the part rotation keys on the editors anymore. * Part Modules: - Parts now have temperature indicators on the icon stack again - Intakes now produce drag at higher speeds and mach numbers - Fixed an issue that prevented engines from saving ignition states - Fixed engine action groups linkage - Some rcs tanks still had the old rcsTank part behavior. They're now displaying information correctly. - Changed default start behavior for generators, so they could work independently of staging - Fixed the solar panel colliders getting re-enabled on destroyed panels - Fixed Gigantor panels not producing electricity due to an error in the part.cfg file - Adjusted raycasts for solar panel blocking detection * Resources: - Engines now have gauges for each resource next to their icons. - These gauges show how many resources are available to that engine. - Fixed the resource search algorithms. "Stage Only" display mode should now work properly. - All resource containers will display a dry mass value in the VAB. (The weight of the part with no resources) * Action Groups: - Action groups can now be given a cooldown time, and cannot be toggled again until the cooldown period ends. - Action group cooldowns are persistent and time-warpable. * Docking: - Fixed a bug where decoupling pre-docked vessels could leave them uncontrollable. - Decoupled vessels now get proper default names based on their vessel types. - Fixed the Mk1 Pod not setting a "Ship" vessel type. - Docking nodes now have an action to enable/disable resource crossfeed. - Fixed an issue that could cause docking nodes to stop functioning if the game was saved and reloaded just after undocking. - Clamp-o-tron Jr. now has a top stack node and can be properly attached in the VAB. - Docking ports of different sizes can no longer be docked together. - It is now possible to dock multiple ports simultaneously, and dock to ports on the same vessel. * Parts: - Mainsail and Poodle given thermal animations. - More accurate collision model for large stack decoupler. - Enabled surface attaching onto the regular decoupler. - Fuel Lines and Strut Connectors now stay connected after decoupling (unless they were connected across the decoupled bits). - Light modules now use interpolated dimming, and support the use of animations to enable emissives ==================================== v0.18.0 x3 ===================================================== New: * Physics: - Added a slider to the settings screen to control the maximum delta time allowed for a single frame. - The MET timer on the UI will turn yellow (and red) if time is passing slower than normal (if max DT exceeded). Bug Fixes And Tweaks: * Part Modules: - Fixed a serious issue in which non-controllable vessels would prevent your own vessel from receiving input properly. ==================================== v0.18.0 x2 ===================================================== New: * Docking - It is now possible to select a Vessel Type when renaming a vessel. - VesselTypes are used to determine dominant vessel when docking (when possible). * Parts: - 2.5m fuel tanks have been redone. - Added two new sizes of 2.5m tank (double and quarter length) - Added big nose cone for 2.5m rockets. * Part Modules: - Added ModuleCommand. It controls whether a part is able to provide input to the ship. - Crewed pods require a minimum set of crew aboard, and unmanned pods require power. * Action Groups: - Added Buttons to the Flight UI to show (and control) the state of the Lights, Gear, Brakes and Abort groups. * Planet Changes: - Enhancements of Eve, Duna and Tylo. Bug Fixes and Tweaks: * Docking: - Fixed an issue where docking two vessels with the exact same mass would cause the game to crash. - Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about that one) - Fixed a bug which caused docking nodes to not function properly if they had been connected to a decoupler earlier. - Landers and other controllable vessels are no longer flagged as debris after decoupling. - Vessels no longer rely on crew capacity to determine if it is controllable. Now, a vessel is controllable if it's got at least one operational control source. * Flight Planning: - Fixed the DeltaV Gauge not hiding when pressing F2. - Fixed the sync icon's Separation value, which was being incorrectly calculated. * Part Modules: - Fixed an issue on the Generator Module which caused it to accummulate resource definitions as it was saved and loaded. - Fixed an issue on the Generator Module caused by debugging code. - Fixed an issue on the Engine Module which could cause it to lose references if it were the root of a vessel. - Tweaked the module loading process to make sure it's not possible to end up with duplicated modules after loading. - Part modules now display relevant information to the VAB on mouse over - Fixed issue where the radial decoupler module could leave anchors in the VAB after removing the attached part - Updated Gimbals to have gimbal locking right click actions - Updated Right click action menu names to be more easily distinguishable on parts with multiple modules - Added a new stage separator part. That will decouple from both sides. Extended Decouple module to support multiple connections. - RCS modules moved over to using ISP calculations - Intakes now support buffered operation and resource storage modes - Increased accuracy of rotation saving for solar panels. - Removed srf attachment flag from engines. - Added action group interface to docking nodes - Fixed an issue with vessels and modules that could lead to duplicate modules on parts, and could cause a game crash. - Engine Modules no longer save propellant definitions to sfs or craft files. - Generator Modules no longer save input/output resource definitions to sfs or craft files. - Increased capacity of batteries. - Increased power consumption of Ion Engines. - Increased mass of RTGs slightly. - Engines no longer show effects when disconnected - Landing gear now have status indicator lights, in addition to landing lights. - Added light modules, used for new spotlight and floodlight parts, in addition to landing lights - Improved Special effects handling for Engines, Engines now have a flameout FX group and particle effect. - Fixed issue that could cause fairings not to properly eject if the staging order was off - Jet engines are now using power band behavior. Support for this is included in the engine module now. - Solar Panels generate electricity based on the distance to the sun. - Landing gear brakes now smoothly blend in and out, to prevent jerking or flipping. - RCS modules now support events and actions - Upgraded float curves to optionally support in / out tangents. Fixed clamping issues on existing curves. - Changed naming on some actions and modules for clarity. * Docking Controls: - Fixed a bug where having a joystick axis mapped only to Staging-mode throttle would cause throttle to jump to 50% on Docking mode. * IVA: - Fixed the internal space coordinate maths. Now multiple internal spaces appear correctly in relation to the vessel. ==================================== v0.18.0 x1 ===================================================== New: * Docking: - New Docking Node parts allow connecting ships in flight. - Docked vessels merge into a single vessel. - Docking Nodes can be pre-attached in the VAB and SPH. * Flight Planning: - Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulting trajectory for it. - Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo. - Once set, a Delta V gauge next to the NavBall provides guidance cues to fly the maneuver. - Maneuvers can be chained to create complex flight plans. * Targeting: - It is now possible to set other objects as targets. - It is also possible to target orbits on the map. - Targeted orbits display Ascending and Descending Nodes - Targeted vessel orbits also display orbital intersects, and cues to assist with rendezvous. - New Target NavBall Mode, shows speed and velocity vectors relative to the selected target. - The Waypoint vectors on the navball now point to/from the selected target. * Part Resources - Completely overhauled resources system for parts. - Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge, Intake Air, and more. - New Resource Container parts, including batteries, new tanks, solar panels, and heaps more. - New Resource Display on the UI, makes the state of resources much easier to visualize at a glance. * Part Modules - Many part types rewritten using the new PartModule System. - Added Solar panel modules, which track the sun, and fragment when exposed to fast moving air - Radial and Stack decouplers are now a module and have Gui Actions - Added Generic Animation module with GUI Actions - RCS module Added, with visual FX mode - Added Engine module which supports full GUI actions, and utilizes resources to allow for custom defined propellants - Jet engines now require intakes to operate - Gimbal module added, with gimbal lock capability for action groups - Heat Animation Module added (allows heat based animation on parts) - Throttle FX animation Module (allows throttle based animation on parts) - Full suite of Sensors that use a base Sensor module added - Parachute module added. Supports repacking of a spent chute on EVA. Chutes can be emergency cut if deployed. - Fairing Module added to all engines to cover them until they are activated - Resource processing / generation module added. Converts resources from one type to another - Landing gear module upgrade for better functionality and support for action groups - Physical object behavior added. Allows for breakable parts (IE, the solar panels) More to come. - Part Modules can be combined in a single part, to create compound functionality and emergent behaviours. * Action Groups: - A Massive overhaul to how parts work. - Assign parts to groups in the VAB and SPH, to create advanced vessel functionality. - Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and more. - Also, 10 Custom Groups which can be set to do anything. * Staging: - It is now possible to edit the staging sequence while in flight. - Stages now only show parts that will respond to the stage activation (reduces clutter significantly). * Docking Controls: - New control mode for docking/orbital maneuvers. Works similarly to EVA controls. - New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z Translation Gauges. * Completely overhauled Moho: - No longer tidally locked. Instead, it rotates roughly twice for every orbit it makes - Surface gravity changed to 0.25 - Orbit line color changed to better reflect its new design * Greatly improved Kerbin: - New types of tree meshes for various locations across the planet - More varied biomes with more realistic and lush colors - Slight modifications to the overall terrain * Many, Many New Parts and Part Types: - Solar Panels - Lander Modules - Probe Parts - Ion Engines - Batteries - Overhauled designs on the existing parts - And a lot more. Bug Fixes and Tweaks: - Fixed normal map loading - Explosion effects now respect audio settings - Aerospike engine attachement fixed ==================================== v0.17.1 ====================================================== * Official Release Bug Fixes and Tweaks: * Removed the old tutorial toggles from the settings screen. * Made the EVA Yaw controls mappable. * Fixed a potential issue with the music logic. ==================================== v0.17.1 x3==================================================== New: * New option on the settings file to enable verbose debug logging, to include a call stack trace (when available) Bug Fixes and Tweaks: * Fixed an issue where the menu ambience music would sometimes start playing on other scenes after some time had elapsed. * Overhauled the Debug Console. Entries are now labeled and colored according to type and the text is selectable. * Fixed the music volume slider having no effect without restarting the game. * Fixed the jitter on distant orbits on the map and tracking station. * Fixed a potential source of errors when warping time after a ship fell to pieces. ==================================== v0.17.1 x2==================================================== New: * Added a slider in Game Settings to allow adjusting the UI size. * Added Main Menu and Credits music. * The Q and E keys can now be used to control yaw with the EVA Jetpack Bug Fixes and Tweaks: * Fixed the crewmember name textfields on the flight UI not scaling font size properly. * Fixed the terrain collision detection issues for Gilly and Bop. * Tweaked the terrain preset settings and PQS subvision methods for a significant reduction in object count. * PQS terrain quads are now positioned as closely as possible to their vertices, for maximum mesh stability. * Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA. ==================================== v0.17.1 x1==================================================== New: * The flight UI now scales dynamically depending on screen resolution, to always have the same pixel size. Bug Fixes and Tweaks: * Fixed an issue with the terrain engine that resulted in invisible oceans. * Fixed a small bug on the patched conics maths that could have caused some trouble. * Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Screen. * Added a Render Quality slider to the video settings screen. * Fixed an issue where ships could break apart when changing warp rates too quickly (the "Space Cthulhu" bug) * Fixed an issue with the VAB/SPH UI, that made it possible to launch without a ship, causing a total game crash. * Removed an unused asset from the tracking station scene, which was taking up memory without adding anything. * Fixed a problem that could cause parachutes to despawn when travelling at high speeds. ==================================== v0.17.0 ====================================================== * Official Release Bug Fixes and Tweaks: * Improved the input detection for the LandingGear brakes and toggle keys * The parking brakes will only set if the vessel is stopped. ==================================== v0.17.0 x9==================================================== Bug Fixes and Tweaks: * Added compatibility checking for game saves before loading. ==================================== v0.17.0 x8==================================================== Bug Fixes and Tweaks: * Fixed an issue with PartModules not being initialized correctly if on a suborbital or hyperbolic trajectory. * Rewrote the LandingGear part as a PartModule, for a much more robust and stable implementation. * Tweaked the friction values for the landing gear wheels * Fixed an issue in Vessel that could cause a stream of nullref errors * Fixed an issue with Vessels not properly updating the positions of physicsless parts. New: * Double-tapping the wheel brakes key will now set parking brakes. ==================================== v0.17.0 x7==================================================== Bug Fixes and Tweaks: * Fixed an issue with celestial bodies updating in the wrong order, causing odd placement of planets at high warps. ==================================== v0.17.0 x6==================================================== * Fuel tank parts no longer look into parent parts for fuel, unless connected to them by a fuel line. * Fixed an issue with the radar altimeter that could cause sunken parts to explode. * Set Duna's orbital inclination to 0.06° ==================================== v0.17.0 x5==================================================== Bug Fixes and Tweaks: * Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place. * Fixed issues with the landing gear (will still need a rewrite, but should be better now) * Fix for advanced canard inversion of movement. * The Map Camera no longer rotates when in a rotating reference frame. * Disabled the Delete button when Stock craft files are selected. * The ship cache is now properly cleared when starting a new game. * The Simulate In Background setting no longer requires a game restart to take effect. * The orbit trajectory reframing maths are all done with double-precision now, to remove jitter from the orbit splines. New: * Added Nuclear-Thermal Engine part * Added focusable areas for internal views * Added Settings for Music and Voice Volume ==================================== v0.17.0 x4==================================================== Bug Fixes and Tweaks: * Added smoothing to altimeter. * Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints. * Fixed a bug with crossing SOIs at 1x warp. New: * Pressing backspace will now reset the map and internal view. * Middle mouse modifies the internal camera zoom by an additional 2x. * Double clicking middle mouse will reset the internal camera zoom. * Unlit/Transparent shader added to mu reader/writer. ==================================== v0.17.0 x3==================================================== Bug Fixes and Tweaks: * Fixed a small blunder that disabled auto-saving in X2. * Planet orbits changed again. * Fixed an issue with Krakensbane that could cause sub-optimal Kraken-banishment. * Smoke trails are now properly updated in moving reference frames. * Fixed the Sun flare effect jittering at high warp rates * Fixed the orbit lines and skysphere jittering when focusing rotating bodies at high warp rates. * Fixed the Universal Time being stepped incorrectly while P-warp was engaged. * Fixed the Kerbal EVA low-G walk system getting stuck at higher than 1x warp rates. * Added a smoothing pass to the vessel acceleration value, to minimize G force noise. * Added a warning about the compromised physics accuracy before engaging 3x warp. * Removed the automatic Time Warp mode switch when under acceleration. * Fixed an issue with P-warp rates persisting when reloading flight, even though the UI said otherwise. New: * Added new tree and boulder meshes for Kerbin (No more paper cutout trees) * Implemented new version of Laythe, should be less performance intensive as well as nicer looking. ==================================== v0.17.0 x2==================================================== Bug Fixes and Tweaks: * Fixed an issue with the terrain altitude detection, which could cause vessels (mostly debris) to fall through terrain. * Fixed the "cannot switch vessels" message appearing for every mouse click on the tutorials. * Fixed an issue where starting a new game after running a tutorial would not clear some game state values, and result in locked buttons and tutorials starting when they shouldn't * Fixed an issue with warping time after crashing. * Fixed an issue where flying through a Mun arch would destroy the vessel. * Fixed an issue with Launch Clamps at 2x warp and above. * Fixed an issue with the G force calculation for vessels, which could prevent saving or warping. * Improved the layout of the Start Game menu. * Fixed an issue when Kerbals became ragdolls when travelling very fast, and started displaying odd physics behaviour. * Fixed several issues with the orbit math while on solar escape trajectories. * Fixed an issue where some Celestial Bodies would lag behind when timewarping in a rotating reference frame. * Tweaked the orbital parameters of several celestial bodies on the system, to make it more interesting. ==================================== v0.17.0 x1==================================================== New: * Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set. * Multiple Player Saves: You can now have multiple ongoing game sessions, as each save is kept in its own folder (instead of all using the saves/default one). * Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game. * Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an SFS file instead of a part.cfg). * Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers. * Center of mass, thrust, lift and drag visual cues on the construction scenes. * Prebuilt ships included with the game, as examples and possible starting points. * Many new planets and moons throughout the Kerbal Solar System. * Physical Timewarp Modes: An alternate time-warp mode where you can accelerate time to 2x, 3x and 4x without putting the sim on rails. * Several new parts Bug Fixes and Tweaks: * Fixed an issue with numerical inaccuracy at very high velocities (the "Space Kraken" bug). * Fixed several issues with the fuel flow logic. * Tweaked the atmosphere rendering for Kerbin, for improved visuals. * Ships saved by one player are private to that player. Ships on the KSP/Ships folders are common to all players and non-overwritable (from inside the game) * Added a button on game loading dialog, to delete a saved game and all its contents (prompts for confirmation). * Added a button on the ship loading dialog to delete saved ships (prompts for confirmation). * Added a button on the Tracking Station to terminate an ongong flight (prompts for confirmation). * Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G * Added a floating origin system to the Scaled Space subscene, eliminating the visual jittering when viewing distant objects in the map view. * Revised part titles and descriptions for the parts added in 0.16 ==================================== v0.16.0 ====================================================== * Official Release Bug Fixes and Tweaks: * Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes. * Fixed an issue which prevented Mac builds from loading internal space assets. ==================================== v0.16.0 x5 =================================================== New: * Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't crumble to pieces before you get a chance to launch. Bug Fixes and Tweaks: * mbm texture files are now DXT compressed and cleared from RAM as soon as they're uploaded to the GPU. RAM usage is massively improved. ==================================== v0.16.0 x4 =================================================== Bug Fixes and Tweaks: * Increased the mk1 pod's rotation power back to 5.0. * It is no longer possible to warp time or switch to distant vessels while kerbals are on a ladder (temporary solution). * Fixed an issue that prevented the game from being saved while on a sub-orbital trajectory. * Fixed a velocity calculation for Kerbals on rotating ladders, which caused excessive slippage and made ladders very difficult to grab. * Fixed the crew capacity values on the part.cfg files. * Fixed the Orbit initialization routine, to prevent NaN errors on landed craft * Fixed parts that use the Part class having a "Part Type not available" message on their descriptions at the VAB. ==================================== v0.16.0 x3 =================================================== Bug Fixes and Tweaks: * Fixed an issue where ending a flight through the pause menu wouldn't really end it, but would free the crew again for another mission. * Fixed an issue with the EVA low-gravity walk system failing under certain physics settings. * Fixed an issue where any parts exploding on the focused vessel would cause the Flight End dialog to appear. * Fixed an issue where empty vessels would sometimes be controllable after switching to them. * Fixed the Retractable Ladders not saving their states properly. * Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships. * PartTools can now serialize WheelCollider components. * Fixed an issue where RetractableLadders would be climbable while retracted if the ladder wasn't cycled once. * Fixed a problem where Kerbals would collide and crash against ladder triggers attached to parts. * Improved detection/response to vessels below terrain and much better terrain altitude detection for vessels. * It is no longer possible to save the game (or switch vessels) while very close to the ground and not landed (could cause terrain fallthrough). * Fixed an issue that could cause the game to crash when starting an EVA. * Kerbals on ladders no longer get teleported when packed (they just let go). * Retracting a ladder with a Kerbal on it while in orbit will no longer cause them to go on random trajectories. * Fixed an issue where older parts that still used direct DAE or OBJ model loading wouldn't have their collision meshes rescaled. * Fixed a problem with EVAs saving the fuel value, which sometimes caused a conflict that could lead to a game crash. * Fixed an issue where the crew list on the hatch dialog wouldn't scroll. ==================================== v0.16.0 x2 =================================================== Bug Fixes and Tweaks: * Kerbals now fall off ladders if they become disabled or are destroyed (can happen with retractable ones) * Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little. * Added separate control bindings for walking and jetpacking on EVAs. * Added 1:1 EVA rotation axes. Using them disables the automatic orientation system. * Tweaked the automatic orientation system to eliminate gimbal-lock situations, and flipped the X mouse axis input. * The NavBall and Staging Quadrant are no longer visible during EVA. * Fixed issues with saving/resuming EVAs while ragdolling. * Fixed RCS and SAS toggling on other vessels. * Fixed an issue that caused Kerbals to tumble in space forever. * Fixed command pod airlock node positioning, could cause violent crew ejections sometimes. * Fixed an issue with Kerbals crashing into things that could cause a stream of errors and a complete game crash. * Vessels take collision impact momentum into account whenever possible * FlightInputHandler now stops running while on EVA. * Fixed a problem where vessels would be stuck as 'Landed' if boarding a part while in contact with another. * Fixed issues with the large Landing Leg colliders. * Added patcher auto-updater. Will redownload the patcher if a better version is available. * Tweaked Physics settings to reduce landed part wobble. * It is now possible to close the Flight End screen without leaving the flight scene (to switch vessels). * Tweaked part collision handling for better efficiency. * It is now possible to deploy/retract ladders from outside the ship, provided you're close enough to it. (while on EVA). ==================================== v0.16.0 x1 =================================================== New: * Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in orbit. * Kerbal scientists, mechanics and ground crew all around the Space Center Facilities. * New Internal Cockpit models, with full modding support. * New (Much lighter on performance) Particle Effects and Explosions * Several new, larger rocket parts. Bug Fixes and Tweaks: * Set all parts on the same vessel to ignore collisions with each other. Hopefully this will solve all part-to-part collision problems. * Reduced the minimum collider intersection threshold to much less than before. Should increase collision accuracy and hopefully solve issues like landing gear going through the ground. (all thanks to above fix) * [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15.1 have been added to the code. * Packing/Unpacking ships is now done without affecting the ship's scene hierarchy. Now, vessels take care of keeping their own parts in place while packed, making for much more stable physics behavior when going in and out of time warp. * Improved vessel/part loading from persistence procedure, for more stable and accurate flight resuming. * Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel list. * The Vessel Switching keys now only cycle between nearby vessels and won't cause the scene to reload anymore. To switch to far-away vessels, you must use the map view. ==================================== v0.15.2 ====================================================== Bug Fixes and Tweaks: * Fixed an issue with part-to-part collisions that caused unphysical forces and caused some designs to break apart. ==================================== v0.15.1 ====================================================== Bug Fixes and Tweaks: * Fixed a couple of issues with the parts action UI popups and their code bindings. * Tweaked the time warp altitude limits. It is now possible to warp fast at low orbits around Minmus and the Mun. * Tweaked the rotating reference frame thresholds when nearing planets, to reduce terrain mesh jitter. * Fixed the 'Serpinski Terrain' issue, where the terrain mesh would break up when approaching a planet after travelling very far. * Fixed an issue with the patched conic solver failing on some escape trajectories. * Fixed the normal maps on several parts. * It is now possible to set the persistent debris budget to zero, to disable saving debris completely. ==================================== v0.15.0 ====================================================== * Official Release Bug Fixes and Tweaks: * Tweaked the fuel lookup logic on fuel tanks, so they drain themselves before looking to the parent part for fuel, when side-mounted. * Fixed an error from destroying patched conics renderer components when switching vessels quickly. * Tweaked the scale of Minmus' scaled space representation, to make the terrain/scaled transition more seamless. ==================================== v0.15.0 x5 =================================================== Bug Fixes and Tweaks: * Changed Minmus' radius to 60km, and increased its surface gravity a bit. * Fixed an issue with the patched conic solver when calculating encounters with SOIs. * Fixed an issue with elliptical patch rendering. * Added parameters on settings.cfg to control patch draw mode and patch look-ahead limit. ==================================== v0.15.0 x4 =================================================== New: * Added a small, far-flung second moon around Kerbin, called Minmus. Bug Fixes and Tweaks: * After a crash, the end flight dialog will only come up by clicking the left mouse button, hitting Esc or the Space Bar. * Fixed a few issues with the new moon's material. * Fixed a minor issue with fuel tanks reporting negative fuel levels before shutting down. * Updated all part files on the release package to their latest versions. ==================================== v0.15.0 x3 =================================================== Bug Fixes and Tweaks: * Fixed Fuel Lines and Struts not reconnecting once reattached to the ship at the VAB and SPH * Fixed an issue with crossfeed on parts * Fixed the spazzing with rotated part stacking * Improved the part dragging on the editor scenes * Fixed the landing legs appearing extended on resume * Fixed the terrain disappearing with high detail and Scatter turned on * Fixed an issue with orbital patch rendering while paused * Fixed an issue with patched conics ignoring encounters when there was an SOI escape later on ==================================== v0.15.0 x2 =================================================== Bug Fixes and Tweaks: * Fixed several issues with the orbit rendering on the Map View. * Fixed an issue with going out of warp while inside a rotating reference frame. * Several improvements to the scene lighting in the Spaceplane Hangar and Vehicle Assembly Building. * Added a new camera for the Spaceplane Hangar, to make it more flexible and useful. * Tweaked several parameters in all game cameras, to make them less restrictive. * Fixed a few issues with the fuel flow logic. * Fixed the engine smoke trails not fading out when leaving the atmosphere. * Added editor tooltips to the Atmospheric Engines. * Fixed an issue with the Radial Decoupler collider and attachment orientation. * Fixed an issue with joystick throttle when focusing/unfocusing the game. * Fixed a problem with fuel lines and struts becoming attached to non-existent parts when reloaded. * Fixed an issue that made parts able to attach while overlapping others. * Fixed the behaviour of the Alt key when Alt-Tabbing out of the game. * It is no longer possible to enter time warp or save the game if the ship is landed or splashed, but still moving. ==================================== v0.15.0 x1 =================================================== New: * The Spaceplane Hangar Facility, allows you to build vehicles horizontally, and launch them from a Runway * The Runway Facility, to launch from and land your spaceplanes at. * A new Part Creation Toolset, allowing for animated models, with normal and emmissive maps. * A deployable Landing Gear part * A new AtmosphericEngine part type, and two new air-breathing engines. * A Patched Conics trajectory projection system, shows your map trajectory as it enters and leaves the SOI of planets and moons. * Parts now can have a context menu where you can view data and perform actions. (Atmo engines already implement this) * Parts now visually display their temperatures through a dynamic emmissive heat map. * It is now possible to manually rotate parts on the VAB and Spaceplane Hangar prior to placement (using the WSADQE keys, Shift, Space to Reset) * It is now possible to trim the roll, pitch and yaw inputs by holding Alt and pressing the roll, pitch and yaw keys (Alt+X to reset). Bug Fixes and Tweaks: * The flight log will no longer show the terrain tile IDs when crashing things into them. It will show the correct "crashed into terrain" message. * Corrected the level of the ocean quadtree, so that it matches visually with the simulated water level. * (Possibly) increased performance on the flight scenes (from the terrain tweak also) * Found and fixed the true cause of the orbit NaN bug. * Corrected the aileron action on ControlSurface parts. Now aileron input is determined based on part orientation instead of symmetry counterparts. ==================================== v0.14.4 ====================================================== New: * Added Shader Model 2 fallback shaders for the terrain. Doesn't look as pretty, but solves the black terrain issue on SM2 video cards. * Exposed terrain parameters on the Video Settings screen (Now called Graphics Settings). * Option to force using SM2 shaders even on SM3 compatible hardware. Bug Fixes: * Sometimes vessels could still be seen as being under acceleration and not get saved. This is fixed now. * Tweaked the terrain system to use less memory. * Updated Kerbin's diffuse map, to remove the blue on the ice caps on map view and tracking station. * Launching the updater with the game in fullscreen mode will no longer cause the updater to crash. * The game will no longer launch the patcher if the latest update is available only as a full download. It will open the KSP Store instead. * Changed the default game settings so terrain scatter is off by default ==================================== v0.14.3 ====================================================== Bug Fixes: * Fixed an issue with prevented unfocused ships from being saved. * Removed the KSC on the Mun (don't ask). * Tweaked the altitude of KSC to better match the terrain level. * Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice caps. * Fixed the Sun flare not getting obscured by planets on the Tracking Station view. ==================================== v0.14.2 ====================================================== New: * Created a proper icon for the game. * A completely overhauled terrain engine Bug Fixes: * Fixed the patcher launching any executable after it's done patching. Now it launches KSP.exe always. * Fixed a potential security issue with the patcher authentication. * The patcher will no longer spam console windows while doing its thing. * Rotated the Mun back to it's original orientation (a fix on the 14.1 left it facing the other way). * Improved the terrain correction system for landed vessels. It now compensates for terrain slope errors. * The Map and Tracking Station cameras now respond to the camera control input axes. * Fixed an issue with symmetrical parts not clearing references to decoupled counterparts. * Fixed an issue with the patcher not being able to login using passwords containing special characters. ==================================== v0.14.1 ====================================================== Bug Fixes: * Found and fixed the real cause of the staging issues that have plagued every release from 13.2 onward. * The debug console is no longer spammed with NaN errors. This could cause extreme lag in densely populated game worlds. * Fixed an issue where unloaded vessels would not update their orbits, causing them to resume incorrectly if they switched SOIs. * Fixed the save folder paths on the Mac version (they were ending up inside the app package) * It is now possible to do a Quickload (F9) after a crash (with the flight end screen up). * The game will no longer overwrite the quicksave when resuming flights. Only when creating new ones. * Landed vessels no longer explode when approached by the player (as when landing near other landed ships) * Fixed an issue with landing detection when landed on other vessels. ==================================== v0.14.0 ====================================================== * Official Release Bug Fixes: * Added descriptions for the small fuel tank and small engines. * Added a more efficient input lock for when vessels are in physics-hold mode, to prevent staging during that period. * Made the Langing Gear action a mappable key. * Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I had set up, which was removed) ==================================== v0.14.0x6 ====================================================== Bug Fixes: * Fixed yet another staging issue. * Fixed an issue with the object scaling for Bill, Bob and Jeb, which made them not sit right in the cockpit and their screen messages to not appear. * Fixed a game flow issue in which it was possible to cancel the flight end screen, leading to an error and leaving the game stuck in the flight scene. * Fixed an issue which might have caused repeated Kerbals to be generated. * Fixed the End Flight screen lockup issue after KIA. * Fixed the problem with landed vessels being lobbed into the air after resuming a saved flight. * Fixed the small fuel tank visual gap when connected to the mk1 pod directly. * Fixed the tracking station rotation and texturing issues. ==================================== v0.14.0x5 ====================================================== New: * Added small fuel tank and small engine parts Bug Fixes: * Fixed an issue that caused parts to be detected as landed when in collision with parts from other vessels, even while flying. * Fixed an issue where the persistence system would not clean out parts that were landed on other parts, rather than on the launchpad or KSC area. * Unloaded orbiting vessels will continue orbiting into the ground, if there is no atmosphere to reentry-burn them. * The 'isPersistent' part cfg parameter, ironically enough, wasn't persistent itself. * Removed an 'experimental' tweak done on the terrain shader that caused the Mun to look very bright in bright areas, and very dark in dark ones. * Added an icon image for Landing Legs. * Fixed the buttons of the pod selection window not responding to clicks when the VAB tutorial was active. * Fixed the VAB tutorial never being shown after the first time, even when activated in the settings. * Fixed the tutorial window disappearing behind the command pod selection window. * Changed the ground detection system to a far more stable hold-and-release method. * Added an icon for the landing legs (and made it update its colours) * Tweaked the landing leg collision mesh to avoid phantom forces from poorly-solved collisions * Updated the description for landing legs (missing description for the other parts) ==================================== v0.14.0x4 ====================================================== Bug Fixes: * Fixed a problem with Jeb's confidence levels (he lost his nerve on x3). * Fixed a few issues with the atmospheric pressure and temperature curves from x3. * Fixed another problem with staging that was made apparent in x3. It caused the ship to 'skip' stages. ==================================== v0.14.0x3 ====================================================== Bug Fixes: * Fixed the vessel label icons, which were invisible. * Increased the ejection force of Decouplers and Radial Decouplers (too underpowered after the physics fix). * Removed the landingleg.max file that snuck itself into the distribution. * Fixed the Camera Mode text not being displayed in flight. * Fixed the map focus switching (Tab not working). * Fixed Fuel tanks apparently not resuming fuel levels properly (was an icon issue). * Fixed Landing legs not resuming their states properly. * If a landed vessel decoupled from its base while taking off, the vessel would still be flagged as being landed. * Sometimes, landed vessels would spawn a few feet off the ground and stay locked in place forever. * SAS and ASAS modules on other vessels were getting activated along with the current focused vessel. * Reloaded parts were not storing references to their symmetry counterparts properly. That caused all sorts of weird behaviour. * Fixed an issue that caused vessels to be placed in the wrong positions occasionally (most noticeable in the tracking station). * Fixed an issue that caused incorrect staging when loading ships in the flight scene. ==================================== v0.14.0x2 ====================================================== Bug Fixes: * The KSC buildings had lost their tags which identified them as eligible for landed debris clean up. Fixed now. * Fixed the flight scene time step being incorrectly initialized as 0.04ms (would cause wobbly physics). * Fixed a problem with the Plugins folder in the Mac version, which caused the game to halt when loading. * Removed a save file that sneaked its way into the distribution. ==================================== v0.14.0x1 ====================================================== New: * Flights are regularly saved to file, to be resumed later. (yes, persistence ) * Support for multiple simultaneous flights and switching from ship to ship. * The Tracking Station Facility at the Space Center, allows you to select and resume a flight in progress. * Holding the middle mouse button will allow you to rotate the flight camera about itself, instead of rotating its pivot. (double-clicking the MMB will recenter it) * Tweaked the orbit rendering on the Map View to reduce clutter when several icons are moused over at the same time. * Landed or Splashed vessels now display their coordinates (or location, if available) when moused over on the Map View. * More Crew Members so you can launch missions while others are underway. * An External Module Loader, which enables mod makers to program their own part modules. Bug Fixes: * The flight camera is no longer able to go upside down. * The ORBITAL camera mode will no longer change orientations when switching spheres of influence. * Fixed an issue with .craft file saving and loading, which makes it possible to save ship titles independently of the file name. * Un-warping a landed ship will no longer cause an unphysical jerk on it, which could possibly destroy it. * Landed/Splashed vessels no longer show an Apoapsis icon on the Map View. * The Map Camera now responds to the keyboard bindings for camera zoom. * Decouplers now obey the second law of physics (Acceleration = Force/Mass) * Decouplers now obey the third law of physics (every action has an equal and opposite reaction). * RCS Fuel Tanks now drain symmetrically if placed using symmetry. ==================================== v0.13.3 (Demo)=================================================== New: * A Stats Tracking System, so we can collect information of the game for statistical purposes. Bug Fixes: * Fixed a bug with symmetry in the VAB. * Fixed an issue with the main camera that would create sporadic moments of lag in map view. * Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. * Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 were buggy. ==================================== v0.13.2 ====================================================== Bug Fixes: * Fixed a bug with symmetry in the VAB. * Fixed an issue with the main camera that would create sporadic moments of lag in map view. * Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. ==================================== v0.13.1 ====================================================== * Official Release Bug Fixes: * Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made that obsolete. * Fixed an issue that prevented attachment nodes from affecting connected part rotations properly. * Fixed an issue with the part loader, which would crash if a binary mesh was found, but no .dae or .obj file was present. ==================================== v0.13.1x1 ==================================================== New: * Recompiled on the latest version of the Unity engine, to add multithreaded rendering support and better memory management. * Changed the Fuel Line flow direction, so fuel will flow from the first-placed end of the line to the second end. * Holding Ctrl and clicking on a part on the ship at the VAB will now automatically flip the parts list to the selected part's page. * Added in-game credits Bug Fixes: * Fixed the custom part sounds loading system, which wasn't working on the last release. * The part loader will no longer freeze if it cannot find a part module to load. It will load the base Part module, and make it visible but unavailable on the VAB. ==================================== v0.13.0 ====================================================== * Official Release ==================================== v0.13.0x4 ==================================================== Bug Fixes: * Increased the heat conductivity and heat dissipation values for all parts, to compensate for the new heat exchange system. * Fixed the time quadrant on the UI being unresponsive to mouse clicks if there were part icons behind it. * Fixed the staging quadrant being partially visible in the map view. * Fixed a problem that made it possible to delete the command pod in the VAB by using Ctrl+Z. ==================================== v0.13.0x3 ==================================================== Optimizations: * Tweaked the part heat exchange model, for a considerable fps boost with very large ships New: * Added a new icon for the Fuel Line parts. * Changed the icon grouping rule on RCS Blocks and Strut Connectors to group to all parts of the same type on it's stage. ==================================== v0.13.0x2 ==================================================== New: * Pressing F2 will hide the UI completely (so you can take UI-free screenshots). Bug Fixes: * Fixed the weird 'glass-like' artifacts in game during launch * Fixed the parts not receiving mouse events on the VAB. This also affected collision detection on the VAB. * Fixed the in-flight settings screen being drawn under the main UI. * Tweaked the fuel tank surface attachment point. It was a little too close to the collider, and sometimes caused false collisions. * Fixed a bug with the parts code that allowed them to bypass receiving gravity and drag forces if it's hierarchy root was destroyed. * Fixed the map camera code so that it will remember where it was if you re-open it. (this tweak was left out of the X1 build apparently) * Fixed the part icon numbers (when multiple icons are grouped) not being positioned correctly on a few resolutions. ==================================== v0.13.0x1 ==================================================== Optimizations: * Removed a lot of needless halts on the part processing routine during loading. * Restructured the sound loading system so the main loading thread doesn't wait for it to finish before moving on. * Deferred adding of several part components so they're only added when they're needed. * Mesh tangents can now be loaded from file, instead of being recalculated every time. * The mesh loader now ignores materials from file, because they were going to be replaced anyway later. * Meshes are now saved to binary files (serialized) when loaded for the first time, and loaded from those files when they're available. * Changed the rendering method for the part icons on the staging sequence. This can prevent thousands of objects from being created when flying large ships. * Ship parts now have adjustable levels of physics, so small parts are not as deeply simulated as large ones. This reduces the amount of physics objects and joints to simulate. * Reduced the amount of code components attached to each part, making for less calls on each frame. New: * The part loader will check if the saved optimized meshes are out-of-date, and update them when necessary. * A new Fuel Line part, that allows fuel to be drained off external (side-mounted) tanks. * It is now possible to warp time freely when the ship is landed. * Added a progress bar for the loading screen. Bug Fixes: * Fixed the mission timer not getting started if the first stage was moved before launching. * Liquid Fuel now flows from the "top" attachment node, instead of from the parent part (unless there is no top node, in which case it flows from the parent part). * Parts now keep the references to the part attached in each attachment node. (makes top-node based fuel flow possible) * Fixed a bug which prevented the ship selection dialogs from receiving double-click events. Now it is possible to select a ship file by double clicking on it. * Improved rendering of hyperbolic (escape) orbits in the map view. The trajectory is now a constant size regardless of eccentricity, and isn't warped by the splines. * The Map camera will now remember it's last position, and return to it when the map is reopened. NOTES: * The new part loading system will generate optimized meshes for all parts whenever it finds new part models. This means the first time you run the game, it might take longer for loading to complete. * This update introduces some new features that make ships built on previous versions incompatible. If a ship fails to load, it's because it isn't compatible with this version. We apologize for the inconvenience. ==================================== v0.12.0 ====================================================== * Official Release ==================================== v0.12.0x5 ==================================================== Bug Fixes: * Removed the SAS disabling itself when going into Map View or into high warp rates. * Implemented a new Kepler Equation solver for extremely high eccentricity orbits, the old one was becoming unstable and freezing the game. ==================================== v0.12.0x4 ==================================================== Bug Fixes: * Fixed a problem with the Floating Origin system which caused the ship to jitter on very high warp rates and speeds. (aka The Warp Shakes) * Fixed another problem which could cause the game to crash if entering/leaving another planet's SOI while on 1x or 2x warp. * (Hopefully) fixed a problem with 0 inclination orbits that could cause them to become reversed or rotated when transitioning between planets/moons. ==================================== v0.12.0x3 ==================================================== Bug Fixes: * Fixed a problem that caused ships to reverse direction when unwarping while on a hyperbolic orbit. * Fixed a few typos in some part descriptions. * Reduced the gimbal range for the LV-T45 engine, which was way too much after the gimbal bug fix. * Fixed the Decouplers not applying a separation force when jettisoned. ==================================== v0.12.0x2 ==================================================== New: * The Surface/Orbital speed reading will now change automatically (and can still be toggled manually) Bug Fixes: * The game would crash if the VAB tutorial is advanced too far while keeping the command module selection window open. * Engine gimbals were not deflecting as much as they should be. * Fixed the Max G reading on the flight end screen. Now it will only log sustained G forces. * Fixed the Surface/Orbital Speed reading getting messed up when restarting a flight. * Fixed a problem with the Time Warp code, that would sometimes force the time rate to 2x, but not unpack the ship. It would also cause G forces and other values to be incorrectly calculated. * Fixed a problem with unpacking the ship for physics that could cause centers of mass to be offset, leading to uncontrollable tumbling. * Fixed a problem that could cause orbits to become reversed when entering/leaving another planet's sphere of influence. * Changed the Time Warp altitude restrictions to be proportional to the current planet or moon's radius. ==================================== v0.12.0x1 ==================================================== New: * A Moon * New Orbital Camera Mode. Like Free Mode, but aligned to the solar system plane, like the Map View Camera is. * New Auto Camera Mode. Chooses between the other modes based on the state of the flight. * Liquid Engines now support thrust vectoring (gimballing). * New LV-T45 Vectoring-Enabled Liquid Engine. * The VAB will now allow you to select a Command Module before starting a new ship. * Planets and Moons now rotate. * It is now possible to orbit the Sun. Bug Fixes: * Improved the way velocities are applied when resuming physics. * Fixed the Advanced SAS icon showing as a question mark on the VAB. * Fixed a bug where cloning parts by removing and undoing would cause them to receive duplicate IDs (and crash the game when loading the ship again). * Tidied up the flight statistics numbers formatting a bit, so they're easier to make sense of. * Time Warp will now smoothly increase/decrease towards the set time rate, for a much more fluid transition. * Made several improvements to the Map View orbit rendering. * Fixed the rails->physics transition, so that there is no significant change anymore in orbital parameters when going out of warp. * Made some significant improvements to the physical joints that hold the ship together. Ships will not wobble anymore when going back into 1x time after warping, and the joints themselves are more stable overall. * Made a small tweak to the part tooltips on the VAB, to prevent them from going off-screen on small resolutions. (was noticeable with the new command pod selection dialog) ==================================== v0.11.1 ==================================================== * Hotfix Update Bug Fixes: * Fixed a small but very annoying bug where unpausing the game would not set time running again. ==================================== v0.11.0 ==================================================== * Official Release Bug Fixes: * Solved a few more bugs with the time warp system. * Improved the Advanced SAS module to respond based on the size of the spacecraft. * Fixed the extreme performance loss when using warp with large ships. ==================================== v0.11.0x5 ================================================== Bug Fixes: * Solved the overheating under warp problem introduced in x4. * Fixed the wobbling problems from x4. * Fixed a few bugs with Time Warp and Pause. * Fixed a bug with pressing Esc to close the pause menu while in the settings or mission log screen. * Fixed the vertical speed calculation, which was going batty with high time compression. (it's perfectly stable now) * Fixed a bug with unpausing the game while under time warp. It could very likely cause a lot of trouble. * Fixed the highest altitude reading on the flight results screen. It was overflowing on really large numbers. ==================================== v0.11.0x4 ================================================== New: * Changed most flight calculations to use double-precision Bug Fixes: * Found and fixed the most likely cause of ship destruction when exiting time warp. * Fixed the insane G forces when transitioning into or out of high warp. ==================================== v0.11.0x3 ================================================== New: * Added a proper liftoff/touchdown/splashdown detection system. * After the pod makes a safe splashdown/landing, the mission will be considered a success. * Changed the Flight Tutorial to include the new features added on this update. * Map Icons now properly organize their popup texts if multiple icons are hovered at the same time. Bug Fixes: * RCS no longer stops working if a single fuel tank runs dry (and now it drains from lower-stage tanks first). * Deorbited/Landed parts no longer stay or go into propagated orbits. * The Advanced SAS module will now use all control parts on the ship. * Strut Connectors will no longer try to reattach themselves to disconnected parts when physics are resumed. ==================================== v0.11.0x2 ================================================== New: * New Space Skybox and improved day/night/space transition * Improved Kerbin surface texture maps * RCS (Reaction Control System) Module Part. * Added an 'RCS Toggle' key (Default 'R'), to toggle the RCS on and off. * Changed the useless Overthrottle LED for an RCS LED, which indicates if the RCS is enabled. * Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to stabilize flight, but applies no forces of it's own. BugFixes: * High-speed wind sound was audible for no apparent reason on map view * Time warp dropped to 4x even though there were higher possible options available (when altitude goes below the lower limit for a time rate) * Orbital time was running much faster than it should at 2x and 4x warp. * Fixed the Kepler Equation solver in the orbit system, which was causing a number of problems when going into and out of high warp rates. * Going into warp above 4x now is only possible if no forces are being applied on the ship * Improved formatting on orbital node display numbers, to make it easier to tell the difference between 10,000m and 100,000m ==================================== v0.11.0x1 ================================================== New: * Overhauled Space Center terrain area in both flight and space center scenes. * Integrated Orbital Analysis/Propagation system. * In-Flight Time Compression. * Orbital "Map" View. * Orbit Display. * Better Launchpad area textures. * Splash-down effects, sounds and a basic buoyancy simulation. * New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet's atmosphere. * The Orbit system can now track and propagate hyperbolic (escape) trajectories. * Parts can now cast shadows on themselves. Bug Fixes: * Added a simple but hopefully effective stall simulation for winglets and control surfaces. * Made a few optimizations to runtime loaded textures. Now they're compressed to DXT5 and support mipmaps. * The MET display will now start counting on liftoff instead of on flight start. * Tuned the terrain system a bit, to improve visual quality at high altitudes. * Greatly improved the input lock system. Now, components that lock game controls won't override locks placed by other components. * Improved the flight camera code. On Chase mode the camera will not spin around at the poles anymore, and both modes are more stable overall. * Optimized the terrain system rendering, and got a nice boost in performance during flight. ==================================== v0.10.1 ================================================== Bug Fixes: * Eliminated the sharp atmospheric cutoff at 34,500m. Now there is atmosphere up to around 68,000m. * Improved the drag calculations. * Created a new ControlSurface module to replace the problematic Stabilizer module. The Stabilizer is now deprecated. * Changed the folder structure on the Mac version, so it is the same as the PC version. ==================================== v0.10.0x4 ================================================ New: * Added alternate mappings to every key binding. Bug Fixes: * Fixed the strange holes on the north and south pole of the planet. * Fixed the sun flare effect flickering problem. ==================================== v0.10.0x3 ================================================ New: * Added a Camera Horizontal and Camera Vertical axis bindings to allow using a hat switch or gamepad thumbstick to move the camera Bug Fixes: * Joystick Deadzone and Sensitivity values were applied incorrectly. * Screen Resolution setting failed to set on game startup. Now it's applied just before loading starts. * Fixed a bug with the solid boosters, where they would become heavier instead of lighter as their fuel was spent. ==================================== v0.10.0x2 ================================================ New: * Added a Throttle (Incremental) binding to the input config. This allows mapping an axis to control the throttle, much like the W/S keys do. * Added sensitivity and deadzone options to each axis mapping * Changed the Invert axis method to a more conventional checkbox * Added a button to completely clear a control assignment. Bug Fixes: * Fixed a bug with precision mode controls, where they would not increment past about 10% * Returned the launchpad colliders to how they were before * Fixed the altimeter registering 60m at sea level. ==================================== v0.10.0x1 ================================================ New: * Completely overhauled procedural terrain system. Much more reliable and stable. * The whole planet can now detect collisions, so ejected parts can now land safely. * The terrain mesh is far more stable, shorelines and mountains no longer wobble. * The new terrain system is completely translation and rotation-safe. It can be moved dynamically without breaking visually. * An Orbital analysis and propagation system, allowing for a complete planetary simulation, among many other possibilities, is ready for implementation. * Terrain quads are now queded for subdivision, to improve performance * The terrain system now allows for a secondary target object, so both the ship and the camera can subdivide the terrain. * Mini settings screen for in-game tweaks. * New (much better) shader for water. * The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination. * It is now possible to crank anti-aliasing up to 8x. * Joystick Support. * A working Mac OSX version! Bug Fixes: * Hi-subdivision tiles now have mesh colliders, which means the far side of the planet is no longer an insta-death trap. * Fixed the textures stretching near the terminator * The camera will no longer go through the ground. * The terrain collision mesh now perfectly matches the visual terrain. * Fixed a problem with the atmosphere, where it would fade in and out at specific points in orbit. * Fixed a few problems with some game settings not being correctly applied on game start. * Fixed a problem with the volume settings where explosions would sometimes sound out even with volume at 0% * Added a basic compatibility/integrity check on loading ships. If it fails, the ship won't load but the game won't crash. ==================================== v0.9.0x6 ================================================== Bug Fixes: * Fixed a problem with the input settings screen on low resolutions * Set minimum resolution to 800x600 * Fixed an oversight on our part that would prevent the fullscreen setting from being saved. * Fixed some parts that were out of date on the distribution ==================================== v0.9.0X5 ================================================ New: * Parachutes can no longer deploy in a vaccuum (they wait until there is some atmosphere to open) * Added staging stack scrolling through the Home and End keys * Added key mappings for Zoom In/Out, Scroll View Up/Down (VAB) and Scroll Icons Up/Down * Added key mappings to rotate the camera Bug Fixes: * Fixed the G meter spiking up towards infinity at large distances. * Fixed some more details with the settings screen * Changed the layout of the input mapping screen * Fixed a problem with the sound loading system, that wouldn't load custom sounds ===================================== v0.9.0x4 ================================================ New: * Added Settings screen to configure Audio, Video and Input settings * Removed the old Launcher menu * Added an input mapping for the Precision Controls Toggle * Tweaked the settings UI graphics a bit * Changed attachment mode to the previous one, since the new one was causing stability problems in flight Bug Fixes: * Staging would still sometimes fire out of order * Fixed a problem with the symmetry that could cause the game to crash sometimes ===================================== v0.9.0x3 ================================================ Bug Fixes: * Struts could cause the game to crash if they didn't find their targets * Alt+copying parts inside grouped icons would eventually lead to a crash * Heavily modified staging sequences would sometimes fire out of order ===================================== v0.9.0x2 ================================================ New: * all parts now have a fuelCrossFeed value (True/False) to enable/disable fuel flow * Added a new icon for strut connectors * Added a mouse grab offset on the VAB, so parts can be grabbed without twitching to reach the cursor Bug Fixes: * SAS could cause pod to wobble if activated with nothing more than the pod * Debug console key not consistent with different keyboard layouts (changed to Alt+F2) * Undo/Redo sometimes caused struts to lose targets * staging sometimes resetting itself * Game would hang for a few seconds if selecting/placing a large number of parts at once. * loading would sometimes crash when loading a ship with struts * some icons were not being grouped correctly according to part state ===================================== v0.9.0x1 ================================================ New: * Stages are now persistent when manually edited. * Stages are now stored in relative values. This means they're now smarter * Parts can now specify their preferred relative stage though the cfg * Editing the staging sequence now creates Undo states. * The Debug Console can now be opened in the loading screen to debug load problems * Stages can now be manually created and, when empty, deleted * Stages are now represented as groups with parts inside them, instead of just separated by indicators * The staging stack now scrolls manually using the mousewheel (when mouseing over it) * Icons in the staging stack can now be multiple selected and moved as a group * Whole stages can now be dragged and repositioned * Stages can now be reset manually through a reset button * Empty stages delete themselves in flight * Active parts in previous stages move up to the current stage. * Parts on the VAB list will now display their stats when hovered over. * The tooltip for parts in the VAB will no longer go lower than the screen * Holding shift while selecting a part in the VAB will now select the pod so the whole ship can be moved * Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow them to be activated after jettisoning * The VS Gauge now uses a log scale, to allow greater precision with small values * The Strut Connector. A compound part to create physical linkages between any 2 parts * Parachutes now have a 'useAGL' parameter. If that's enabled, it will deploy when it reaches deploy altitude from ground level * Symmetrically placed Icons are grouped into a single icon Bug Fixes: * Fixed a bug that caused parts to activate out of sequence sometimes. * The scroll wheel is no longer read if the application is unfocused. * Staging lock is now preserved if the application is unfocused and refocused. * Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours * Changed the debug console key to Alt + the key left of 1. It would interfere with the throttle controls in flight. * Fixed parachutes not deploying if not set to the last stage. (they can still deploy when jettisoned) * Fixed a silent error when parts set an explosion potential higher than 1.0 * Eliminated the jitter on the VS gauge * Changed the physical attachments between parts again, so the stack is less wobbly overall ===================================== v0.8.5 ================================================ New: * Added copying of parts (and sets of parts) by holding Alt while clicking on them. * Replaced tricoupler textures and UV mapping (UV map by Dippeggs) * Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed) * Stage decouplers can now share fuel across stages. * Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling) * Added Keys to control the camera in flight (+/- for zooming) * Added some sound effects for the parachute opening * Added cfg-definable parameter for parachute autodeployment delay * Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C) * Right-clicking the Symmetry Button will now step the symmetry mode back. * It is no longer possible to select a part of the ship while the mouse is over any interface items. * Added toggle key to switch between precision or instant input modes (Caps Lock) * Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision) * Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules Bug Fixes: * Fixed the staging lock LED not turning purple after launch * Icons no longer show a transparent border floating around then mousing over disconnected parts. * Fixed a bug where deleting a symmetrical part would sometimes leave it's counterparts floating around. * Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors. * Fixed most sound volume decay over distance problems. * Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug) * The Flight camera will now remain always centered on the ship's center of mass. * The Screenshot function will now create a Screenshots directory if one isn't found. * The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on) * Fixed a bug that could cause large ships to explode at 5,000m altitude. ===================================== v0.8.4 ===================================================== Bug Fixes: * Fixed a small but incredibly disruptive bug which prevented engines from being connected to fuel tanks ===================================== v0.8.3 ===================================================== New: * Added key to lock staging, to prevent accidental jettisoning (remember to set it off later). Set to Alt+L * Added a tooltip for the Symmetry Button Bug Fixes: * Fixed A TON of bugs with the symmetry and ship construction in general. Game is stable again. * Fixed a bug where parts would lose staging info and revert to default when returning from flight to the VAB. (the staging reset bug) * Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to frozen parts. ===================================== v0.8.2 ====================================================== This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release. WARNING: The 0.8.1 release introduced a few changes to the .craft file format, so it is possible that ships created with versions prior to 0.8.1 might not be compatible with the new version. Bug Fixes: * Fixed a serious bug where swapping about symmetrical parts would crash the game * Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached ===================================== v0.8.1 ======================================================= New: * Added options to use Angle Snapping when placing surface-aligned parts. * Symmetrical placement mode in the VAB. * It's now possible to set aside a part of group of parts. This enables adding parts in between others without deleting half the ship. * Sound Normalizer, keeps the volume balanced even with 50+ boosters firing * Added framerate cap to keep GPUs from screaming on light scenes. (configurable through the settings.cfg file) * Deleting a part now requires clicking the parts list. This prevents accidental deletion. (Or you can also press 'Delete) * Fuel can now flow through Strut parts like the tricoupler Bug Fixes: * Fixed bug where starting a new ship with a loaded multi-stage ship would create empty stages * Smoke trail effects now fade away when nearing the edge of the atmosphere * Fixed SkySphere culling issues at large distances * Added cfg parameter to enforce a symmetry mode when stacking (like 3 under the tricoupler) * Updated editor tutorial to reflect the changes in this update ====================================== v0.8 ======================================================== New: * Saving and Loading buttons in the interface, as well as a ship loading dialog for picking new ships. * Ship name field in the editor, allows saving ships with any filename. * Screenshot button to capture the screen to file. * functioning MET indicator in the flight UI * Pages in the VAB part list, whenever the parts exceed the size of the list. * New skins for the UI windows that pop up. (like the flight results dialog) * A new splash screen before the main menu enters. * SAS toggle with 'T' key * Option to Simulate in Background in the settings.cfg file * Undo/Redo actions in the VAB, by Ctrl+Z and Ctrl+Y * Fuel tanks are now stackable to increase fuel amount (and weight ) * On-screen text popup to let you know the current camera mode * Cfg interpreter can now parse 2D, 3D, and 4D Vectors, as well as rotations (in angle-axis format) * Cfg-defined thrust positions and orientations, make retro-rockets and any other craziness open for addon parts. * Parts may now create new stages for themselves through the cfg (used to be decouplers only) * New texture for the Solid Rocket Booster * The game now checks for updates against the KSP site, and let's you know if there is a new version available * Loading screen moved to before the main menu appears. Bug fixes: * Liquid Engine particle effects responding to engine cutoff * Icon indicators for all parts that need to show information * Custom icons for all part types * VAB placement bug with tricouplers and fuel tanks (and decouplers) * Reposition the NavBall and main camera focus, so the ship isn't obscured by the interface - this one is kinda moot now, since the new camera centers the ship better, and the navball doesn't hide the ship anymore. * Pause also affecting particle effects * Pausing the game no longer produces a G-force peak * SRB mesh normals correction * Complete rewrite of the flight camera code. No more jitters and a number of new options in the settings.cfg * Relaunch button on pause menu. No need to end flight to relaunch. * Version text on main menu resetting after returning to it from game. * Inverted the middle mouse button zoom. Now mouseing forward brings the camera closer. * The text on the stage indicators no longer appears over other interface elements * Fixed excessive wobbliness with side-attached parts * Radial decouplers now have their own module (they used to share modules with the stack decoupler) * Increased the inclination range for the VAB camera from 45° to 80° * Updated tutorial to reflect the changes made in this update (like the new cameras in flight). * Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew everytime. ====================================== v0.7.3 ======================================================== * Initial Release =================================================================================================== Copyright Notice: ©2011-2019 Take-Two Interactive Software, Inc. The UKSA logo is property of the UK Space Agency. Used with permission.