Difference between revisions of "0.90.0"
From Kerbal Space Program Wiki
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− | Version '''0.90.0''' was released on December 15th of 2014 (a Monday). Known as "Beta Than Ever", referencing the fact that 0.90.0 is the first beta release | + | Version '''0.90.0''' was released on December 15th of 2014 (a Monday). Known as "Beta Than Ever", referencing the fact that 0.90.0 is the first beta release. |
− | + | = 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. | ||
{{Versions}} | {{Versions}} |
Revision as of 09:09, 16 December 2014
0.90.0 Beta release | ||
Released | 12/15/2014 | |
Announcement | Kerbal Space Program: Beta Than Ever is Now Available | |
Steam | Steam Community | |
← 0.25 1.0 → |
Version 0.90.0 was released on December 15th of 2014 (a Monday). Known as "Beta Than Ever", referencing the fact that 0.90.0 is the first beta release.
Contents
- 1 New
- 1.1 Editor Overhaul (Gizmos)
- 1.2 Editor Overhaul (Parts List)
- 1.3 Editor Overhaul (General)
- 1.4 Upgradeable Space Center Facilities
- 1.5 Space Center (General)
- 1.6 Facility Interiors
- 1.7 Parts (Mk3 Spaceplane Set)
- 1.8 Parts (General)
- 1.9 Kerbals
- 1.10 SAS Overhaul
- 1.11 New Contracts (Fine Print Mod by Arsonide)
- 1.12 New Biomes
- 1.13 Misc
- 2 Bug Fixes and Tweaks
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.
|