Difference between revisions of "1.0"
From Kerbal Space Program Wiki
(Changed from redirect to full page.) |
m |
||
(24 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
− | Version '''1.0''' | + | {{:1.0/Box}} |
+ | Version '''1.0''' was released on April {{date|27}}, 2015. The update is known as "We Have Liftoff!", referencing the fact that 1.0 is the official release. | ||
+ | |||
+ | {{TOC|align=right}} | ||
+ | == 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. The craft loaded will be shown as a sub-assembly. | ||
+ | * Added confirmation dialogs when overwriting a save, launching or leaving editor without saving. | ||
+ | |||
+ | === [[Atmosphere|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 dependent 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 [[Heat Shield (1.25m)|1.25m]], [[Heat Shield (2.5m)|2.5m]], and [[Heat Shield (3.75m)|3.75m]] sizes. | ||
+ | * Service Bay parts added in [[Service Bay (1.25m)|1.25m]] and [[Service Bay (2.5m)|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 “[[CH-J3 Fly-By-Wire Avionics Hub]]”. | ||
+ | * New atmosphere scanner part added: “[[Atmospheric Fluid Spectro-Variometer]]”. | ||
+ | * New large inline [[xenon gas]] tank “[[PB-X750 Xenon Container]]” part added. | ||
+ | * New [[RT-5 "Flea" Solid Fuel Booster]] added. | ||
+ | * New [[fuel cell]] parts added (small and large), convert [[liquid fuel]] and [[oxidizer]] into [[electric charge]] when turned on. | ||
+ | * New models for [[Circular Intake]] and [[Adjustable Ramp Intake|Ram Air Intake]] parts. | ||
+ | * New models for [[Engine Nacelle]] parts. | ||
+ | * Several new nose cones and tail sections. | ||
+ | * New [[A.I.R.B.R.A.K.E.S]] 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 [[Mobile Processing Lab MPL-LG-2]]. | ||
+ | * Added new IVA space for [[Mk3 Cockpit]]. | ||
+ | * Added new IVA space for [[Mk3 Passenger Module]]. | ||
+ | * Added new IVA space for [[MK2 Crew Cabin]]. | ||
+ | |||
+ | === Resources === | ||
+ | * Added [[Ore]] resource, which can be mined across the Solar System. | ||
+ | * New drill part “[['Drill-O-Matic' Mining Excavator]]” added. | ||
+ | * Ore container tanks added in [[Large Holding Tank|Large]] and [[Small Holding Tank|Small]] variants. | ||
+ | * [[Convert-O-Tron 250|ISRU Ore processor]] unit added, converts Ore into Liquid Fuel, Oxidizer or MonoProp. | ||
+ | * Three new [[Resource scanner|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). | ||
+ | * [[Asteroid]]s 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 === | ||
+ | * [[Technology tree]] completely revised. Several new nodes added; many, many parts reassigned for a better progression. | ||
+ | * Kerbal [[Scientist]]s 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. | ||
+ | * 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. | ||
+ | * [[Kerbin World-Firsts Record-Keeping Society]] 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). | ||
+ | |||
+ | === Demo === | ||
+ | The demo now uses 1.0 as a base. Demo restrictions include: | ||
+ | * Part loading limited to 26 basic parts. | ||
+ | * Career Tech Tree is smaller to fit the 26 parts. | ||
+ | * No Plugin loading. | ||
+ | * SPH and Runway Facilities are inaccessible. | ||
+ | * Only one save profile allowed. | ||
+ | * Cannot launch new flights if 3 or more are already in progress. | ||
+ | * Kerbin, Mun, Minmus, and Kerbol are the only celestial bodies in the Kerbol system. | ||
+ | * Revised tutorials and scenarios to be compatible with the demo set of parts. | ||
+ | * Removed the Station One and Mun Orbit scenarios as those require parts from the full version. | ||
+ | |||
+ | == 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" Atomic Rocket Motor]] now runs solely on Liquid Fuel and has no gimbal. | ||
+ | * [[Oscar-B Fuel 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 group|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" Liquid Fuel 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. | ||
+ | |||
+ | {{Versions}} |
Latest revision as of 17:26, 14 March 2020
1.0 Official release | ||
Released | 4/27/2015 | |
Announcement | KSP 1.0 is Released! | |
Steam | Steam Community | |
← 0.90.0 1.0.1 → | ||
1.1 ⇒ |
Version 1.0 was released on April 27th , 2015. The update is known as "We Have Liftoff!", referencing the fact that 1.0 is the official release.
Contents
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. The craft loaded will be shown as a sub-assembly.
- 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 dependent 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 1.25m, 2.5m, and 3.75m 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 “CH-J3 Fly-By-Wire Avionics Hub”.
- New atmosphere scanner part added: “Atmospheric Fluid Spectro-Variometer”.
- New large inline xenon gas tank “PB-X750 Xenon Container” part added.
- New RT-5 "Flea" Solid Fuel Booster added.
- New fuel cell parts added (small and large), convert liquid fuel and oxidizer into electric charge when turned on.
- New models for Circular Intake and Ram Air Intake parts.
- New models for Engine Nacelle parts.
- Several new nose cones and tail sections.
- New A.I.R.B.R.A.K.E.S 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 Mobile Processing Lab MPL-LG-2.
- Added new IVA space for Mk3 Cockpit.
- Added new IVA space for Mk3 Passenger Module.
- Added new IVA space for MK2 Crew Cabin.
Resources
- Added Ore resource, which can be mined across the Solar System.
- New drill part “'Drill-O-Matic' Mining Excavator” added.
- Ore container tanks added in Large and Small variants.
- 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
- Technology 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.
- 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.
- Kerbin World-Firsts Record-Keeping Society 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).
Demo
The demo now uses 1.0 as a base. Demo restrictions include:
- Part loading limited to 26 basic parts.
- Career Tech Tree is smaller to fit the 26 parts.
- No Plugin loading.
- SPH and Runway Facilities are inaccessible.
- Only one save profile allowed.
- Cannot launch new flights if 3 or more are already in progress.
- Kerbin, Mun, Minmus, and Kerbol are the only celestial bodies in the Kerbol system.
- Revised tutorials and scenarios to be compatible with the demo set of parts.
- Removed the Station One and Mun Orbit scenarios as those require parts from the full version.
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" Atomic Rocket Motor now runs solely on Liquid Fuel and has no gimbal.
- Oscar-B Fuel 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" Liquid Fuel 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.
|