Since the Release post is not public yet, here are the full release notes for 0.7.0.0:
Testing Notes
- New engines are not yet textured and they don't have new sound effects yet. We are working on it.
- We are looking for feedback on the new rocket engines. We've spent a lot of time trying to make them as accurate as possible. Let us know if you have any feedback on their performance or visuals.
Features
- Added procedural rocket engines
- Several new types of engines: Pressure Fed, Electric Pump, Gas Generator, Staged, Solid, and Nuclear Thermal
- Adjustable nozzle parameters such as Nozzle Length and Nozzle Throat Radius
- Several nozzle options: Resizable Bell, Resizable Cone, Aerospike, Alpha, Bravo, Delta, and Omega
- New Fuel Types: Hydrolox, Methalox, Kerolox, Liquid Hydrogen, Water, and Solid rocket fuel.
- Engine exhaust plume now supports under-expansion and over-expansion.
- Added new Performance Analysis window to designer for jet engines and new rocket engines.
- Added build mode so you can now switch between rocket building and plane building. You can find this under your command pod's part properties.
- Added pilot orientation gizmo to help player visualize the intended direction of travel of the craft
- Added ability to invert the airfoil of wings.
- Display which input a control surface is assigned to when it uses Auto.
- Added ability to restrict a auto-configured control surface to a single axis.
- Added button in designer to show wing lift vectors.
- Added option to show wing lift vectors during flight
- Activation Group Replication - When you have a craft with multiple command pods you can enable this option on a command pod to replicate the primary command pod's activation group states.
- Docking ports can be disabled to prevent docking. Disabling while docked will undock the ports.
- Added flight scene camera speed and sensitivity settings.
- Upgraded to Unity 2018.3
Enhancements
- Zooming via mouse wheel in the designer now works while moving parts.
- Starting designer camera from the right side instead of the front b/c it is a strange angle for airplanes and doesn't make much difference for rockets.
- RCS nozzle thrust is now mass-scaled. Existing crafts will be auto-updated to account for this.
- Improved Nav Sphere to reduce overshooting
- Improved water textures
- Tweaked the minimum distance from the craft's roll axis that engines are allow to respond to roll gimbal.
Bug Fixes
- Fixed bug where solar panels would load at incorrect angles during rendezvous while warping
- Fixed a bug where the camera would jitter during warp after switching to another craft.
- Fixed bug where MovePartTool could grab and move the selected part w/o initially clicking on the part.
- Fixed bug in designer when wing has multiple control surfaces.
- Fixed issue where control surface axis contributions were not being calculated and therefore they could all be zero and render the control surface unusable.
- Fixed bug where DesignerCameraScript had DesignerCameraViewDirection.Left/Right backwards.
- Fixed bug causing null-ref after control surface has been removed in designer.
- Fixed issue where setting rotation via panel and hotkeys wouldn't respect connected rotations.
- Fixed undo not being updated properly for nudge/rotate.
- Fixed bug which could result in mirrored wings invert flag being set incorrectly.
- Fixed bug which would "corrupt" a flight state if a command which was "absorbed" by the original player craft is being controlled by the player before a docking occurs.
- Fixed a bug where the camera would jitter during warp after switching to another craft.
- Fixed issue which could result in the Flight Scene UI no-longer responding when the active craft changes after the player's craft has been destroyed.
- Fixed asymmetry in Pixie engine's model and fixed edges of inlets for hard corners.
- Fixed a bug where jet engines would not have access to air when on a craft that is separated during flight.
- Fixed a bug where very short inlets would report 100% occlusion.
- Fixed a bug where unoptimized XML generation activated parts.
- Fixed a bug where the engine particle effects could look incorrect with XML-modded engines.
- Fixed a bug where the designer would fail to load and the game would hang if the craft XML was corrupt/unreadable.
- Fixed a bug where the throttle percentage look different than the throttle slider's percentage.
- Fixed a bug with errors occurring every frame when a craft does not have a monopopellant or battery fuel source.
- Fixed a bug in the main menu that caused problems when a craft XML file fails to load. It should now fall back to a new craft file and show an error dialog.
- Fixed an bug with fairing colliders only showing up on one side.
- Fixed bug with smoke trails emitting far away from nozzle exit
- Fixed error which could occur if a maneuver node is orphaned while map-view is closed.
- Fixed issue which could cause errors when performing a hyperbolic burn node.
- Fixed MapView bug which could occur when a craft crashes and is broken up into new craft.
- Fixed bug which prevented add burn node icon from displaying over an orbit if a planet was behind the pointer.
- Fixed bug causing "target at cursor" to become stuck on the screen and not update/hide whenever a maneuver node is added which is a child of the current target.
- Fixed issue where orphaned maneuver nodes may not be adopted properly.
- Fixed a bug where parts would try to connect to themselves when moving an entire craft around with symmetry enabled.
- Fixed a bug that allowed the player to enable symmetry on the primary command pod/chip.
- XML-modded input controllers may now use the syntax "[Modifier ID].Data.[Property Name]" for inputs. [Modifier ID] is the ID of a part modifier (identified with an "id" XML attribute). [Property Name] is the name of a C# property on the targeted part modifier data class (currently supports floats, doubles, booleans).
@pedro16797 sweet.