0.9.900 Update
Features
- Procedural parachutes
- New deployment animations
- Options to change the scale of the cord, radius and height of the parachute
- New base style for side mounted parachutes
- 3 stage deployment of the parachute (armed -> deployed -> inflated) with customisable automatic activation and cutting
- Manual repacking required after deploying the parachute for it to be shot again
- Made most parts scalable, with better price and mass calculations
- MFD
- Gauge
- Hinge and rotator
- Wings will now come with a thickness parameter and internal fuel tanks
- Some parts will have extra properties affected by it
- The electric motor torque and power consumption
- The light and beacon power consumptions
- The side detacher force
- The camera zoom capabilities
- The RCS and ion engine thrust and particles
- Overhauled the ion engine and RCS particles
- Added three new rocket engines
- Spirit Engine (monopropellant)
- Wyvern Engine (methalox)
- Ifrit Solid Booster (solid)
- Added a parameter to define the threshold at which the atmosphere of a planet ends relative to its surface density
- Added "OrbitData." values to input controllers and funky trees for the active craft
- Added Vizzy instruction: "broadcast to nearby crafts" that sends a broadcast message to the loaded crafts
Tweaks
- Updated the 3 stock rockets to benefit from the changes in the last updates
- Added two extra warp modes, up to 20 times faster
- Minor changes to the order of parts in the designer
- Fixed some of the part icons
- Removed the size limit to xml scaled exhausts
- Added a tinker option to disable shadow casting in any part
- Added XML parameters on the rocket engine to override its throttle response (the parameter that defines spool-up time), exhaust offset and exhaust color and to prevent them from generating smoke
- Added a slider to adjust max throttle of a rocket engine in-flight
- Improved the damage model making rocket engines take damage if they are too overexpanded or their in-flight max throttle is above 100%
- Allowed Gas Gen 1 to use the Delta nozzle, now you can make your Merlin Engine replicas, Graviton
- Made the detachment force of an interstage depend of its mass
- Reduced pressure fed rocket engines spool up time
- Changed underwater engine disabling from setting engine throttle to 0 to occluding air intakes, effectively enabling rocket engines to work underwater
- Eliminated the box at the base of the wings in the designer
- Moved to the Advanced Part Settings the Stage Activation, Add Flight Program and Show Hidden Properties options that used to be in the tinker panel
- Allowed parachutes to be shown when their properties window is open in the designer
- Allowed rocket engine, jet engine, ion engine and RCS particles to be shown in the designer
- Allowed the rocket engine to be attached to surfaces without a fuel adapter
- Added a Throttle Input Controller to the rocket and jet engines by default
- Improved the consistency of the part property menus
Bug Fixes
- Fixed a bug on mobile where vector operations in Funky Trees could cause flight programs to fail
- Fixed a bug where FT expressions such as "v:CommandChip.FlightProgram.SomeVectorVariable" would not return as a vector
- Fixed a bug where the mirrored One Door style for the cargo bay would not animate correctly in flight
- Fixed bug where cargo bay open angle and open speed were not applied to symmetric cargo bays
- Fixed a bug where an astronaut's inspector panel would not be closed if the astronaut was destroyed
- Fixed a bug where the center of thrust calculation for the craft included the astronaut's jet pack
- Fixed a bug in the ModTools where mods could fail to build, reporting a circular dependency or bug error
- Fixed a bug where the jet engine still included the mass of the shroud when the None style was selected
0.9.902 Patch
Steam Deck Support (and better experience using controllers)
- Many tweaks and fixes to improve the game experience on the Steam Deck
- Updated to the latest Steamworks SDK
- Updated to a newer version of our input system
- Completely re-worked the default gamepad input bindings
- Added many new bindable keyboard/controller inputs
- Overhauled a bit the control settings UI. The flight category is now broken down into 'Flight Common', 'Flight Craft', and 'Flight EVA'
- Allowed the play button on the splash screen menu to be activated by pressing any keyboard or controller key
- Changed the behaviour of the designer paint and fuselage shape tools. They now re-select the previously selected part when closed
Tweaks
- Changed the wheel and landing gear torque and brake torque calculations to take the size of the part into account
- Exposed the electric motor RPM and Power Usage to Funky Trees
- Allowed scalable parts to be scaled when they have parts attached by pushing them away
- Allowed rocket engine exhaust color overrides to take the alpha channel into account
- Added override options for the thrust, mass fuel rate, min throttle and exhaust intensity parameters of the rocket engine
- Friendly format altitude in parachute part properties
- Added a new modifier to adjust the length and spring parameters of all the legs
- Tweaked the ModTools package installer. It will now remove the Version Control package during 'install' since it caused problems
- On desktop platforms, the effect of the pitch and roll inputs in translation mode have been swapped. Now the roll input translates forwards and backwards and the pitch input translates up and down
Note: Control binding inputs will be wiped and reset to default when updating
Bug Fixes
- Updated the stock rocket to have the new parachute, rocket engine (and since we were changing it, added an astronaut to the capsule)
- Fixed a bug where altitude height would not recalculate correctly after reloading if the Atmosphere End setting was changed
- Fixed the parachutes of an unusual size bug in the main menu. avgarrison
- Added throttle to the overexpansion damage calculation, reduced the point at which it starts and added an xml parameter to adjust its intensity
- Fixed the lack of scale update in the electric motors and joint rotators when a part was duplicated
- Fixed the scale for ion engines and RCS not working
- Update the scale for the side detacher when starting the flight scene
- Update parachute part properties when the user changes the selected planet in the performance analyzer
- Fixed a bug in the ModTools where mods could fail to build, reporting a circular dependency or bug error (it was a bug...)
- Fixed a bug where customized keyboard bindings were not being loaded when starting the game
- Finally fixed the landing legs, we just nicely asked them nicely if they could stop dancing
0.9.903 Patch
Features
- Added two new leg styles, with customisable scale, length and springs, opening angles, opening speeds... Groundbreaking!
- Added Rigid suspension type for new landing legs
- Added Auto suspension type to automatically configure spring strength of landing legs
- Added Overload to the tinker panel, with some new features to improve its usability
- Added buttons to add and remove modifiers in the Overload panel
Tweaks
- Moved the part connections tool to its own tool icon
- The part connections panel no longer de-selects the currently selected part when opened
- Changed the order of the parameters in the tinker panel
- Changed the thrust override property to be a multiplier instead of a direct override
- Updated the price and mass calculations for the legs and opened the Merlin Leg in the icon
Bug Fixes
- Fixed a bug causing the RCS power slider to just have two steps
- Fixed a bug where the Merlin Legs would cause an incorrect inertia tensor calculation and result in sluggish attitude control
- Fixed a bug causing the performance analyzer to freeze
- Fixed a bug forcing wheels and landing gears to have very low torques
- Fixed a bug where non-unique craft IDs could be generated in some cases
0.9.904 Patch
Tweaks
- Tweaks and improvements to the game's electric power system
- Added power usage for command pod, flight program, gyroscope, rotator, hinge, and piston to inspector panel
- Added power consumption to the hinge, rotator and piston, making them stop if the craft runs out of battery
- Added a constant power consumption to the chips and command pods when they are active and non tripulated
- Consume some energy on every vizzy instruction and for every byte broadcasted to all crafts, with xml parameters to override how much energy is used
- Pause vizzy programs when the craft runs out of battery unless the consumption per instructions parameter is set to 0
- Changed the power consumption calculation of the engines to use volumetric fuel flow and chamber pressure instead of thrust power
- Added a parameter to override the power consumption of rocket engines
- Changed the electric pump engines to require electricity and the turbo pump types to generate a bit
- Tweaks to the rocket engines
- Updated the engine prefabs, adding two new types
- Balanced the prices of all the engine types
- Improved how the in-flight throttle adjustment is handled for parts with non-zero min throttle values
- Added different overexpansion damage thresholds to each nozzle type
- Display a warning message if a rocket engine is starting to take overexpansion damage
- Tweaks to the new legs
- Adjusted the collision response of the legs to make landings a bit more challenging
- Adjusted the mass calculation for the different leg styles
- Increased the opening range of the piston leg
- Changed the min stock target compression to 15%, since lower values were causing oscillations
- Changed the foot on the KIS legs to minimise the z-fighting
- Only look for first level elements in overload (only the main modifiers and not its childs, to ignore all the garbage vizzy was generating)
- Added the inputId attribute by default when a new modifier of the type InputController is added
- Made the joint strength on hinges, rotators and pistons depend on the part scale
Bug Fixes
- Fixed a bug causing vizzy fUNk expressions on mobile to be partially recompiled every frame, reducing performance and breaking memory-based functions
- Fixed a bug where landing legs and parachutes would not preview deploy correctly in the designer when symmetry mode was changed with the keyboard
- Calmed the landing legs so they don't dance around quite as much
- Fixed a bug where landing legs could throw exceptions in some cases
- Fixed a bug where switches could not be toggled when in FPV on mobile
- Fixed a bug where MFDs and switches could not be interacted with in FPV
- Fixed a bug where the MFD drag event doesn’t respond on mobile in some cases
- Fixed a bug where selected velocity mode would disappear after docking when target velocity mode was selected
- Fixed a bug causing locking up and down to jitter in the heading
- Set the rcn throttle to 0 when it is deactivated
- Corrected some hydrazine parameters that were causing the monoprop engine to perform closer to one of Arca's engines than a real hydrazine engine
- Fixed a bug with the wings' fuel tanks not being initialized when first added the part
- Fixed a bug making batteries have a price per kg of 0$
- Allowed rocket engines that generate power to work even if they have no batteries
0.9.905 Patch
Tweaks
- Included a toggle in the move part tool to disable surface attachments to ease placing engines in crowded crafts
- Made the MFDs consume power when turned on based on their area
- Lowered the mass of the parachutes
- Added an InputController for the Ion Engine's Throttle by default
Bug Fixes
- Fixed off-center scaling of electric motor, hinge rotator, and ion engines. And fixed an issue with the collider on ion engine
- Pause vizzy programs when the host part is turned off and can be deactivated (the inspector said they were paused but they kept running before)
- Fixed a legacy support problem with the hinges, rotators and pistons
- Fixed a legacy support problem with the command pods and the chips
- Fixed a bug causing programs from previous updates to consume electricity
- Prevent players from removing or adding modifiers that could break the game
- Fixed a bug where landing legs and pistons would throw an exception when applying changes from the Hidden Properties flyout
- Prevent an exception when applying changes to a command pod from the Hidden Properties flyout
- Fixed a bug where wings become broken when applying changes in the Hidden Properties flyout
- Reduced the chances of engines breaking when something unexpected is used as a fuel
- Fixed a bug where several FT vector functions did not work on mobile
- Fixed a bug causing the Ifrit engine prefab to look for kerosene instead of solid fuel
- Fixed a bug causing rocket engine power generation to be -100% by default in all the engine types
- Fixed an issue with engines that had a min throttle above one being fired even when not activated (and thus causing solid motors and engines in the REO mod to behave poorly)
- Fixed an issue with the ion engine attachment node being off-center
- Fixed a null-ref in the command pod when EVA'ing
0.9.906 Patch
Bug Fixes
- Fixed a bug that broke backwards compatibility with existing electric rocket engines
- Fixed a bug that made destroyed or cut parachutes throw null refs
What about scientifc parts? Is there any project for a future atualization?
@MasterOfNone Rocket Powered torps and subs or even ballistic missiles firing underwater or even underwater fired anti-ship missiles.
@DrooMulticompany yes
Any particular reason for this? keyboard-wise I think it made a lot more sense the way it was before with translate forward on w/s and up on q/e, and I don't see a way to change it back.
Dang guys, awesome work
Does the engine override thing mean OVER 100%?
i'm pretty sure we all are
i can't wait for speeds beyond what i could reach in that one stellar neighbourhood system, or a rocket that weighs as much as the sun, or anything else that's legit bonkers
all of this brings back memories of this exact thing happening in SP too :)
@Staticalliam7
I am absolutley psyced for overload intergration
When
When the beta comes out for us plebs, it’s game breaking time.
"Added new type of rocket engine that uses Monopropellant"
flashback to when the O-10 monopropellant engine in KSP was OP as heck
Nice, I might finally get back into this game.
Thanks a lot for this. Can't wait for the new update. Mostly excited about the rocket engine underwater ignition. Very much appreciated.
Wen Android
@AR3SZX ok
@Supermarinespitfire13 1-2 weeks
Updoot Wen!!?!?
When will it come to mobile?
Changed flame Color’s….. let’s gooooooo. I’m gonna have green exhaust in my engines. The only reason that starship had that was because the engine was burning up some of its copper piping, I guess the raptor engine lives up to the real life predator lol
Can't wait to mess around with the parachutes!
all of these are nice but i just really want a way to get/keep the legacy part behaviours in the updated versions, i don't want to constantly repack my chutes or keep readjusting the throttle just so my engines don't damage themselves lol
i don't have the beta so idk if you added something like that (and it's probably far too late now) but it would still be nice even if it's in a later version
A small request: can the delta nozzle have the same performance as bell nozzle?
36 items!
And that's amazing.
@ChaoticGraviton wow don't you feel so loved
I like my delta nozzle, thanks