0.9.910 Update
Features
- Added 5 fuel grain styles for the solid rocket motors, allowing for different thrust curves to be used
- Explossions
- Allow explosions to affect crafts nearby instead of just the parts in the same craft, damaging and pushing them
- Added more explosion effect variants, removing the fire from bodies with no fuel and adding more massive fireballs to large ones
- Overhauled the explosion sounds
- Added an xml only explosive, with the id PETN
- Added a tinker slider to adjust the explosiveness of any part with fuel inside
- Removed the limitations to the size of an explosion
- Damage overhaul
- Implemented a water collision estimator, there aren't sharks in the ocean and still, it is much more dangerous now
- Wings and fins snap if they go under too much stress for their root length and thickness. Calm down, we have an xml parameter for you to push their resistance up to infinity
- Engine exhausts now push and heat up parts that get in front
- Temperature overhaul
- Added per biome water temperature and density configurations
- Added black body radiation, so parts getting too hot start glowing
- Removed the limits to heat damage and increased the amount of damage caused by overheating
- Lowered the max temperatures of all parts to more realistic values
- Moved the heatshield parameter outside of the tinker panel and made it increase the mass and price of the part
- Better feedback when a user pushes a craft too far
- Changed how the vapor trail and the reentry effects are triggered to get them to show more often
- Overhauled the craft camera shake with different frequencies depending on the TWR, the drag force and some special conditions
- Vizzy and Funk
- Made it possible to get the SOI radius of a planet
- Made it possible to get the day and year length of a planet
- Made it possible to get the current time multiplier
- Made it possible to get the estimated drag of a part
- Made it possible to get the craft drag acceleration vector (in Funk too)
Tweaks
- Legacy support for the old parachutes. Some crafts made since the last update may be treated as legacy, tweaking the value of the sliders will get it out of that state
- Lowered the volume of the sound generated when parts are forcefully disconnected
- Improved the algorithm used to approximate the CoM of a fuselage to better account for its shape
- Changed the angle snap to remain at 0.01 when under that value instead of jumping to 90
- Updated the material themes to improve the consistency between them
- Updated the icons, default materials and default textures of some of the parts
- Changed Re-Entry Heat Damage setting name to Heat Damage since it now includes damage from other things
- Increased the efficiency of the electric rocket motor
- Added a button in the designer to make finding the Activation Groups editor easier
- Reverted the automatic renaming of the default landing gear AG
- Changed the angular drag from a fixed value to a dynamic value based on the density of the current fluid
- Allowed the solar panel array to have a 4x higher max temperature when packed
- Substantially increased the drag generated by parachutes
- Disabled vapor trails when in a seated astronaut's first person view
- Added bindable inputs for translate up/down, left/right, and forward/backward. This enables the use of translational and rotational controls at the same time.
Bug Fixes
- Fixed a bug where mass flow could report a non-zero value if thrust was zero
- Fixed a bug where wheels could throw exceptions if their MaxRPM was set to 0
- Fixed a bug where the astronaut drag and occluded state would not be updated correctly when entering a crew compartment
- Fixed a bug causing explosions to suddenly loose all their momentum
- Prevent the mass of the light part to go negative if plane uses negative values for the arm extension
- Fixed a bug where exhaust color for symmetric rocket engines would not change when switching fuel types
- Fixed a bug where the lerp function was missing from Funky Trees
- Fixed a bug causing electric motors to emit sound even when out of battery
- Fixed an issue causing Input Controllers using the Curve style to break when trying to change their curve style or wrapping mode
- Fixed a bug causing old crafts with electric rocket engines to require batteries for the engines. This will make engines from the 0.9.900 update not consume electricity
- Fixed a bug preventing rocket engines with Warp Support enabled from working under time warp
- Fixed a bug that made destroyed or cut parachutes throw null refs
0.9.912 Patch
Features
- Vizzy
- Made it possible to get the user camera position and pointing with Vizzy
- Made it possible to get planet specific orbital parameters with Vizzy
- Made it possible to get craft specific orbital parameters with Vizzy
Tweaks
- Disabled the dead weight slider on hollow parts, with legacy support
- Lowered the price of dead weight, from that of alluminium to the price of lead, which is about 10 times smaller
- Make the player's craft invincible for the first few seconds after loading the flight scene
- Changed the impact calculation to use just the dry mass of a part
- Clamped the min mass used for impact calculations so it never goes under 10kg
- Removed the option to explode a part from the Astronaut inspector panel
- Astronauts inside a capsule or cockpit that explodes will receive 100 units of damage
- Improved the feedback to the player when a part explodes, including the ID of the part and showing up on any explosion
- Changed the spawning code so crafts spawned above water will have their CoM as close to sea level as possible instead of spawning over the water
- Changed how the amount of heatshield a part has is calculated to be based on its mass, adding better legacy support for old crafts
- All batteries in a craft are now combined into a single fuel source that all parts can access
Bug Fixes
- Fixed a bug where drag force would continue to report non-zero and contribute to camera shake after teleporting out of an atmosphere
- Fixed a bug that caused disconnected rocket engines to kill their throttle and repeatedly play the engine stop audio
- Fixed a bug where the rocket engine audio did play the stop audio
- Fixed a bug where the FPV of the astronaut was too far forward
- Fixed a bug where the performance analyzer would not respond after the rocket engine parameters have changed
- Fixed a bug causing parts with collision response set to none or disconnect only to take damage from collisions
- Fixed a bug causing the consumed/generated power consumption in rocket engines to be off by 3 orders of magnitude compared to the displayed value
- Fixed a bug causing exhaust damage not to take into account the scale of the engine to check what was inside
- Fixed a bug making parts in a same body share their max heat being received
- Fixed a bug where the fuel grain could not be changed for the solid rocket engine in some cases
- Fixed a bug where fairings would shatter with any collision, no matter how soft
- Fixed a bug where the forward/right/up sliders could not be used when translation mode was disabled
- Fixed a bug causing heading to not be saved on user saved launch locations
0.9.912.1
Tweaks
- Changed new interstages to not activate automatically when using None staging, so they behave like side interstages
- Updated the name of the Astronauts to Droods, and changed their description
Bug Fixes
- Moved Toggle Part Connections Panel to Designer Tools in Control Settings dialog
- Fixed a bug causing heatshields to be miscalculated when trying to recalculate its value on crafts with non initialised colliders
- Fixed a bug causing labels to throw null refs when using FT and not being in the primary craft in the designer
- Fixed a bug causing fuselages with no fuel tanks (struts) to ignore dead weight
- Updated some icons in the new vizzy blocks to indicate they are angles
- Fixed an error that caused the inlet part to have bad corner values when grabbed from the parts list
0.9.913 Patch
Tweaks
- Removed Pressure Thrust from rocket engine inspector panel
Bug Fixes
- Fixed a bug causing solar panel arrays starting closed to have the wrong max temperature
- Fixed a bug where disconnected gyroscopes could continue to respond to input and use battery from its original command pod
- Fixed a bug causing disproportionately large gyroscopes from wobbling uncontrollably
- Fixed a bug where the wing tip gizmo would not appear if the wing tip attach point was disabled
- Fixed coordinate space of camera vectors returned by Vizzy
- Included the FoV in the scale calculation for the player craft icon in Map View, so it always remains the same size
- Fixed a bug where rocket engines could report non-zero values for exit velocity and pressure
- Fixed a potential bug where the game state was not reloaded when aborting a flight
- Fixed a null-ref exception when changing water physics quality settings outside of the flight scene
0.9.914 Patch
Features
- Made it possible to get and set the autopilot gains in Vizzy
Tweaks
- Tweaks to the damage model, balancing thinks out (hopefully)
- Increased the damage caused by explosions to spice things more and get more chain reactions
- Reduced water collision damage based on how far the part is into the water, effectively reducing the damage when skimming on top of the water with a boat or seaplane
- Changed the collision damage from using the mass of the part to use the mass of the part group, to better support paneling and similar building styles
- Increased the strength of the heatshields to better deal with impacts with the terrain while having the mass of a capsule on top
- Changed the collision sound to only play when a part takes damage from the collision and it doesn't explode from it
- Added some of the messages prompted to the player to the dev console to have a way to see them all even if they are overrided, this will let you track what parts exploded and why more easily, remember you can search types by ID in the designer
Bug Fixes
- Fixed an issue causing explosion damage distance decay to be miscalculated or even ignored when close enough to the craft
- Fixed an issue causing the area of effect of the exhaust push to be too small
0.9.915 Patch
Features
- Added a pop-up message when a craft is launched from the designer missing battery, monopropellant or any fuel
Tweaks
- Changed heat damage in the settings from a toggle to a slider and added another slider for physical damage. Due to this change, this change will ignore previous heat damage settings
- Changed camera shake enable from a toggle to a slider and moved it to flight settings. This change will ignore previous camera shake settings from the Visual Settings category
- Increased the range of angle snaps in the rotation tool up to 90º and allowed the spinner to loop (go from 0 to 90)
Bug Fixes
- Fixed a bug where the apoapsis marker would shift when switching between play and time warp, also causing a weird spike in the orbit line
- Fixed a bug with symmetric parts that could cause parts to become unresponsive (or even pink and persistent) in the designer
- Adjusted the Drood impact tolerance to account for the effects of changes to how damage is calculated
- Fixed a bug causing the border of the designer platform to render on top of transparent parts
0.9.915.1
Tweaks
- Made crew capsules more resilient to impacts
- Increased the range for diameter and cord length as well as the parachute base drag to better match real-life capsules
- Made the mass of the parachute canopy dependent on its size so larger parachutes can push away smaller ones when they all are deployed at the same time
Bug Fixes
- Fixed a null-ref thrown by any type of engine without an initialized battery, preventing some crafts from being launched
0.9.915.2
Bug Fixes
- Fixed an issue causing some engines to misreport a lack of battery
0.9.916 Patch
Bug Fixes
- Fixed a bug where the heading was not saved correctly when creating a launch location in flight
- Fixed a bug with the wet mass not including the dry mass
0.9.917 Patch
Tweaks
- Prevent vizzy programs with 0 power consumption from being paused when the part hosting them is turned off
- Raised the base damage threshold for all parts
Bug Fixes
- Fixed a bug causing NaN values in the Basic View version of the Craters2 modifier in Planet Studio
- Fixed a bug where the craft validation check did not recognize battery for flight programs in some cases
- Added missing FT functions: inverselerp, lerpangle, lerpunclamped, pingpong
@11qazxc nah, no worries
@Pedro ok.
Should i delete my messages?
@11qazxc all the reports about that issue are from pirated versions. If you have a pirates copie, please don't report bugs, because most of the times it's the compromised copy of the game at fault and that makes us loose a lot of time thay could be dedicated to development otherwise.
@Pedro pirated.
And since nobody other said about such problem i assume that it's because game is pirated.
Sorry to bother you.
@11qazxc do you have a legit copy of the game or did you pirate it?
v0.9.918
Data that is shown in lists (launch locations, saved crafts, "load game" menu) fails to load and throws exception:
EntryPointNotFoundException: SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck
at (wrapper managed-to-native) Steamworks.NativeMethods.ISteamUtils_IsSteamRunningOnSteamDeck(intptr)
at Steamworks.SteamUtils.IsSteamRunningOnSteamDeck () [0x0000a] in <e9397933a3b34ae6b54702d38072fd42>:0
at Assets.Packages.SocialPlatforms.Steam.SteamPlatform.IsRunningOnSteamDeck () [0x00000] in <4146bef1f89047988e24dfc9598deb73>:0
at Assets.Packages.SocialPlatforms.SocialExt.get_IsSteamDeckOrBigPicture () [0x0000c] in <4146bef1f89047988e24dfc9598deb73>:0
at Assets.Scripts.Menu.ListView.ListViewScript.Start () [0x00023] in <c10c7aa59da44d9c915996fa580343f6>:0
So, it is that I have version 0.9.918 and the start menu fails me, the interfacer that I do has already modified my files
"Parts explode too easily now". easy fix to make them not explode so easily, just put physical damage up
why is "battery stored energy is way too little, or electric power cycle engine uses way too much energy " on there. that's just realism
@ChaoticGraviton Thank you very much, it cleared my doubts.
@ItsMeIshaan I believe there is already something like that, from a performance standpoint. It's doesn't actually make them all one part, so you would still have the normal part count, but the performance is much better comparatively Pedro explains it in the comments of this post a little more in-depth
@AndrewGarrison I have a little question from you.
Is part binding possible in SR2. In this feature players will be able to stitch parts like fuel tanks and struts which are connected from top and bottom and make them one . It will greatly reduce part count and improve performance of craft.
@GrandmasterPotato It's currently in a beta, which has restricted access. Wait for the official release.
I’ve seen videos of the update on mobile but if I go onto the App Store there is no update button. Why don’t I have it yet, we’re those videos just on android and the update hasn’t gotten to IOS yet?
I forgot about looking at the local pressure compared to the engine exhaust pressure, which can still be used to accurately determine it. Thanks for explaining though.
@AndrewGarrison
@Zenithspeed Pressure thrust was removed because it was misleading. If it was non zero then players who don’t know anything about rocket engines might think it’s a bonus force. Its value is somewhat meaningless unless it is zero and you can just look at exhaust pressure and atmospheric pressure instead.
When will it roll out to mobile?
oof, makes kinda sense but eh
@KellyNyanbinary
Jundroo seems to think if any values in performance analyzer confuse new players, it gets removed. @Zenithspeed
why did pressure thrust get removed from the performance analyzer in 913? it's pretty useful to see exact values for under- and overexpansion, rather than guessing by the shape of the exhaust plume
idk, i'm sure there's a good reason why it got removed
How do you make this ‘PETN’ you speak of? @TweedleAerospace
Never mind, this post details it.
Glad to see the astronauts are now called droods, I feel the name “astronaut” was a little out of place considering it is droo, not earth.
YES!!! WE DID IT!!!
the name of them is CANONICALLY DROOD!!! YESSSSSS
Love the big things often hidden away for people who actually read the channel log such as the new PETN
@Rizkyman not huge amount of use in flame in this game such as explosion. Plus these parts are assumed to almost entirely be metals with some plastics and glass