0.9.920 Update
For the modders, we updated the Unity version to 2020.3.39f1.
Features
- Fancier planets
- Changed Juno to be a smaller and hotter blue dwarf star, also looking blue in the main menu
- Remade Tauros from scratch in an attempt to make it interesting, and overhauled many stock celestial bodies
- Raised Droo's atmosphere threshold to about 80km, to better match Earth
- Added a launch pad in the desert base, accompanied by some intricate valleys, and renamed the base "Ali"
- Added a structure to add strips of lights, allowing for a custom length, amount of lights, color, and scale of each light, and added runway lights to the stock system
- Experimental updates to the village in the mountains, minimizing the chances of getting the bench floating mid-air, and added a pole at the pole
- Rotated the starting point of Droo to improve the lighting when a new game starts on all of the bases
- Added anamorphic flares and overhauled the existing sun flares to support custom colors defined in the system, also making them fade based on the distance to the star
- Added settings to generate higher resolution scaled spaces, effectively making the game better. The higher the resolution, the lower the transition to the scaled space if set to auto in the celestial body, increasing FPS in orbit while substantially improving the looks of the game
- New parts
- Added a new Command Disc part capable of controlling the craft and with capacity for batteries and gyros
- Added a rounded style to the nosecone, fairing nosecone, and defaulted the heatshield to be rounded. Also added a depth curve parameter to have custom nosecone shapes.
- Added a fuselage capable of containing crew, with two versions, one with higher capacity but sensible to external pressure, and another more rugged but with low capacity
- Reworked the cargo bay to work with SubPartRotators, allowing for custom hinge positions and rotations, as well as Linear or Quaternion-based paths using hidden properties, and effectively enabling sliding, rotating, clamshell… door styles
- Added slant and pinch parameters to the fuselages, one tilting the top face of the fuselage and the other pinching the back face, pulling both corners together
- Added options to hide the solar panel array cover, stretch the panels to change their aspect ratio, remove the holes between panels, change the sun tracking speed and define the fold angle the panels have when fully opened
- Added a Generator that consumes fuel to generate electricity
- Added an RTG, quite expensive, but a suitable power source where sunlight is lacking
- Added digital night vision cameras, with an XML parameter to change their color (allowing for black and white cameras) and a parameter to hide the base of the camera
- Added a small variant of the solid motor for model rockets and separators, with a new graphite nozzle, more engine prefabs, and reordered the propulsion category
- Preparations for 1.0
- Entirely refactored the way droods are assigned and added Yuri and Sally by default, having a new unique jetpack just for them
- Added Tourists, droods with no jetpack nor a grappling hook, and a new helmet
- Added a tinker slider to adjust the cost of a part
- Moved the buoyancy slider to the tinker panel
- Added a bunch of parameters to the launch locations that will be used for Career Mode, such as max diameter, max height, and launch cost
- Added a Recover Craft button in the flight scene. The craft must be landed in a celestial body with available launch locations and the money returned considers part damage and a recovery fee based on the distance, mass, and water depth (if in the water)
Tweaks
- Tweaked and added minor features to some parts
- Changed the order of the categories to have "Command" at the top
- Added more structure part prefabs and reordered the category
- Updated the jet engines prefabs and increased the max scale up to 400%
- Added new landing gear and wheel prefabs
- Added a property to slightly stretch the command pods, allowing for a larger variety of shapes
- Lowered the max temperature of the command chip to the point where its pins would desolder
- Changed the Soyuz style interstage to be much lighter (and thus less powerful) and cheaper
- Enabled the use of the Delta nozzle in GasGen2 engines
- Changed the efficiency and price of the solar panels based on the style of cells used, and lowered the efficiency if the part gets too hot
- Changed the color trims of the solar panel array to make use of trim 4
- Made the solar panel arrays snap off if when open they are exposed to too much drag while open
- Enhanced the price and mass calculation for the landing gears and doubled the braking power when using the 2-wheel style
- Added a doorless style to the landing gear bay
- Limited how far the wing gizmos can be pushed in the designer. Larger sizes are still supported using the hidden tools
- Added some advanced XML shenanigans
- Added an option for InputBasedActivators to explode parts
- Added a property to prevent parts from being selected by the player in the designer
- Added Designer joint type, that works in the designer but is destroyed immediately when entering flight
- Allowed overriding the joint type, ignore surfaces parameter and position/rotation offsets of an attach point via XML
- Better craft validation and debugging
- Overhauled the pre-flight warning dialog
- Prevented parts with 0 consumption from calling the validator and increased the warning threshold by x100, it was super low before
- Improved the wording of some error messages and changed some log errors to log warnings
- And much, much more
- Increased the effect of engine sizes in the pitch and volume of the sound to improve realism and added a crackling sound to the engines using the Large sound style and a new sound to the jet engines
- Dynamically adjust how far you have to be from a part that can hold crew to enter it based on its size
- Enabled wheels to drive on top of parts
- Added Lift Force to part inspector window for wings and fixed a bug causing them not to report any drag force there
- Added an ASL-based option to the parachutes, so they can be set to open at the same altitude on all planets no matter the density
- Changed the battery units to Watt-hours
- Allowed the Vizzy part setter block to affect the part running the program when no ID is specified
- Changed the Help button text to Guide in Planet Studio and to More Info in Vizzy to hopefully prevent confusion
- Now subassemblies are saved to a file with their actual name instead of a random string
- Recover crafts instead of destroying them when clearing the launch pad prior to a new launch
- Allowed painting of the concrete in the raised launch pad sub-structure object
- Tweaked how the ambient light is calculated to account for terrain elevation
- Tweaked the skybox at night in planets with an atmosphere to go fully black instead of grayish
- Added a setting to adjust the camera collision behavior for structures in planet studio (XML only)
- Increased the resolution of the Jundroo logo screen
Bug Fixes
- Fixed bug where wings could break on crafts outside of the physics load range
- Finally fixed the parachutes. Mark my words
- Allowed legacy chutes to deploy in a vacuum for better legacy support
- Fixed a bug causing the chutes to have some drag when in a vacuum
- Fixed bug with cargo bay where the Inside texture was not correctly applied on the inside in the Normal part style
- Prevent cargo bay doors from breaking if their fuselage shape is changed with the doors open
- Changed how fast cargo bay doors open based on warp time
- Fixed a bug in the mesh of the cargo bay default style leaving gaps in one of the doors
- Allowed pistons on debris to work, even if they are not attached to a command unit
- Fixed a bug where a piston's direction cannot be adjusted when its shaft attach point is disabled
- Fixed an issue where rocket engines could connect to a fuel tank of the wrong fuel type when multiple fuel tanks were connected via fuel lines and the engine was not directly connected to a fuel tank (what a mouthful)
- Fixed an error triggered if a docking port was manually connected to a part that is not another docking port
- Fixed bug that could prevent activation group replication from working in some cases
- Fixed a bug preventing the CoL, CoM, and CoT indicators from updating if the parent part was dragged
- Fixed a bug where the previously selected command pod/drood would not be re-selected when reloading the flight scene
- Fixed a bug that could prevent a craft in flight from saving correctly, preventing launching crafts again in that sandbox
- Fixed a bug that could cause the flight scene to become unstable if a craft failed to load
- Fixed a bug that could cause the map view to spew errors if the player entered the SOI of the planet they were targeting
- Fixed a bug that could cause mayhem in map view when a craft transitioned to a new SOI
- Fixed a bug in Planet Studio causing selecting substructures not visible in the structures list to fail
- Greatly improved the performance of the structures menu in Planet Studio, minimising the tabs will now speed up things significantly
- Fixed a bug causing tidal lock from using the wrong sign in retrograde orbits
- Removed Herobr... the dummy
0.9.920.3 Patch
Tweaks
- Lowered the volume of the collision sound to better integrate it with the new more polished sounds
- Added support for overriding the generator throttle with a Throttle input controller if added through hidden properties
Bug Fixes
- Fixed a bug causing issues with the initialization of the anamorphic flare settings
- Fixed a backward compatibility issue in the ModApi causing some mods to break
0.9.921 Patch
Features
- Added an advanced color-wheel-based color picker in the paint tool
- Added a tool to temporarily change the color of the designer background
- Added support for craft file compression, bringing down substantially the size of crafts and thus allowing for larger, more complex crafts to be uploaded while bringing down the traffic through the server. For now, this is disabled by default until enough players have a game version that supports decompressing them, but you can use the command "CompressCraftXmlOnUpload" to enable it.
Tweaks
- Changed the menu background to show the stock skybox
- Added a hidden parameter to the cargo bays to disable their base and keep only the doors
- Added support for brake input override in the wheels and landing gears using the input id "Brake"
- Added hidden parameters to change the color and velocity of the rocket engine smoke
Bug Fixes
- Fixed an issue with the surface attachment of the command disk
- Ensured that the buoyancy and explosiveness sliders are hidden whenever the tinker panel is disabled
- Fixed an issue with solar panel arrays using negative folds unfolding in the wrong axis
- Named some attachment nodes that were missing their names
- Fixed a bug preventing the amateur rocket engine from supporting fuel grains and causing some nozzle styles to display the wrong name
- Fixed a series of issues with the parachutes in ASL mode and unwanted deflations
0.9.922 Patch
Features
- Added a name parameter to the paint tool materials and named all the stock themes
Tweaks
- Changed the color of the sunlight to match the current flare color
- Substantially lowered the max value of the sound volume to prevent the sound from clipping and being excessively loud
- Clamped the rocket engine pitch and volume more
- Increased the drag engine smoke experiences and accounted for atmospheric density
Bug Fixes
- Cleared some unused file references causing crashes on iOS and iPad
- Prevented the sun from being unloaded when getting too close and changed the material to forward culling so when getting inside it looks cool
- Added a validation check to prevent crafts with illegal joint connections from being launched
- Fixed a bug where the craft could experience sudden ghost forces after detaching a stage
- Fixed a bug where sub-assemblies were generating part icons
- Added a check to clear generated data in the celestial database when the player starts 0.9.920.0+ for the first time since some players had accumulated an excess of planets and systems that weren't being actively used
- Fixed an issue with the initialization of the no-base style cargo bay
- Fixed a bug causing cargo bays with modified styles to break the craft containing them
- Fixed the size of the Crew Assignment dialog on some iOS devices
- Ensured the crew compartments are emptied when shrunk if the crew exceeds the new capacity
- Simplified the boots on the droods, and fixed some issues in the tourist UVs
- Accounted for the max terrain elevation in the time manager to prevent warp mode from being allowed near the ground in far-from-spherical celestial bodies
0.9.923 Patch
Features
- Added an XML-only parameter to clamp the shape of fuselages. It doesn't affect any properties of the fuselage and not all values will lead to satisfactory results, but it can come in handy for pro builders, thus why it is kept in the hidden properties
Bug Fixes
- Changed the shaft-to-shaft connection validation from an error to a warning to allow launching the crafts
- Fixed a bug causing solar panels with 0 folds to unfold incorrectly
- Fixed an issue causing the smoke effects to use the space sun color instead of the planet-defined noon color
Y la versión 0.9.924
oh... i guess i won't be able to access it too easily then since i'm on iOS... my bad then, sorry for bothering you any further
@Pedro
@Zenithspeed when you open the mod tools, someone should have it in the modding community if not
i see, thank you once again, where can that xml file by the way?
@Pedro
@Zenithspeed you can find the available sounds in propulsion.xml
i see, thank you
also, my apologies, but another question: what can be put into the EngineSoundOverride box in the engine section of overload? i assume it modifies the sound (like the more "crispy" sounds of larger rocket engines as mentioned in the update log) however i don't know what can be put in there or what part of the sounds can be changed/overriden
@Pedro
@Zenithspeed It's the cubemap setting, if you are in mobile or in a low end device that setting is going to be limited.
how does one access the higher resolution scaledspaces? is it something we have to set up externally or is it simply automatically done? i don't see anything for it in the settings
This is a great update
I kinda wish there was still the ability to custom name droonauts, even with the newer system to name the droonauts when you press the hire button
Really cool! I’m going to look into using that hidden feature on cargo bays for air brakes which could be cool.
RTG? we no need to make one.WE HAVE ONE
Thanks to all the developers you are doing a great job 😊👏
DAMN! they added the color wheel??!??
Ok it just worked, I'm guessing someone heard my cries and decided to step in? I really want to play with new cargo bay options, especially hiding the base
I can't seem to get the 0.9.921 patch on Steam. I changed my version a few times between the beta, experimental and standard and I still only get 0.9.20.3
@Pedro Oh ok
@Pedro do you consider re-adding them at some point when they're fully polished? In career mode, there would certainly be tests for crafts before they could be used for manned missions? Test dummies are literally made for that purpose so it's kinda weird not having them.
: D
@BeyondDroo @Vedhaspace @DrooMulticompany The quality of the dummy was not up to what we want the game to be in many ways:
- It caused many bugs
- It looked weird in most crafts
- It couldn't sit or get into cabins
- The Gs displayed weren't real, just a quick calculation that didn't account for many factors
- ...
We could have soent a ton of time getting them up to quality or work on other features, like the tousit, that we think add more to the game. Additionally, if you are ok with how the dummys worked, the part still exists in game, crafts that already had them can be loaded, and you can save the dummy as a subassembly.
That dummy is kind of useful
Especially when you wanna test the max Gs of your craft and dont wanna drood die.
Why remove dummy?
It's useful and fun in the game...
@ChaoticGraviton no idea
removed the dummy? Why?
This is it guys!