1.1 Update

Features

Building

  • Added limb targets to the chairs to enable puppeteering with the hands, feet, elbows and knees of whoever is sitting in them. Grabby grabby! It's lots of fun both in the designer and in flight
  • Added a new propeller part

    • Highly procedural, with different styles to make almost any aircraft and boat propeller

    • Support for variable blade pitch angle, with its own Input Controller

    • The style affects the materials, changing mass, price and the tolerance of the propeller to high RPM

    • Realistic physics simulation of the lift and drag forces, torques and windmilling

    • A blur effect that adapts to the shape and RPM of the propeller, even when the game is paused

  • Overhauled the Electric Motors' physics, legacy motors will behave the same
  • Added a spherical counterpart to the block part with a spherical collider and allowed the sphere and block to be scaled
  • Added intra-craft docking support, which basically means you can dock with docking ports in the same craft and not just between crafts
  • Exposed the RCS manual controls in the designer so they can be used without tinkering with the parts. Previously placed RCS will need to be replaced or add an input controller to them with the hidden properties

User Experience

  • Added a new context menu in Map View

    • When clicking on an orbit line it will now show options to warp to that location and plan a burn at different moments of the orbit

    • When clicking on overlapping icons it will show all of them, so the desired action can be easily selected

  • Added the option to resize independent GUI elements

    • The designer, flight, map and part info panels as well as the, flight log, and flight program log panels can now be resized

    • The custom sizes and their position in the screen are now saved/restored between game sessions

    • A button has been added to the settings menu to reset panel size/positions

  • Reworked the Launch/Play dialog to show Build/Launch/View Tutorials/View Challenges and allowed completing Tutorials and Challenges in career mode

    • Added several career contract tutorials to the tutorials dialog so they can be played at any time

  • Added new sounds to the wheels and landing gears

    • Electric motor sounds, adapting to the size, torque and RPM of the wheels to have a better intuition of how fast they are spinning (we have a volume slider to dampen down this sound)

    • Rolling sounds that change depending on whether the wheel is on concrete or offroad and how fast it is going

  • Overhauled the game looping sounds to prevent overlaps which caused sounds to be too loud and sometimes even clip, while improving the realism and making the game more immersing, and making the files smaller

Sandbox

  • Added a hybrid game mode that combines the best of career with the freedom of sandbox, with all the tech items unlocked from the start, infinite money, cheats, the tinker panel, custom launch locations...
  • Added cheats to the Flight Info panel when in sandbox with

    • An infinite fuel toggle that lets parts keep running even after running out of fuel or battery

    • Teleporting to the target planet or craft, or teleporting up/down if there is no target set. If a docking port is selected (not targeted), the player will be teleported directly in front of it

    • Overriding the velocity of the craft to the specified speed

    • Changing the global gravity and drag forces with a simple slider

Tweaks

  • Tweaked the craft name label font size in the map view inspector.
  • Added a button to rename craft nodes in the map view inspector
  • Hovering over planets, crafts, and surface locations with the cursor in map view will now display a label with the hovered item's name
  • Warping to a planned burn node with zero delta-V will now automatically delete the node upon completion of the warp
  • Substantially lowered the volume of the electric motors
  • Exposed the command pod properties of the Droods in the designer to allow tweaking the PIDs and swapping between plane and rocket controls
  • Changed how the angular friction is calculated on landing gear, so it is closer to how it works in normal wheels
  • Moved the landing gear in the Tech Tree to be unlocked earlier but without retracting capability, which is unlocked where the landing gear used to be unlocked
  • Made the propellers a requirement for the Learning to Fly contract to show up and updated the tutorial to provide a plane using them
  • Changed some spinners to switches in the jet engine and fuselage, improving tooltips and the clarity of their properties
  • Tweaked the default orientation of the chase camera, now allowing the chase camera to work with the recenter button to reset the default orientation
  • Increased the rigidity of the docking port connections, making the snap torque 4x for 100% size docking ports, and made this threshold depend on the size of the port, hopefully reducing the chances of unscheduled dis-assemblies
  • Sub-biome names are now visible and editable in the Biomes flyout panel in Planet Studio

Bug Fixes

  • Fixed a bug causing wings that should snap to remain attached, throwing the "Part has been disconnected" warning repeatedly and sometimes causing the craft to go at hyperspeed
  • Fixed a Map View bug where the closest encounter distance could be displayed incorrectly when the next node in the chain is an encounter with a different celestial body
  • Fixed a bug in the orbital math code that could lead to a wrong crash with planet prediction
  • Fixed a bug with the Delta-V adjustor in the Map View inspector reformatting its value while in the middle of changing it via manual input
  • Fixed a bug where Planet Studio's system designer could break under certain circumstances
  • Fixed a bug causing the tutorial check to prevent running custom careers because it thought the tutorial wasn't finished, but there was no tutorial
  • Fixed a bug causing the Expression's valueFalse not to work in contracts
  • Fixed a bug preventing warping time in Career mode when a payload was in a faulty state
  • Fixed a bug causing docking ports to not update the scale of symmetric parts in the designer
  • Fixed a bug with the RTG in career mode throwing the "is missing a source" validation error
  • Fixed a bug causing the generator to throw a validation error in Career Mode
  • Fixed a problem in the scale of the power generation of the generators, the power output is the same, but the fuel consumption 1/1000th
  • Fixed a bug causing the generator's displayed power to be N/A on some frames
  • Fixed a bug causing the landing gear to display the wrong torque in the flight inspector
  • Fixed a bug causing the bases of gauges to stay visible when hidden
  • Fixed a bug that allowed the crew assignment dialog to delete the root part, which would partially break the designer
  • Fixed a bug causing crew to leave their seats sometimes when opening and closing the crew management panel
  • Fixed a bug in the calculation of the predicted speed achievable with a landing gear
  • Fixed a bug causing the radar sat payload to be grabbed by a solar panel array when first dropped into the designer
  • Fixed a bug where the visuals for part highlighting and part selection did not play well together
  • Fixed a bug causing some sounds to play in the wrong audio channel, skipping sound effects like the vacuum fade

Mods

  • Fixed a bug with custom sub-biome terrain data where it would fail to restore from XML at the correct indexes in some scenarios
  • Added TerrainDataInitializing and TerrainDataInitialized static events to ModApi.Planet.PlanetTerrainDataScript. TerrainDataInitializing would be the place to make any modifications/additions to planet modifiers before they are initialized and ready to be used
  • Added methods to PlanetTerrainDataScript and PlanetBiome to add planet modifiers from XML. These are intended to be used before the terrain data is initialized
  • PlanetBiome now has a method to get a list of the sub-biome data associated with that biome
  • Added a CustomPlanetModKeywords static class used for registering generic keyword strings. These strings can be associated with celestial bodies and are stored in the planet XML. They can be edited in PlanetStudio. They can be read from PlanetDataScript's ModKeywords property. The game does nothing with these keywords, but mods may use them however they see fit. For instance, a planet builder may enable a mod keyword to indicate the planet makes use of a particular mod, and that mod may have code in place to run whenever planets with this keyword are loaded
  • PlanetBiome now has a method to get a list of the sub-biome data associated with that biome
  • Created CustomPlanetVertexData and CustomCreateQuadData classes with static registration methods on them. These can be used by mods to register classes used to generate custom quad and/or vertex data during the terrain generation process. A few built in classes can also be used by mods without the need to manually write custom classes if the desired custom data is a float, double, Vector2d, Vector3d, or Vector4d. There have also been a few planet modifiers included that can take data from a normal vertex data slot and load it into one of the previously mentioned custom vertex data objects
  • Created a CustomSubBiomeTerrainData class with a static registration method on it. This can be used by mods to register classes used extend the sub-biome terrain data planet modifiers. Using one of these extensions will also copy the result data into a CustomPlanetVertexData object per-vertex so that the mod can make use of the data after terrain generation
  • Added an Initialized static event to Assets.Scripts.Flight.GameView.Planet.PlanetScript
  • Added a generic part modifier to handle the scale, mass and price of simple parts

Patch 1.1.104

  • Changes and Fixes to the Electric Motors

    • Adjusted the power and mass calculation on the new electric motors

    • The electric motor RPM Clamp is now enabled for ungoverned mode as a tool to prevent the motors from going breaking the propellers

    • Electric Motors with the governed mode enabled will have their target RPM set by the throttle input (so 10% input would target an RPM of 10% the max)

    • Prevented the use of legacy electric motors in career

    • Exposed some of the new electric motor and propeller properties to FT

    • Fixed a bug causing the old Electric Motor to not report RPM correctly

    • Fixed a bug causing crafts using legacy motors to break if they had any FT because the modifier was renamed to ElectricMotorOld, now if FT tries to search for an ElectricMotor modifier and it fails to find one, it will do a second lookup for ElectricMotorOld. This will slow down programs a bit so it is advised to use ElectricMotorOld in FT for legacy motors

  • Changes and Fixes to the Propellers

    • Propeller "disc" is now clickable when the prop is spinning to make it easer to select

    • Clamped the range of the manual input for the design info panel propeller properties

    • Added more information to the Design Info Panel for the propellers

    • Ensured the propeller Max Speed in the Design Info Panel shows always as positive

    • Hidden the Mach slider in the Design Info Panel for the propellers since it did nothing

    • Fixed a bug causing the propeller thrust to be applied at the incorrect position

    • Fixed a bug causing propeller blades to have transparency enabled in the designer, rendering strangely

    • Fixed a bug causing the propeller to stop producing thrust if a part got destroyed in the craft

    • Fixed bug where connecting propeller to motor via part connection tool would result in null-ref

  • Changed the colour of the package attachpoints to make it more intuitive that they have a different behaviour
  • Show the limit pressures of crew compartments in the Design Info Panel
  • Added the orbital contracts requirement tolerances to their details
  • Added a hidden property to all parts to scale their angular drag. In rigid bodies with more than one part the multiplier will be the average of all the parts
  • Greatly lowered the angular drag of the new balls so they roll more freely
  • Removed a redundant Set Primary button in the drood's designer properties
  • Fixed a bug causing symmetric parts not to be relocated when its sibling was moved indirectly
  • Fixed a bug where pressing tab in the main menu would cause the launch or build button to become invisible
  • Fixed a bug causing chairs to throw a null ref when a target part was removed, and thus keeping track of the ghost part

Patch 1.1.105

  • Added the first rescue contracts as a Hybrid Mode test
  • Added the option to move crew in flight without EVAing, allowing for multiple crew to be moved at a time and for Droods EVAing in range to be put inside
  • Added a camera dirt effect to the cameras, with a hidden property to define the intensity of the effect
  • Vizzy improvements

    • Added a raycast function to Vizzy, enabling lidar-like programs that can detect terrain, structures and crafts

    • Added listLen, listNum, listVec, listBool and listStr methods to fUNk for accessing vizzy lists

    • Overhauled the lists in Vizzy, greatly improving their speed

    • Remade the default MFD program using the tools that have been added to vizzy over the years reducing it's size by 1/3 and drastically improving its speed, fixing a couple bugs that the old program had and overhauling the terrain radar

  • Tweaks and fixes for the electric motor / props

    • Further tweaks to the electric motor power/price/mass

    • Changed the text input to override the RPM clamp in flight for the electric motors to a slider to make it easier to use it and prevent values out of range from being applied

    • Fixed an issue causing the propeller RPM to increase indefinitely when rotated to face backwards

    • Fixed a bug causing propeller sounds not to fade out with distance

    • Tweaked how the thrust property in the propeller assembly is grabbed so it works with FT even when the inspector panel is hidden

  • Allowed tinkered capsules to have no gyroscope modifier
  • Fixed, this time for real, the issues when repositioning symmetric parts and the parts connected to them
  • Fixed a bug that prevented launching a craft with an unassigned crew member as the root part while in a Hybrid career mode
  • Fixed the launch location launch cost displaying $0 for everything when launching from the main menu
  • Fixed a bug causing teleporting to a vizzy targeted position not to work
  • Tweaks to the Unity packages that are automatically installed as part of a mod project's setup

Patch 1.1.106

  • New contracts

    • Added two test contracts for Space Station missions in Hybrid mode

    • Added a test contract for tourist missions in Hybrid mode

    • Added two properties to the payload modifier to set the name and tracking id of the payload's CraftNode when it is activated

    • Changed the rescue spaceplane to allow for crew transfer through the docking port in the back and fixed some minor errors in the test for the rescue contracts

  • Added CrewTraversable property to attach points, which is now used to determine compartment accessibility for crew transfers, with this change now crew transfer will only be possible through parts that are crew compatible (capsules, docking ports...) and some structural parts (cubes, balls, struts and cargo bays)
  • Vizzy

    • Masked the raycast so it can only interact with craft, terrain and structure colliders

    • Changed the direction in the raycast vizzy block from the scene frame of reference to the planet frame of reference

    • Fixed bug with some numbers in lists causing infinite recursion leading to a crash

  • Made limbs in chairs disconnect if the target part is too far, with a slider to define what the distance for that snap to happen is
  • Fixed bug where resizable wheels could use incorrect battery fuel source after separating from their command unit
  • Fixed a bug with the wheel sound not fading out with distance
  • Fixed regression causing propeller windmilling to not function correctly
  • Fixed an issue causing electric motors to not apply consistent torque near the clamped RPM value
  • Prevent GenericPartScript throwing null refs when a modded part using it has no scalar and allowed the use of the modifier just for scale and not attachpoint re-positioning if desired
  • PlanetScript will now raise the QuadSphereUnloading/Unloaded events when the scene is unloaded, not just during SOI transitions, so mods can use it

Patch 1.1.107

  • Improved the sounds of wheels by taking into account the velocity of each wheel independently instead of the craft's velocity, and how much slip they have, so drifts sound more accurate when offroad
  • Improved lift/drag spikes when a fast-spinning propeller enters the water
  • Fixed bug where propellers would throw null-refs if their buoyancy has been tinkered down to zero
  • Fixed a bug causing offset fuselages to not properly update their symmetric sibling positions, and the X offset to not be correctly mirrored
  • Fixed a bug where sub-biomes could not be added in Planet Studio

Patch 1.1.108

  • Fixed a bug causing the part shape tool outline to get misaligned
  • Fixed issue with the size of the propeller blade colliders
  • Fixed a regression causing propeller physics to be updated even when their physics were disabled
  • Fixed an issue which could cause game crashes from NaN forces and torques being applied when a propeller has a fixed pitch of 90deg
  • Clamped input values for the propeller pitch between -1 and 1 to prevent funk expressions from getting it past 90º
  • Added a flight log message when propeller parts take damage from a collision

41 Items

101 Airplane Propeller Engines
FEATURE
49 Ability to select ascending and descending nodes when planning burns
FEATURE
47 More tutorials
FEATURE
34 Vizzy "Lidar"
FEATURE
32 You should be able to pick what Axis/Direction an RCS thruster is assigned to.
FEATURE
22 add the possibility to change the astronaut limb position while in the EVA chair
FEATURE
9 THE SYSTEM DESIGNER IS BROKEN FOR ME
BUG FIX
7 More realistic electricity usage / torque on motors (Just like wheels)
FEATURE
5 Mirrored fuel tank's location do not update
BUG FIX
3 RTG Source
BUG FIX
3 vortex prop breaks the game
BUG FIX
2 FuelCell power output much too small
BUG FIX
2 Abnomal prop pitch shown
BUG FIX
2 disconected part count goes beyond part count
BUG FIX
1 Cannot select target craft within mapview
BUG FIX
1 black screen
BUG FIX
1 Mirrored Tanks do not keep correct positions when size is changed
BUG FIX
1 Warp time doesn't work
BUG FIX
1 Raycast and camera Frame of reference inconsistency
BUG FIX
1 Game crashed when using listNum funk in for loop
BUG FIX
1 No encounter reported
BUG FIX
1 Propeller thrust and craft attitude doesn't match
BUG FIX
0 Background For Launch Button In Main Menu Vanishing
BUG FIX
0 Prop sounds do no reduce with distance
BUG FIX
0 There is no launch fee when launching from the main menu
BUG FIX
0 Motor prefab in career mode on the Skyline prop has too much torque
BUG FIX
0 RPM clamp can be increased beyond limit in career mode.
BUG FIX
0 Propellers on flipped motors do not have RPM limiter, resulting in ludicrous speed
BUG FIX
0 Launching puts me back to the designer.
BUG FIX
0 Chairs dont work
BUG FIX
0 Incorrect power source after detaching a powered item
BUG FIX
0 Changing the blade style on propellers causes visual bug in the designer
BUG FIX
0 Fuel cells requiring fuel lines
BUG FIX
0 Gauge Can Not Really Hide base
BUG FIX
0 Two Sounds Play as Normal in Space
BUG FIX
0 “Learning to fly” tutorial craft does not work
BUG FIX
0 props touch water creating a warp drive that scares physics
BUG FIX
0 Propellers do not log collision damage
BUG FIX
0 Outline on part shape tool inconsistent with actual shape.
BUG FIX
0 Boat Propeller Collisionbox Mismatch
BUG FIX
0 Prop plane thrust going crazy after completely dethrottling (Tutorial design)
BUG FIX

6 Comments

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    4,375 PZLAgencies

    @Werewolf2310 no problem but everyone knows where it is

    one year ago
  • Profile image

    @PZLAerospacesAgency Thanks 🙂

    one year ago
  • Profile image
    4,375 PZLAgencies

    @Werewolf2310 theres a button on the panel

    one year ago
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    104 Mustang51

    I love that there are now propellors in the game but it would be even better if there was a modular engine specifically for them like the jet engines. One which uses jet fuel or a new type of fuel for it instead of battery. Also being able to change horse power and have auto prop pitch would be nice. An engine part which can be changed between turboprop, inline liquid cooled, or radial/air cooled would be amazing

    +1 1.4 years ago
  • Profile image

    How do I enter the flight info panel???

    1.4 years ago
  • Profile image

    Cool

    +1 1.5 years ago

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