KEY FEATURES
- Added Electric Motor. I'm honestly shocked by how fun it is.
- Added Flight View Inspector so now you can see a lot more data about your craft in flight.
FEATURES
- Added new Landing Gear style for wheels
- In the designer, a single part can now be separated from a cluster/group with CTRL+LeftClick and drag. Note: This means that CTRL+LeftClick no longer prevents part interaction. You can do that with middle-mouse button click now.
- Added CTRL+RightClick to clone a group of parts. We should have added this a long time ago! It's so handy!
- Added keyboard shortcuts for switching to nearby command pods / crafts (defaults to '[' and ']')
- Improved parachute model and textures and reduced cord size.
- Improved performance of switching to nearby craft
- The game is no longer minimized when losing focus. If you don't want the game to pause when losing focus, be sure to enable 'Run in Background' in the game settings.
- Engines now start even if they're in the same stage as an interstage. Now you can launch your missiles.
- Allow batteries to work with fuel transfer during flight.
- Nav sphere now ignores middle mouse button and right mouse button
- Changed middle mouse button to allow rotating view in the designer without interacting with parts.
MAP VIEW
- Big improvements to performance and encounter prediction. Should be much easier to get encounters now and this will be especially noticeable with Cylero.
- Closest encounter icons turn green when capture is predicted.
- Fixed issue which in rare cases could cause targeting information to be incorrect.
- Fixed bug which would occur as the craft approached a maneuver node while a target is set.
- Fixed issue where map closest target could rapidly switch between two positions...one of them not being the proper position.
- Fixed bug where a target could sometimes not be reported as entering an SOI when it in fact does.
- Fixed bug where targeting a planet which doesn't share parents with your craft results in improper targeting info.
- Fixed difficulty in placing burn nodes on hyperbolics in some circumstances.
- Fixed bug where UI Slider could change model's value to the slider's minValue.
- Fixed issue where EncounterNodeAtExitTime draw mode was returning incorrect type enumeration. Streamlined the code a bit.
- Fixed bug where GetSoiEntryPoints could return a point that is outside the SOI.
- Fixed bug where distance returned from GetSoiEntryPoints was incorrect.
- Fixed bug where GetEntryPoints() was reporting success when it hadn't actually found the proper SOI points.
- Fixed issue causing SOI entry to not be calculated correctly when the first point sampled is already inside an SOI.
- Fixed issue where SOI entry could be created, then immediately found to be invalid and removed.
- Fixed issue where hyperbolic orbit points could be considered the same under certain circumstances.
BUGS
- Changed UI sounds to respect the player's volume settings.
- Fixed a bug where the craft could occasionally experience a phantom force while flying.
- Fixed a bug where drag would not recalculate in some cases after a part exploded.
- Increase default UI scale on high DPI devices so the UI is not too small.
- Fixed a bug where using the delete key while dragging a part could lock up the designer.
- Part inspector panels are now closed when the part is destroyed.
- Part inspector panels are now hidden when taking a screenshot.
- Fixed a couple bugs with incorrect launch location altitudes when saving a launch location while over terrain that is below sea level.
- Fixed a bug that could cause new launch location orientations to be incorrect until the game is reloaded.
- Fixed a bug which sometimes caused rotors joint check to fail.
- Fixed bug that would allow some inputs to trigger while typing in the dev console.
- Rotators now indicate when they are free spin and/or floppy.
- Fixed a bug where the player could not enter time-warp while on the ground when paused.
- Fixed a bug where XML-modded fuel tanks messed up Delta-V calculations.
- Fixed a bug where Altitude above Ground Level (AGL) is incorrect when over water.
- Fixed a bug that could cause the game to not start if you have Citrix Workstation/Receiver installed.
TECHNICAL
- Added a couple dev console commands to help with XML modding planets and solar systems. Use 'CloneSolarSystem id' to make a copy of the current solar system and update your game state to reference it. Use 'PlanetStudio planetName' or 'PlanetStudio planetName quality' to open a scene with the specified planet. WASD & IJKLUO move the camera (shift/control for fast/slow). Keypad +/- to adjust speed. Space to lock to the surface. SolarSystem.xml changes should automatically be recognized and cause the planet to regenerate itself. Alt-F4 to exit.
- Allow XML modding rotator range above 180 degrees.
- Added a hidden setting to disable optimized craft XML. Set 'optimizeCraftXml' to false in Settings.xml to generate more XML attributes in the craft XML. This should not affect anything other than the generated XML, but its always possible that it could break something. This is intended to be used to generate craft XML to use as an attribute reference when XML modding craft, not something to be left on 100% of the time.
When I got the update it made the whole game lag. @AndrewGarrison