The newest update to SimpleRockets 2 includes highly customizable landing gear. You can tweak their scale, length, angle, as well as their forward, horizontal, and vertical offsets, and a whole lot more. Basically, they can be configured in an infinite number of ways. They are also far more stable than rover wheels when used with large crafts and they support retraction and an optional storage bay with tiny doors! They are a blast to play with and I hope you enjoy them as much as we do!
- Procedural landing gear
- Downloading a plane while not in the designer scene no longer loads your previous designer craft prior to loading the downloaded craft.
- Updated stock aircrarft with the new landing gear
- Fixed a bug with extra lights (used in designer) not applying the detail textures to parts.
- Fixed a bug where deleting a stage in the staging editor would not update the performance analyzer.
- Fixed a bug where the center of thrust would not recalculate when the altitude was changed in the performance analyzer.
- Fixed a bug where an engine's thrust would not be included in the performance inspector during flight if the engine was not activated via stage activation.
- Fixed a bug where the exhaust plume could look overexpanded in a vacuum.
- Fixed a major memory leak when leaving the flight scene.
- Fixed a bug where jet engines would report incorrect performance in the designer after the afterburner option was enabled and then disabled.
- Fixed a bug where the battery and mono displays in the flight inspector would not report the correct amounts when the non-primary command pod was selected.
- Fixed a bug where the designer could become unresponsive after deleting a solar panel array.
- Fixed a bug where the craft would not update its CoM/CoL/CoT when rotated or nudged via numeric entry in the rotate panel or nudge panel.
- Fixed slant angle detaching landing gear's wheel in flight scene.
- Possibly fixed hang on exit bug.
- Fixed crash bug related to large craft.
- Upgraded to Unity 2018.4.4f1. Modders should also upgrade. Sorry for requiring another update so soon, but 2018.4.4f1 included some important bug-fixes.
- Updated mod tools with support for adding custom fuel types, rocket engines, and rocket engine nozzles. See notes at "Assets\Content\Craft\Parts\RocketEngines_Help_ Rocket Engines.txt". Note: the Propulsion.xml file and help text file only get created when clicking the 'Start Creating Mod' button. Known Issue: Textures are not properly supported yet, but a solution is in work and should be ready in the next update.
- Marked 'IsModRequiredForFlightState' as virtual on the GameMod base class.
- Fixed a bug where creating a new subpart via the part manager would not auto-reference the new subpart script.
- Added IInspectorPanel.RebuildModelElements() to clear and rebuild the inspector panel based on its current model.
- Added 'IUserInterface.AddBuildInspectorPanelAction' and 'IUserInterface.RemoveBuildInspectorPanelAction' for hooking in to and extending the inspector panels (script based UI's like the Performance Analyzer and Flight View windows). Added 'IUserInterface.InspectorPanelLoading' and 'IUserInterface.InspectorPanelLoaded' events.
- Added 'IXmlLayoutController.OnLayoutRebuilt' and 'BuildUserInterfaceRequest.AddOnLayoutRebuiltAction' for hooking in and executing code after a UI has been rebuilt.
- Updated mod tools & API to support custom mod settings, accessible to the user via the game's settings dialog. A 'ModSettings' class will be created when clicking the 'Start Creating Mod' button in the mod builder window. View the commented out code to get started with adding custom settings to your mod.
- Added a StagingChanged event to the CraftPerformanceAnalysis as well as a property for setting the atmosphere sample.
- Added an IPartTextureStyleProvider interface that can be added to PartModifierData classes to allow the part modifier to define available part texture styles based on its current configuration (used by rocket engine components).
- Added IPerformanceAnalysis.StageAnalysisChanged event
- Added an OnModLoaded overload on 'Mod' game object instances that should be raised when the mod has fully loaded (part/propulsion data, UI resources, etc. have all been loaded).