Since the Release post is not public yet, here are the full release notes for

Testing Notes

  • New engines are not yet textured and they don't have new sound effects yet. We are working on it.
  • We are looking for feedback on the new rocket engines. We've spent a lot of time trying to make them as accurate as possible. Let us know if you have any feedback on their performance or visuals.


  • Added procedural rocket engines

    • Several new types of engines: Pressure Fed, Electric Pump, Gas Generator, Staged, Solid, and Nuclear Thermal

    • Adjustable nozzle parameters such as Nozzle Length and Nozzle Throat Radius

    • Several nozzle options: Resizable Bell, Resizable Cone, Aerospike, Alpha, Bravo, Delta, and Omega

  • New Fuel Types: Hydrolox, Methalox, Kerolox, Liquid Hydrogen, Water, and Solid rocket fuel.
  • Engine exhaust plume now supports under-expansion and over-expansion.
  • Added new Performance Analysis window to designer for jet engines and new rocket engines.
  • Added build mode so you can now switch between rocket building and plane building. You can find this under your command pod's part properties.
  • Added pilot orientation gizmo to help player visualize the intended direction of travel of the craft
  • Added ability to invert the airfoil of wings.
  • Display which input a control surface is assigned to when it uses Auto.
  • Added ability to restrict a auto-configured control surface to a single axis.
  • Added button in designer to show wing lift vectors.
  • Added option to show wing lift vectors during flight
  • Activation Group Replication - When you have a craft with multiple command pods you can enable this option on a command pod to replicate the primary command pod's activation group states.
  • Docking ports can be disabled to prevent docking. Disabling while docked will undock the ports.
  • Added flight scene camera speed and sensitivity settings.
  • Upgraded to Unity 2018.3


  • Zooming via mouse wheel in the designer now works while moving parts.
  • Starting designer camera from the right side instead of the front b/c it is a strange angle for airplanes and doesn't make much difference for rockets.
  • RCS nozzle thrust is now mass-scaled. Existing crafts will be auto-updated to account for this.
  • Improved Nav Sphere to reduce overshooting
  • Improved water textures
  • Tweaked the minimum distance from the craft's roll axis that engines are allow to respond to roll gimbal.

Bug Fixes

  • Fixed bug where solar panels would load at incorrect angles during rendezvous while warping
  • Fixed a bug where the camera would jitter during warp after switching to another craft.
  • Fixed bug where MovePartTool could grab and move the selected part w/o initially clicking on the part.
  • Fixed bug in designer when wing has multiple control surfaces.
  • Fixed issue where control surface axis contributions were not being calculated and therefore they could all be zero and render the control surface unusable.
  • Fixed bug where DesignerCameraScript had DesignerCameraViewDirection.Left/Right backwards.
  • Fixed bug causing null-ref after control surface has been removed in designer.
  • Fixed issue where setting rotation via panel and hotkeys wouldn't respect connected rotations.
  • Fixed undo not being updated properly for nudge/rotate.
  • Fixed bug which could result in mirrored wings invert flag being set incorrectly.
  • Fixed bug which would "corrupt" a flight state if a command which was "absorbed" by the original player craft is being controlled by the player before a docking occurs.
  • Fixed a bug where the camera would jitter during warp after switching to another craft.
  • Fixed issue which could result in the Flight Scene UI no-longer responding when the active craft changes after the player's craft has been destroyed.
  • Fixed asymmetry in Pixie engine's model and fixed edges of inlets for hard corners.
  • Fixed a bug where jet engines would not have access to air when on a craft that is separated during flight.
  • Fixed a bug where very short inlets would report 100% occlusion.
  • Fixed a bug where unoptimized XML generation activated parts.
  • Fixed a bug where the engine particle effects could look incorrect with XML-modded engines.
  • Fixed a bug where the designer would fail to load and the game would hang if the craft XML was corrupt/unreadable.
  • Fixed a bug where the throttle percentage look different than the throttle slider's percentage.
  • Fixed a bug with errors occurring every frame when a craft does not have a monopopellant or battery fuel source.
  • Fixed a bug in the main menu that caused problems when a craft XML file fails to load. It should now fall back to a new craft file and show an error dialog.
  • Fixed an bug with fairing colliders only showing up on one side.
  • Fixed bug with smoke trails emitting far away from nozzle exit
  • Fixed error which could occur if a maneuver node is orphaned while map-view is closed.
  • Fixed issue which could cause errors when performing a hyperbolic burn node.
  • Fixed MapView bug which could occur when a craft crashes and is broken up into new craft.
  • Fixed bug which prevented add burn node icon from displaying over an orbit if a planet was behind the pointer.
  • Fixed bug causing "target at cursor" to become stuck on the screen and not update/hide whenever a maneuver node is added which is a child of the current target.
  • Fixed issue where orphaned maneuver nodes may not be adopted properly.
  • Fixed a bug where parts would try to connect to themselves when moving an entire craft around with symmetry enabled.
  • Fixed a bug that allowed the player to enable symmetry on the primary command pod/chip.
  • XML-modded input controllers may now use the syntax "[Modifier ID].Data.[Property Name]" for inputs. [Modifier ID] is the ID of a part modifier (identified with an "id" XML attribute). [Property Name] is the name of a C# property on the targeted part modifier data class (currently supports floats, doubles, booleans).


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    @pedro16797 sweet.

    2.6 years ago
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    @Brields95 They're working on the mod tools, you can use them as they're now, but they're far from finished

    2.6 years ago
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    When will a mod tools pack with procedural jet engines be released and is there a chance we can get a unity ready bundle of 3d models to support the settings to port over to Simpleplanes?

    2.6 years ago
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    @LiamW They don't want oil cars, no climate change on Droo hahaha

    2.6 years ago
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    121 LiamW

    @Chancey21 I hear you. While it is a space game, it would be nice to emulate the Mars helicopter and make our own extraterrestrial UAVs, bush planes, etc

    +2 2.6 years ago
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    121 LiamW

    @pedro16797 electric motors don't need fuel to work

    2.6 years ago
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    @Chancey21 rockets dont need air to work :/

    +2 2.6 years ago
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    3,209 Chancey21

    Which are cumbersome and don’t work like real life props... rockets work as jets and we got jets didn’t we @Kell

    +1 2.6 years ago
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    @Chancey21 You have electric motors

    2.6 years ago
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    3,209 Chancey21

    Just there is now an airplane mode, are propeller engines in the near future? @AndrewGarrison

    2.6 years ago
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    @AndrewGarrison I think this is not important enough to be a suggestion or a bug so I'll say it here.
    The crew cabin is too small, I've never cared about it but now that you can see the size of the pilot it's weird to see the head and the feet stick out.
    Why not making the default radius 2m instead of 1.6? Or even a bit bigger to fit the dummy

    +1 2.6 years ago
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    @AndrewGarrison Ah, thanks. Apologies for my ignorance there. I was tired when I loaded my SR-71 and didn't see that.

    2.6 years ago
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    @SupremeDorian uncheck the option below the build mode and it won’t do that.

    +1 2.6 years ago
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    @AndrewGarrison Would it be possible to automatically change the build mode of a plane that was made before the update? Because it says my SR-71 is set to Rocket mode and when I switch to Plane mode it rotates it into a rocket orientation.

    +1 2.6 years ago


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