1.3.2 Update
Features
- Upgrades for the Juno System
- Added Oord, moon of Sergeaa. A proto-Earth covered in craters, with liquid water in its equator and rings, orbiting the Juno-Sergeaa L2 and thus being in a constant partial eclipse
- Improved the ground detail in Sergeaa, giving textures to some areas that had been left smooth
- Detected a strange anomaly approaching the system
- Overhauled the skybox
- Redesigned the skybox to be more realistic and detailed, while being more vibrant
- Rounded the stars, no more squares! And added distant galaxies with red shifting
- HDR textures now allow for better looking skies when tweaking the skybox brightness
- Added a quality setting to increase the resolution of the skybox on PC
- Overhauled the image effects
- Tweaked the color profile to make the game more vibrant
- Improved the lens flares caused by the sun
- Added image effects to Map View, greatly improving its visual appeal
- Added MFD Vizzy blocks to draw lines, boxes and triangles in the Texture widget
Tweaks
- Career Mode tweaks
- Changed how the orbit height requirement is displayed to the player when it has a tolerance to reduce confusion
- Added a button to help users manage situations where a payload part goes missing. When a payload is lost, a ! button will show up next to the Payload requirement. If clicked, a dialog will prompt you to search for the missing payload part in your current craft
- Made the Contract Tracking auto-fix more forceful to hopefully solve corrupted active SPE contracts
- Added support for custom defined planet icons in custom careers, files have to be a 64x64 png named like the planet they represent and stored in
Images/PlanetIcons
- Added an Ultra global preset for the settings on PC, making it easier to crank up the visuals of the game
- Added a property to allow disabling shadow casting per light part, so players have more control when trying to optimize their crafts
- Added a fuel readout in the Drood's inspector panel
- Reduced the mass of the light part substantially to more realistic values
- Various optimizations for the memory garbage collection handling
- Improved texture compression for Android, reducing file sizes and memory usage
Bugs
- Career Mode fixes
- Fixed a bug that could cause multiple crafts to have the same ContractTrackingId
- Fixed a bug that could prevent a payload from being tracked if the player resumed flight or quick loaded before the payload was deployed
- Fixed a potential bug that could corrupt the Contract Tracking when splitting a craft
- Fixed a bug causing the designer tutorial text of some contracts to break in hybrid
- Fixed a null ref thrown when attempting to highlight parts out of the physics range
- Fixed a bug causing LUTs to be removed after going through a night vision camera or a docking port camera
1.3.201 Patch
Tweaks
- Increased the intensity of the daytime ambient light on Oord
Bug Fixes
- Updated the stock craft files and payloads so the light part is on the right modifier version, passing validation with no warnings
- Fixed a typo in the text of the draw tri Vizzy block
- Fixed a bug causing the skybox to fallback to the lowest resolution on Planet Studio and when relaunching into flight
- Fixed a bug causing a file reference to be missing from the Oord rings, breaking the system upon trying to load it
1.3.202 Patch
Tweaks
- Reduced the smoothness of the water at slant angles based on how strong the waves texture is, significantly reducing the star reflection artifacts
- Added a field in the planet xml to adjust the music intensity fade based on a funk expression
Bug Fixes
- Fixed a bug breaking the in flight inspector for the Tourists
- Fixed a bug showing the wrong tolerance in the contract description for orbit requirements
- Ensured triggers don't occlude sunflares, notably the rocket engine damage trigger and the launch FX triggers
1.3.203 Patch
Tweaks
- Hide the atmosphere density numbers in the parachute designer sliders when in ASL mode to prevent player confusion
- Highlight in red the speed threshold of the parachutes in the in flight inspector panel if that is preventing the deployment of the chute to help players diagnose what's happening
- Optimized the speed of the new Vizzy texture drawing blocks
- Adjusted the water reflection values slightly
Bug Fixes
- Another attempt at fixing the black orbit lines in some mobile devices
- Fixed a bug causing the global ultra quality settings from not updating some setting categories
1.3.204 Patch
Tweaks
- Added the exhaust shader to the ModTools
- Added support for going to the tech tree scene from the FlightSceneScript.ExitFlightScene method with mods
- Added the atmosphere scale height to the list of parameters that can be accessed from a planet with Vizzy
Bug Fixes
- Reduced the memory garbage generated by the new texture widget blocks
- Fixed a couple typos in the Oord milestones for the max height and depth
- Lowered the default torque in the offroad wheels so they can pass validation in career and they are lighter and cheaper
- Slightly increased the starting max RPM allowed in the electric motor to prevent the Vortex propeller from not passing validation
1.3.204.1 Patch
The entire focus of this patch is fixing a series of Memory Leaks that we had been chasing for half a decade. Thanks to @1nsanity for helping us finally reliably reproduce and expose them.
Mod tools why are they