Releases: GER-Space/Kerbal-Konstructs
Releases · GER-Space/Kerbal-Konstructs
Bugfixes
Flat Kerbin Society
Changes:
For players
- Fixed the facility dublications in the inflight facility manager
- Some windows generate less memory garbage and should render faster
- Added a new Merchant facility type. You can trade all defined resources here.
- FuelTanks are converted to the new Merchant Facility
- Added a new Storage Facility Type. You can place and retrieve all your resources there
- Reworked Vessel Recovery: All Open LaunchSites have the same recovery range and factor as the KSC. If you are closer than 2500m to a base you get 100% refund. As balancing all LaunchSiterefunds have been removed, as it didn't make any sense. The old recovery could have lead to situations that recovery at a remote base was worse than at the KSC. Also fixed the display of the recovery window.
- (experimental )KerbalKonstructs should work better with SigmaDimensions, as now the altitude for most objects is saved in height above terrain. (floating objects at the water surface should stay there.
For modders
- Objects can be now moved and edited outside the visiblility range of the object.
- StaticModules have now an attribute staticInstance which is automaticly updated when the module is attached to an Static Object.
- Support for placing and editig PQSMod_MapDecals
- Added Support to load custom MapDecal image maps (examples in the MapDecalMaps folder)
- added some helper vectors to visualize the mapdecals area of effect
- Added a GradColor static module, that will adjust the color or the named meshes to the color of the underground. (and set a new gras texture)
- You can use builtin Textures with the BUILDIN:/ prefex. (currently used in the GrasColor Module and the AdvancedTexture Module)
- Added AdvanedTexture StaticModule for replacing textures and shaders on a Static.
- Added AnimateOnSunRise StaticModule (created by @Li0n-0 )
- All KSP Assets now come with the GrasColor Module preinstalled
Internal
- complete rework of the LaunchSiteManager and the LaunchSiteSelector GUI. It should render faster and has 300 less lines of Code. It is also better to read.
BugFixes
Changes:
- Set the default behavior of the CommNet and RemoteTech support to false.
- Fixed the facility editor
- removed unneccesary the calls to the staticModuleUpdate when a object is selected.
- made the the KerbalKonstricts.UI.StaticsEditorGUI.isOpen() function public, so it can be queried from other mods.
- Fixed the snap2target and copy/paste position of objects.
- removed some orphaned code from the editor.
- small peformace improvements to the statics editor
- Fixed the offices and research facilities. They now prodoce about 5 science and 5000 credits per kerbal and year, so they are now slightly usefull.
Release for KSP 1.3.1
only a recompile for KSP 1.3.1
1.2.0.0
Big Changes:
- New NavUtils Addon by Whale_2: Runways can now create thier own config so they show up in NavUtils. Kerbin-Side will be updated later to make use of it.
- The persistence handling changed once again, so all LaunchSites and facilities are closed again, but should now stay open for all players, once they are opened again. please use alt+f12 to refund your closed bases.
Changes for players:
- the settings for KK are now migrated to KSP settings system
- Try to implement a bugfix for the loading problem of facility states, that plaques some players.
- All windows of KK are now only loaded, when they are accessed for the first time. this should save some RAM
- BugFix: an empty configuration without any additional runways will no longer crash KSP. This should fix some issues RSS & GPP users had. (1.1.9.7)
- Recovery of vessels near a KK base should now result in a proper refund of credits. (BugFix for KSP 1.3) (1.1.9.7)
Changes for modders:
- you can select where the config files for newly placed static go (GameData/NewInstances or GameData/KerbalKonstrucs/NewInstances)
- You can now switch to the old editor camera mode (in the KK settings). Please don't do this while the KK editor window is open.
- Models can now use custom shaders. (new setting: useShader = "Name of the Shader") (untested)
- KK will load and use all shaders, that are in .KSP asset bundles.
- BugFix: Setting the group from the statics window will no longer delete all objects in range.
- BugFix: Editor: The Snap to Terrain button now does what it should do.
- BugFix: The Squad KSC models should now produce less errors when loaded, after new instances are placed by KK
- BugFix: Squad anomalies will now show up more than only once after an restart of KSP
- BugFix: Make launchSiteEditor work again. (1.1.9.5)
1.1.9.3
Changes for players:
- the settings for KK are now migrated to KSP settings system
- Try to implement a bugfix for the loading problem of facility states, that plaques some players.
- All windows of KK are now only loaded, when they are accessed for the first time. this should save some RAM
- Statics SoundVolume is now setable through config menue
Changes for modders:
- you can select where the config files for newly placed static go (GameData/NewInstances or GameData/KerbalKonstrucs/NewInstances)
- You can now switch to the old editor camera mode (in the KK settings). Please don't do this while the KK editor window is open.
- BugFix: Setting the group from the statics window will no longer delete all objects in range.
- BugFix: Editor: The Snap to Terrain button now does what it should do.
- added a new AudioPlayer StaticModule
- AudioSource Range is scaled with the Object scale
- added transparent sample cube for AudioSource
- Edtor renders non-mesh collider objects on screen
more Squad models
Changes for players
- none
Changes for modders
- added the anomalies and wreck models to the preloaded assets
Internal Changes
- small cleanups in the editors.
1.0.0
Changes for Players
- CommNet GroundStations should have the same range as RemoteTech stations
- BugFix: GroundStation (all types) will now be opened up corretly on non career games
- BugFix: GroundStations are displayed on the map on non career games.
- New button for filtering WaterLaunches in the TrackingStation (&map)
- new filter button for WaterLaunches in LaunchSiteSelector (in SHP)
- BugFix: Removed some errors, when no RemoteTech is installed.
- KK now saves everything into the persisence.sfs. This als fixes some load errors, when the SaveFolder is not found.
- KK now has per savegame settings. Now CommNet and RT support can be enabled/disabled for different savegames and is not set only once.
- the open/close state of facilities is no longer carried over to new games.
Changes for Modders
- Editor: pressing save on the Instance Editor will only save the curren instance and not all Files. No longer a few seconds hanging system
- Facility Editor: the "Save" button will close the window
- Facility Editor: BugFix: now has the current values loaded, when opened
- Facility Editor: You can no define the default open state of a facility.
- BugFix: KK will now load even when there are no placed model on a planet (hello to all RSS users)
- Statics no longer need to be in one of the Groups (KSCUprades or KSCRace) to be visible from the SpaceCenter Scene. All Statics and Groups near enought are now seen.
- BugFix: Repaired errors in LaunchSiteEditor, when no LaunchSite was previous set.
- BugFix: Deleting an static with an LaunchSite removes also the LaunchSite references.
- When saving a new object, its facilities are set to "Closed". (an OpenCost of 0 is allways open)
- Editor: The "Select an object with the Mouse Key" was changed from "left-shift" to "Tab"
- Editor: the heading can now be adjusted a bit more granually
- Editor: The Static List now includes the "number of instances of the same model in the group"
- New ConfigFile Format: KK will convert all legacy cfg.files to the new format and remove unused settings. Documentation is here: https://github.com/GER-Space/Kerbal-Konstructs/wiki
- Editor: Object will no longer be saved, when closing the window (X button)
- KK sets the PQS Object name to something parsable.
Internal Changes:
- Code cleanup
- compile fixes for KSP 1.3
- replaced the Config-Parser. The new one is a bit faster on load.
- reworked internal basae classes. This should improve the framerate a bit.
- more errors will now show up at compile time and not when running... this should result in less bugs.
- created the foundation for more interesting features.
0.9.9.6
0.9.9.5
Changes for Players:
- CommNet Support: All Antennas are the same strength as the KSC ones
- RemoteTech Support: The antennas have the Ranges as displayed on the map.
You need to enable the Support each of the setting in the KK mod settings (accessable from the spacecenter menue)
For best gameplay experience, use the latest Kerbin-Side packages (GroundControl or complete) - a new KerbalKonstruct Mission Flag by SpannerMonkey
- less memory garbage creation during gameplay. --> better performance.
Changes for Modders:
- added dynamic runway markings by whale_2. The model kourseXX will display the corresponding runway number according to its heading.
- Added new StaticModule: "FlagDecal" This is basicly the same module as for Parts. It sets a texture of a Model to th actual flag.
- SpannerMonkey contributed a new BillBoard Model, which displays your current MissionFlag
- Added the KSC facility models to the list of placeable models.
- "isScanable" flag for instances: These objects will show up in anomaly scanners as marks. (setable in the editor)
- hidden flag for Launchsites: Closed Launchsites are not shown in map or launchsite selector when marked "hidden". You need to go there first and open them
- When the KK-editor is open, you can select (most) statics under the mousepointer by pressing the "left shift" key.
boring stuff
- New persistence Layer for savegames