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Kerbal Space Program 1.7.3 is live!


UomoCapra

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 Hello everyone!

Kerbal Space Program 1.7.3 is live!

In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!

 Check out this patch's Changelog for further details:

=================================== v1.7.3============================================================

1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog)

+++ Improvements
* Added same vessel part collisions advanced tweakable.
* Adjusted KerbalEVA Action messages to be above center screen.
* Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y
* Add ability to switch secondary docking ports (docked) to primary via the PAW.
* Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking.
* Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel.
* Remove from symmetry functionality added to all parts.
* Add capability for text entry on float fields in the Part Action Window.
* Clear some references on returning to the main menu to release memory.
* Add ExternalCmdSeat Ejection Force (advanced tweakable).
* Add Leave Seat KSPAction.

+++ Localization
* Fix Contracts using Greek alphabet from failing to display when game set to Russian Language.

+++ Bug Fixes
* Fix maneuver node tabs being interactable in flight mode even when tabs are hidden.
* Fix temperature renderer messing with child part renderer parameters.
* Fix EVA portrait when launching a vessel with Kerbal in external command seat.
* Fix kerbal highlighting during mouse over.
* Fix radiator panels not rotating properly.
* Fix loss of axis and extended action group data when copying parts in the editor.
* Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled.
* Fix part positioning errors on vessel spawning far from Unity Origin.

+++ Mods
* Part class now has isVesselEVA property which handles when vessel is null.
* Add ability to override default flow mode on ModuleResource.
* Add activeEditor attribute to BaseAction to allow these to be disabled.
* Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW.
* Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving.

1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY

+++ Improvements
* Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station.
* Add Seismic Science Screen Message even if in sandbox game mode.
* Add grip pad Parts.
* Add Propeller Parts.
* Add LF/Air Rotors.
* Add Nose Cones.
* Changed compound part editor behavior to follow robotic parts.
* Changed Rotor Torque to now affect strength and not RPM.
* Re-balanced all rotors.
* Add Extra animations for interacting with Deployed Science.
* Add Surface Features VFX - apply forces.
* Add Kerbal taking rock sample animation.
* Add priority value to KAL - highest priority wins, equal priorities the values are averaged
* Add ability to assign axes controls to KAL.
* Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values.
* Add resize/scale function to KAL.
* Add play speed slider.
* Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc.
* Add shadows LOD settings on Surface Features.

+++ Localization
* Fix for piston showing variant names in English for all languages.
* Fix Action Groups KSPedia page in Japanese.

+++ Parts
New Parts with Variants
* GP-004 Grip Pad.
* GP-036 Grip Pad.
* GP-156 Grip Pad.
* GPS-025 Grip Strip.
* GPS-156 Grip Strip.
* EM-16S Light Duty Rotor.
* EM-32S Standard Rotor.
* EM-64S Heavy Duty Rotor.
* R121 Turboshaft Engine.
* R7000 Turboshaft Engine.
* Propeller Blade Type A.
* Propeller Blade Type B.
* Propeller Blade Type S.
* Helicopter Blade Type A.
* Helicopter Blade Type B.
* Helicopter Blade Type S.
* Tiny Nose Cone.
* Very Small Nose Cone.
* Fixed 36P Hydraulic Cylinder colliders.

+++ Bug Fixes
* Fix kerbal transfer being blocked by scanner arm.
* Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation.
* Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking.
* Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation.
* Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station.
* Fix pistons not starting in correct position at launch when locked in the editor.
* Fix collecting Surface Features failing due to kerbal movement caused by animation.
* Fix excessive EC draw by scanner arm when time warping.
* Fix hinge rotation when using mirror symmetry.
* Fix piston drag not changing as extension changes.
* Fix Deployed Science parts appearing too high above the surface in some situations.
* Fix WCoM math of parts with servo rigidbodies.
* Fix SAS cancelling angular velocity of rotors.
* Fix Robotic Parts Resource information in extended tooltips.
* Fix EVA kerbal speed when interacting with Deployed Science parts.
* Fix default science display in Deployed Science Experiments in invalid experiment situation.
* Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it.
* Fix misspelled word in the description of the Grand Slam Passive Seismometer.
* Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos.
* Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer.
* Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors.
* Fix Geyser and Cryovolcano force is not synced with audio and particles.
* Fix deployed science parts missing 3rd animation.
* Fix Kerbals lose their ROC-hammer after quick loading.
* Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on.
* Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled.
* Fix KAL controlling parts across vessel.
* Fix KAL controller being affected by space bar.
* Fix stage manager display having empty headers in Chinese.
* Fix kerbal Ragdoll with future suits when they stumble.
* Fix rotor joints when node attaching parts to rotors.

+++ Miscellaneous
* Added colliders to the Communotron Ground HG-48 dish.
* Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech.

+++ Modding
* Changed servo current values (extension/position/angle) to be float fields for mod support.

Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible.

Happy launchings!

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Wonderful update! Could you please explain what the following changes are? Thanks!

* Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel.
* Remove from symmetry functionality added to all parts.
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4 minutes ago, flyfire2002 said:

Wonderful update! Could you please explain what the following changes are? Thanks!


* Remove from symmetry functionality added to all parts.

It means if you create 4 parts in symmetry around another part, (like cargo containers) you can break the symmetry to configure properties independently (among other things) rather than having all 4 items identically configured. Also move them independently instead of in a group, etc. It changes symmetry objects to be as if they were individually placed.

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Just now, panarchist said:

It means if you create 4 parts in symmetry around another part, (like cargo containers) you can break the symmetry to configure properties independently (among other things) rather than having all 4 items identically configured. Also move them independently instead of in a group, etc. It changes symmetry objects to be as if they were individually placed.

That's a feature I didn't know I really really wanted until I saw it had been added.

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13 minutes ago, flyfire2002 said:

* Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel.

This will allow players to have better docking connections when a vehicle docks to itself ;)

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Just now, UomoCapra said:

This will allow players to have better docking connections when a vehicle docks to itself ;)

Oooh, so, in effect, shifting around the part tree of a vessel to allow, for example, a Canadarm type thing to retrieve something from a cargo bay?

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On 7/10/2019 at 11:43 AM, UomoCapra said:

* Clear some references on returning to the main menu to release memory.

Thank you for that. I've been killing the exe through task manager for Kraken knows how long because quitting the game in a conventional way was taking waaay too much time after long session.

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* Add capability for text entry on float fields in the Part Action Window.

Is this still via that button in the PAW header or can we just doubleclick the value itself to modify it? Because I already know I'm going to keep trying to doubleclick it :P

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1 hour ago, Jimmidii said:

Oooh, so, in effect, shifting around the part tree of a vessel to allow, for example, a Canadarm type thing to retrieve something from a cargo bay?

Two docking ports that were on the same vessel when they docked together will become a real dock if the player decouples or undocks two different docking ports on the same vessel. So they will remain docked. Previously in this scenario they would have undocked. So yes. The vessel part tree restructures and same vessel dockings remain docked.

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jDn36KZ.png

I´m getting windspeed effects with my very first 1.7.3 prop plane... :0.0:

Not having much time today, but the weekend is going to be crazy exciting. A big thank you to all the folks at SQUAD for the new toys. Feel firmly hugged. :D

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8 minutes ago, Foxster said:

The R121 Turboshaft and R7000 Turboshaft Engines are called, well, engines. So why aren't they controlled by the normal throttle controls?

Choice.

You can either assign them to the throttle control or instead assign the pitch of the propellers to it.

Edited by T1mo98
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1 hour ago, T1mo98 said:

Choice.

You can either assign them to the throttle control or instead assign the pitch of the propellers to it.

Umm. Gotta say I'm a little  underwhelmed. This would have been a great opportunity to introduce some easy to use prop engines but we got something that seems way over-engineered. 

I threw this together...

tnmNlIT.png

It didn't seem unreasonable to expect the engine to work like the other KSP engines i.e. set the throttle, hit the spacebar and off we go.

Alas, no. I had to go and map the throttle to the engine in action groups. No idea about staging yet because it was just at full throttle on launch and spun around and RUDed.

Even  when launching with no throttle and babying the throttle so as to avoid RUD from torque it doesn't have enough power to move the craft. I guess I need to map the blade pitch to some other keys?

That's all very painful. What would a KSP nub do with these "engines"?

Update:

A little further along.

I mapped the pitch of the blades to some keys. Still no thrust no matter what pitch.

Spotted that by default "Deploy" for the blades is set to Retracted, so they were never going to generate thrust. Toggled that and now the craft clumsily can get off the ground. 

Torque is messing with the craft making it almost unflyable. Guess there's something else needed to sort that. Maybe a free-spinning rotor between engine and fuselage?

Update 2: 

Got it to fly by putting another engine + props on the back end and inverting the props. Still hard to fly because you need to constantly adjust the prop pitch and throttle. 

I can see zero advantage to this compared to a jet engine and loads of downsides. 

  

Edited by Foxster
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