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Gameplay differences between 1.0.5 and 1.1.3


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I've mostly skipped the 1.1 iteration, mostly due the issues with the rover wheels.

But I've just wrapped up my 1.0-1.105 campaign and I'm downloading 1.1.3. What gameplay differences should I expect?

Are wheels still only useful in lightweight rovers, if at all? Any issue I need to take into account with airplane landing gear? Are landing legs ok? What changes were done to the heat system? Will 1.0.5 refineries work ok or did Squad change something to radiators I need to take into account? There is the new inflatable heatshield, any advice on it? If I'm landing a ship with it, I should destroy it with an upwards facing Terrier pointing straight to it, right?

 

Is there anything else?

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Agree with Gojira1000 on: don't ever use the "move" tool to clip rover wheels, be much more gentle with airplane landing gear. I'd say avoid landing legs and use something (anything!) else to land on instead.

And I think you will actually find the rover wheels work fairly well. The motor on the balloon wheels is weaker. When climbing hills, turn off traction control!

I also created the following thread specifically to document the differences between 1.0.5 and 1.1 -- a few of the bugs have been resolved, but it's still very apropos.

 

Edited by bewing
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Rover wheels are fine in 1.1.2/1.1.3, IMHO. The actual wheel portion of the part now has an invisible collider to it, and you can carefully clip portions of the mount into your rover, as long as you don't obstruct the wheel collider. This seems realistic to me, whereas in previous versions you could go clip crazy and the game didn't care.

Works very reliably once you realize what it's looking for, though you may have to spend a few iterations reverting between SPH and runway to get it right. Quite a few more with the additional constraint of trying to fit the rover into a Mk3 cargo bay to roll out the ramp under its own power, too. 

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And the passive radiators must be right next to the part they are meant to cool, right? Is there any change in how parts create heat? As in, do I need to worry about Nervs overheating?

Also, which mods/combination of mods provide a fuel switch for the stock tanks?

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14 minutes ago, juanml82 said:

And the passive radiators must be right next to the part they are meant to cool, right?

The fixed radiators must be attached to the same parent part as the thing they need to cool. The extendable radiators don't.

14 minutes ago, juanml82 said:

Is there any change in how parts create heat? As in, do I need to worry about Nervs overheating?

Nope.

-- And I don't know about mods, but there is one called the Fuel Pump mod, which may be what you want. Dunno if it's 1.1.3 compatible yet.

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