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v1.7.0 and v1.7.1: how significant are the differences?


Wolf Baginski

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I've been using v1.7.0 under Linux.

I bought the Breaking Ground DLC.

So I need v1.7.1 which was an awkwardly big download, and seems to have appeared at the same time. It's not a big deal not in this age of movie and TV streaming, but I am wondering how important it is if you don't want to use the DLC.

What does it do that isn't necessary for Breaking Ground? For Linux, at least, I know I can keep my current v1.7.0 games running and put the v1.7.1 family in a distinct, parallel, install. But has it fixed any serious v1.7.0 problems that I am just lucky to have missed?

As a practical detail, I reckon it would have eased the load on the servers if v1.7.1 had been available earlier in the week

 

 

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ChangeLog:
=================================== v1.7.1 ============================================================
+++ Improvements
* Implemented Cargo part category and Inventory processing.
* Implemented PAW UI drop-down grouping functionality.
* Implemented scrollbars to PAW UI windows.
* Added a new type for PAW fields, a double slider to set ranges with a min and max values
* Kerbal Portraits now available on EVA.
* Implemented Axis groups.
* Implemented Action/Axis group override sets (if 'Activate Action Sets' is enabled)
* New game setting - Shadow casting for CBs.
* Add and apply High Gee settings to wheel suspension.

+++ Localization

+++ Parts
* Fix Bobcat, Wolfhound, Kodiak, Poodle, Terrier, Spark, Flea, Hammer SRBs not recognising thrust obstructions.
* Fix Twitch, Spark ISP engine value.
* Fix Flea and Hammer white variant using incorrect texture

+++ Bugfixes
* Fix for maneuver mode UI being interactable while the Pause Menu is active
* Fix for maneuver nodes collapsing to delete mode if moused-over quickly after switching nodes with the maneuver mode UI.
* Fix maneuver node data being copied across nodes in some circumstances when using the maneuver node editor.
* Fix NRE when root part is delete and fuel overlay is turned on.
* Fix Menu Navigation when in the Game Difficulty > Advanced menu.
* Fixes to wheel suspension spring and damper settings.
* Fix wheel damage on docking, undocking and loading on high Gee CBs.
* Fix wheel friction.
* Fix engineer report showing incorrect mass for vessels containing parts with variable part module mass.
* Fix simply clicking on maneuver node resetting the node burn.
* Fix science experiment overwrite dialog text.

+++ Mods
* Added GameSettings.SaveSettingsOnNextGameSave method to flag the settings dirty and trigger a settings save next time the game is saved.
* New GameEvents.onPartActionUIShown when PAW window is shown.
* PartLoader no longer clears modules and resources from preconfigured parts.
* Contracts - contract definitions Nodes are now processed additively. Before subsequent Contract nodes encountered on loading would override each other.
* Experience Trait nodes can now handle multiple Effect nodes in different cfg files.

 

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I'm not noticing too much difference between 1.7.0 and 1.7.1 (aside from the DLC!). Generally it feels better overall, but I can't say specifically what's better. 
I moved a 1.7.0 save with 50+ mods (see mod list link in sig) into 1.7.1 and the only issue I've had was an already captured asteroid could no longer be mined. 
The only other thing to point out when moving an existing 1.7.0 save to 1.7.1 is you need to do this fix to the persistent.sfs file in order for the DLC surface features to show up

 

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As a player, for me the most significant thing about 1.7.1 is the addition of axis groups. It's one of those features where my initial reaction was "huh? what the heck is that?", but then as soon as I grokked what they are and what can be done with them, was immediately "why the heck wasn't this a thing before now?" :)

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