UomoCapra Posted December 17, 2020 Share Posted December 17, 2020 Hello everyone! Gear up Kerbonauts, engineers are required for some in situ reassembling! Stack up your inventory with parts and tools in order to prepare for any contingencies. With a reimagining of the game’s inventory system and the introduction of a new EVA construction mode, KSP is here with new content for everyone! Kerbal Space Program 1.11: Some Reassembly Required is the game’s latest major free update and with it, we’re adding some significant and game changing elements that give players added flexibility and a more immersive KSP experience. Pack an inventory for your missions and modify your crafts or even assemble a new vehicle on the spot with the help of your engineers, or bring an EVA Science Experiment Kit and have your Kerbals undertake fun animated experiments. In addition to some new parts, visual enhancements, and some bug-fixing, Some Reassembly Required continues to enrich the KSP experience. Let’s go through some of the update’s highlights below: EVA Construction Mode This mode gives your engineers tools similar to what you find in the VAB/SPH to manipulate parts in their inventory or within their range while on EVA in any location. Need to make some adjustments to your Vallerian SSTO, or build an improvised Munar rover in situ? Now you can! Inventory System Changes This update expands upon the inventory system and gives it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and adds to the ability of Kerbals to carry an inventory of their own. All while making it easier to get access to and manage all of the inventories on a craft. Just remember to think wisely on what you want to bring with you on a mission… New Lights and RCSs Some Reassembly Required adds new lights parts to the game, including some smaller, physics-less lights as well as a couple of deployable lights that work without the need for an attached craft or EC power source. And not only that, two new smaller Reaction Control Systems are being added to the part repertoire! These smaller RCS are perfect to make your probes, drones or smaller crafts more mobile and versatile. Joolian Moons’ Visual Improvements With this update, we will continue with the overhauling of the rest of the Joolian satellite system with Bop, Vall and Tylo. These moons have been popular destinations for intrepid space explorers and now they will look better than ever before, with high-quality texture and graphic shaders. And more! To learn more you can read the full Changelog here: =================================== v1.11.0 ============================================================ +++ Improvements * Improve version checking for save files to prevent incorrect compatability messages. * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. * Text in action group labels now moves if truncated so the text can be fully read. * A notification is displayed on the Fairings PAW when it has a flag attached and the sides and edit Fairing options are blocked. * Robotic Controllers like KAL can now be accessed by EVA Kerbals to Play and Stop the Sequence. * Revamped Vall! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Tylo! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Revamped Bop! It now has a low, medium and high quality shaders as well as a new scaled space textures. * Launchclamps will now default to the earliest stage on a craft. * Added a speed slider to the Axis Groups Binding so players can control how fast a binding will move. The value shown is in % of full axis range per second. * Expanded on the Warp to Sunrise button functionality. It's now available in flight and Tracking Station whenever it makes sense. * Added onscreen tab to Map Filters panel to make it more obvious and changed the behaviour to be click to toggle like the navball tab. * Implemented Menu Navigation on the Action Groups in Flight. * Added new Color Picker for the Kerbal Light Color during Flight. * Parts of the same type and variant can now be stacked in a single inventory slot. Each part has a maximum allowed stack amount. * Change PPD-10 Hitchhiker and Mk3 Passenger Module mass to align with passenger/mass ratio of Mk1 Crew cabin. * Change PPD-12 Cupola Cost and Mass to align with cost/mass ratio of Mk1 Capsule. * Change Mk2 Crew Cabin mass to incorporate wing mass. * Don't put parachutes in the first (launchpad) stage by default. * Crewable part masses revised to account for crew mass and their cargo. * Crew now have mass when on IVA (inside parts) along with their cargo. * The Flag browser now categorizes flags into groups. * Added RocketLabs and Electron flags. * Added EVA Construction Mode. * Amended dV and orbit calcs to use Double precision. * Some large parts cannot be put into cargo containers but can be manipulated in EVA construction mode. * Players can no longer assign the Undock node Action. This has been removed as it was causing confusion with the Decouple node Action in some parts. Crafts with the action assigned can still fire it. * Construction Mode provides CoM CoT CoL overlays. * Kerbals stop climbing on reaching the end of a ladder. A new toggleable game setting Check ladders end enables/disables the behavior. * SEQ-3 and SEQ-9 Cargo Containers are now Stock parts. * All Cargo Parts can now be searched by the tag cargo in editor and mission builder. * Flight Info debug window now shows the angle of the surface the vessel is currently on. * Asteroids have new textures and shader. * New rover construction contract for career games. * New vessel repair contract for career games. * New satellite upgrade contract for career games. * Improvements over the Kerbal jittery movement. * Comet visual FX performance improvements. * Added a repair kit part. Now repairing broken parts uses up repair kits, be sure to have some in your Engineer's inventory. * Added new EVA science experiments and animations. * Kerbal Jetpack and Parachute are now cargo items that kerbals must carry in their inventory to use them. * Kerbals in EVA use EVA propellant from EVA cylinder parts and Jetpacks that they are carrying. * EVA cylinder parts and Jetpacks are refilled when they are transferred back into a vessel from a kerbal. * Amended dV and orbit calcs to use Double precision. * Make render probes fade in better when a new render probe is added. +++ Localization * Removed line breaks in the Orbit's Ejection field tooltip. * Fix missing localized text in the Robotic controller name input field. * Multiple bug fixes for all languages. * Navigation console had missing space for the field IZQUIERDA which affected only Spanish. * Fix fairing variants having wrong language on textures in English and French. * Multiple string additions and corrections for some languages. * Fix spelling of BepiColombo and Rosetta. * Multiple KSPedia fixes all languages. +++ Parts * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Added colliders to all flag part variants. * Removed the gaps of the FL-R25 RCS Fuel Tank when attached to other tanks. * New SEQ-24 Cargo Storage Unit and new SEQ-1C Conformal Storage Unit. * New Place Anywhere 1 Linear RCS Port. * New RV-1X Variable Thruster Block. * New Repair kit part. * Added new EVA science experiment kit. * EVA Fuel Cylinder cargo part. * Fix gap in the Mk2 Cockpit IVA. * HG-5 High Gain Antenna is now placed correctly in mirror symmetry. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. +++ Bugfixes * Revised the instructions on several tutorials regarding the recent changes to the flight UI mode toggling. * Fix issues with fairing shaders when width/height ratio is extreme. * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. * Fix flickering orbit lines in mapview. * Fix an overlap in some languages between the Header and vessel stats field in the craft browser dialog. * Fix part joint failure including autostruts when target RigidBody is same as host RigidBody which can occur in some edge cases. * Fix tourists from being EVA'd from a command seat. * Fix steep textures shaking on lower quality shaders after reentry. * Fix payload inside fairing not being released when decoupled and fairings are still intact. * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix inventory part tooltips lingering on the screen when changing Camera Mode. * Fix EVA Kerbal walking animation sync, timing and bounding issues. * Fix EVA Kerbal sliding issues. * Fix menu navigation issues when navigating between columns in the Action Groups menu. * Fix craft thumbnails not showing fairings. * Fix Female Kerbals not walking correctly on some low g bodies. * Fix Incremental speed sliders now update on symmetric parts on the Action Groups Menu. * Fix Comet Sample contracts not completing if comet is renamed by the player after the science sample is taken. * Fix AOOREs and flow on effects that occur on vessel markers for vessels that use ( as the first character in their name. * Fix issue with flags on parts that are set flipped that also have variants set not flipping the flag textures. * Fix AOORE on temperature gauges when parts explode. * Fix NRE on adding any action to action groups. * The crew inventory initialization doesn't break the kerbal roster initialization on the astronaut complex. * Fix alignment in action group text in the action group editor window. * Fix localization of tech tree node names in UI. Including Part Upgrades. * Fix Camera controls are now enabled when the Action Groups panel is open during Flight. * Fix Staging is now Locked when Action Groups panel is open during Flight. This could cause firing unintentional staging while having the panel opened. * Fix issue with SEQ-3 search tags. * Fix inconsistency in the detection of hatch obstruction. * Fix click-through issue occuring with the main menu expansion dialogs. * Fix Action groups UI becoming non-functional on pressing the KAL's Action Groups button more than once. * Fix Kerbals rotating when walking on hills. * Fix System set to Time Zone that KSP can't handle from crashing the game. eg: Hong Kong. * Fix the Comet and Asteroid showing up in the Size3 Bulkhead filter. * Fix issue that prevented fairing panels from exploding when colliding. * Fix mistake in the 1.10 section of the changelog. * Fix the white rectangle showing in both Advanced Grabbing Units when rotating in the part picker. * Fix multiple comet comas blotting out the sky when a comet breaks up on reentry. * Fix lighting issues in Terrain System. * Fix issue with forward axis not updating properly. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. * Fix Kerbals neck showing when swimming. * Fix Grand Tour contracts need a new vessel to be built requirement. * Fix default helmet and neck ring settings not applying on first EVA. * Fix KSPedia continues to work as expected even after closing it abruptly while a slide was loading. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix undo in editor with fairings changing materials on cargo bays. * Fix comet science contracts failing when sample has been collected but not yet transmitted or returned. * Fix the kerbal ladder sliding. * Fix Color values update correctly now in the color picker for HSV values and sliders. * Fix camera being too far from vessel when exiting map view in some situations. * Fix the Kerbals hands on fire idle arms shrinking at the end. * Fix Paws are automatically opened when hovering a cargo part over an inventory in the Editor. +++ Modding * Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. * LightOn/Off events have been replaced with a toggle event on the PAW to reduce PAW redraw. The events still exist and can be triggered, but are hidden from the PAW. * Tech Tree now correctly reads all TechTree nodes from gamedata folder. * QuaternionD now supports LookRotation. * Implemented FlightVesselOverlays class to implement the Center overlays to be displayed in flight. * New pre-generated craft and locations capability for contracts in career games. * ModuleInventoryPart.allowedKerbalEvaDistance obselete in preference to GameSetting.EVA_INVENTORY_RANGE. * Parts now have a minimum Rigidbody mass minimumRBMass which affects how small the rigidbodies mass can be. Does not affect part.mass - which is whats used to calculate force, etc - but does affect rigidbody collisions. =================================== Making History 1.11.0 =================================== +++ Improvements * Added the option "All SAS Modes on all probes" to the Mission Builder Start node Difficulty options. The same option found in Sandbox games. +++ Localization * Fix mission validation report dialog not displaying validation options text in Chinese and Japanese. +++ Parts * Added colliders to all flag part variants. * Fix the LV-TX87 Bobcat Liquid Fuel Engine's attach rules, no more surface attach. +++ Bugfixes * Engine plates now shroud parts attached to nodes inside shroud from airstream. * Fix user is was unable to switch the GAP Vessel Token from Aircraft to Rocket after saving a mission with the Aircraft selection. * Change the error message when you try to launch a vessel in the SPH with the same name in the VAB or vice-versa. * Fix issue with Mission Builder when animating parts are toggled when the flight scene loads. * Fix the seam on the Making History suit helmet. * Fix active vessel not switching when explode part node fires in missions. * Fix undo in editor with fairings changing materials on cargo bays. =================================== Breaking Ground 1.6.0 =================================== +++ Improvements * Added toggle to enable or disable a KAL controller. +++ Bugfixes * Fix InventoryModules adding mass to a part even if there was no cargo in it. * Fix floating Mun ROCs by adjusting the meshes. * Fix NRE in deployed science when retrieving experiment parts. Kerbal Space Program 1.11: Some Reassembly Required is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.11: Some Reassembly Required. Happy launchings! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 17, 2020 Share Posted December 17, 2020 Yesssssssssssssssssssssssssssss! Quote Link to comment Share on other sites More sharing options...
MechBFP Posted December 17, 2020 Share Posted December 17, 2020 Woohoo! Thank you for the early Christmas present. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 17, 2020 Share Posted December 17, 2020 Quote * Added colliders to all flag part variants. That might break some exploit-heavy craft... Congrats on 1.11! Looking forwards to stock KIS. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted December 17, 2020 Share Posted December 17, 2020 (edited) What does the "Persist Kerbal Inventory Loadout" setting do when starting a new game? I assume it has something to do with this line: Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. Based on the wording I assume for a new game I want to have that checked by default to use the new system. As an FYI it is unchecked by default. EDIT: See answer by Rafa below. Edited December 17, 2020 by MechBFP Quote Link to comment Share on other sites More sharing options...
Fraktal Posted December 17, 2020 Share Posted December 17, 2020 And just two goddamn days after I put the latest version of my interplanetary science vessel in orbit AND fueled it up in a separate mission! Now I gotta start over to take the new features into account in the design... * Amended dV and orbit calcs to use Double precision. Does that mean ship trajectories no longer lose long-range encounters when I engage warp?! * Craft file name is now independent of command pod vessel naming, preventing accidental overwrites when re-naming command pods. Nice! Quote Link to comment Share on other sites More sharing options...
DarkBrave_ Posted December 17, 2020 Share Posted December 17, 2020 YES THIS IS AMAZING I CANT WAIT TO PLAY IT Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted December 17, 2020 Share Posted December 17, 2020 Time to make ISS, and require everyone wear the visors! Quote Link to comment Share on other sites More sharing options...
fourfa Posted December 17, 2020 Share Posted December 17, 2020 (edited) Quote * Fix resource transfer failing when opening and closing a parts action windows several times. * Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done. Fuel transfer bugfix finally? Quote * Fix the kerbal ladder sliding. ohhhh that's nice, I just tested and seems to work Quote * The LFB KR-1x2 Twin-Boar Liquid Fuel Engine now has the correct diameter. * Fix LFB KR 1x2 'Twin Boar' off placed surface attach underneath. Don't know what's meant here - diameter still doesn't match other 2.5m parts, second line no idea what that means Edited December 17, 2020 by fourfa Quote Link to comment Share on other sites More sharing options...
ShweeBish Posted December 17, 2020 Share Posted December 17, 2020 But do the flags at Kerbal Space Center fly in the same direction? Quote Link to comment Share on other sites More sharing options...
EchoLima Posted December 17, 2020 Share Posted December 17, 2020 (edited) 8 hours ago, UomoCapra said: * Amended dV and orbit calcs to use Double precision. 8 hours ago, UomoCapra said: * Fix flickering orbit lines in mapview. These might be my two favorite changes. They were years in the waiting! Edited December 17, 2020 by EchoLima Quote Link to comment Share on other sites More sharing options...
Rafa Hdz Posted December 17, 2020 Share Posted December 17, 2020 16 minutes ago, MechBFP said: What does the "Persist Kerbal Inventory Loadout" setting do when starting a new game? I assume it has something to do with this line: Inventory system is now persisted as a list of protoparts instead of a comma-separated string of names. The old system is still there for compatibility, but the new one is preferred. Based on the wording I assume for a new game I want to have that checked by default to use the new system. As an FYI it is unchecked by default. Whatever your Kerbals have in their inventory will persist through recoveries. Default equipment is jetpack and parachute, let's say you replace those with a battery and a barometer, If you don't place or remove those two parts from their inventory, when you recover them they will have those in their inventories, if you remove the parts and recover them, they will appear with an empty inventory. If you leave that option unchecked, they will always get their default equipment ( jetpack and parachute) back when recovered. Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted December 17, 2020 Share Posted December 17, 2020 7 hours ago, UomoCapra said: * Added RocketLabs and Electron flags. Huh? A future collab?! Or maybe dark variants for parts! They can easily use @Nertea's help for the dark parts. His are fantastic! Quote Link to comment Share on other sites More sharing options...
MechBFP Posted December 17, 2020 Share Posted December 17, 2020 3 minutes ago, Rafa Hdz said: Whatever your Kerbals have in their inventory will persist through recoveries. Default equipment is jetpack and parachute, let's say you replace those with a battery and a barometer, If you don't place or remove those two parts from their inventory, when you recover them they will have those in their inventories, if you remove the parts and recover them, they will appear with an empty inventory. If you leave that option unchecked, they will always get their default equipment ( jetpack and parachute) back when recovered. Thank you for the clarification. Quote Link to comment Share on other sites More sharing options...
boolybooly Posted December 17, 2020 Share Posted December 17, 2020 wow, this is huge Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted December 17, 2020 Share Posted December 17, 2020 5 minutes ago, GuessingEveryDay said: dark variants for parts Or making TUFX stock! "1.12 A Splash of Color!" Quote Link to comment Share on other sites More sharing options...
fourfa Posted December 17, 2020 Share Posted December 17, 2020 omg the "perform EVA science" gags, I laughed Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted December 17, 2020 Share Posted December 17, 2020 In @Matt Lowne's video, a kerbal hit a golf ball! Quote Link to comment Share on other sites More sharing options...
fragtzack Posted December 17, 2020 Share Posted December 17, 2020 Looks like need to call in sick to work for a few days. Release the kraken! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 17, 2020 Share Posted December 17, 2020 I think I've found a bug - the welding animation doesn't play when attaching parts via nodes. It's very minor as the actual attachment works fine. Quote Link to comment Share on other sites More sharing options...
nestor Posted December 17, 2020 Share Posted December 17, 2020 1 minute ago, RealKerbal3x said: I think I've found a bug - the welding animation doesn't play when attaching parts via nodes. It's very minor as the actual attachment works fine. The animation runs depending on the position of the engineer. Sometimes it won't run since the laser would be obstructed by something else. Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted December 17, 2020 Share Posted December 17, 2020 (edited) Edited December 17, 2020 by GuessingEveryDay Quote Link to comment Share on other sites More sharing options...
fragtzack Posted December 17, 2020 Share Posted December 17, 2020 How the heck is this not release 1.2 ? Quote Link to comment Share on other sites More sharing options...
AHHans Posted December 17, 2020 Share Posted December 17, 2020 8 hours ago, UomoCapra said: * Added game setting to enable Ghosted Navigation Markers. These let you see targets behind you by presenting a faded marker on the navball as if you are looking through the navball. Nice! That'll make landing at anomalies much less annoying! Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted December 17, 2020 Share Posted December 17, 2020 (edited) 'How the heck is this not release 1.2 ?' Because 11 comes after 10. Edited December 17, 2020 by Cruesoe Quote Link to comment Share on other sites More sharing options...
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